Posts by EnVysion

    Well it was removed because GF probably don't think it's a good idea for loyalty system to be there and people will spend less to get their gears +8-9 if there is loyalty system. Maybe? This is just my opinion, they may have other reason to do it, who knows.

    I thought it's not in the game because they're planning to release it with later content. But if what you say it's true, then GF managed to prove once again how they can destroy games with their greed and incompetence (even though I pretty much gave them the benefit of the doubt on this ocasion).

    If your post is not here for utility, it's just to show the gap between EN and US. I take it back... it is not futile - it's just a post to piss off US players even more by showing how they get much worse prices than EN :)


    And you know... the players buying outfits and brooches, have nothing to do with your so called public analysis. However, players buying soulcash items to sell them on the market, DO! Have you noticed how instead of having 10+ of each type of VIP packs on the Market, now there's barely a few? How an average of 2 packs of each type are sold per day? How fashion items are extremely limited on the market?


    The part where you compare the players in Rucco town was rather amusing, though.

    So, what exactly is the point of this thread? Prices are determined by population and the ones buying soulcash, the latter being an endangered species. Showing numbers will not change anything. Gameforge and people on the forums won't be able to do anything about it, either.


    It does look like NA server is not faring well at all - after all the server downtime with GF failing to compensate the players properly, it's only normal. That and... all the rest.


    If this is your idea of a hobby, then I hope you (and maybe others) can enjoy it. As for me, I only have one word for it: "Futile"

    Wow... ok. Then by your definition, pretty much every game with an online component is an MMO (Massively multiplayer online) like:


    - Counter Strike

    - Fifa

    - Call of Duty

    - Pokemon go

    - Endless list....


    An MMO is an online game with large numbers of players, typically from hundreds to thousands, on the same server that usually have a huge persistent open world. That was the point of "Massive".... loads of people in the same place doing things together. Now every online game that has a shared lobby suddenly becomes an MMO... these are sad times indeed.

    Why am I forced to run with people to even access it? What type of bloody game design is that?

    It's called an MMO for a reason.

    SoulWorker (also known as SoulWorker Online) is an anime-style free Action MORPG developed by Lion Games Studios from South Korea. *info taken from wikipedia* -> MORPG = multiplayer online role playing game


    Not even Lion Games claim otherwise, they call it on action RPG (you can check both KR and JP pages and translate them).


    Gameforge added an extra "M" to make it an "MMO" in order to sell better. But everyone these days should be able to realize by themselves, that there's nothing "massive" in 4 man player dungeons.

    Except that.... :


    - The guild system in this game is utter crap. Even if new players manage to find out how to join a guild at the crappy NPC, they get a list with guilds that have minimal descriptions (if at all) so whether they get lucky to find a nice guild is debatable.


    - Even if you join a guild, unless you have "nice gear" the geared players will avoid you. In some cases there are some nice people who don't mind boosting, but everyone gets tired of that at some point.


    - Rookie raids are not quite rookie mode and you can barely find groups for them anymore. Hell, you might not even get to get past normal mode and unlock the elemental versions. Newer players will most likely quit the game before getting the chance to gear up, as they can't really solo those.


    - Find friends... really? Please teach us, sensei.... Not sure how US server is, but in the EN one there's barely any interaction in auto-groups. Might have more chances to win the lottery.


    To be honest, I'd rather be able to play as solo Kirito myself if I can't find any nice people to play with. The other option is to not play at all, which me and others are taking right now. The game lost an average of 20% to 35% of it's active player base over the past 2 weeks, so if that's not a concern... then I don't know what to say.


    We've already gave tons of feedback to Gameforge... yet still crappy login rewards, no XP balancing, no difficulty balancing, no interesting/worthwhile events, no vendor reputation system implemented yet, no alternative methods to get useful items, no meaningful endgame, etc. Well, I guess the endgame can't be fixed by GF. Too bad, as the core gameplay is very fun, yet even 5 year olds could have come up with better, fun and rewarding "raid" designs.




    But at least there are new costumes in the cashshop, right?^^

    So, is there a point to your thread?


    No offense (but feel free to take) but a guy like you with a rather disturbing avatar that impersonates a 10 year old female on the internet and stays on the forums to say crap about the game...


    .....


    Must be a wonderful person IRL, ...RIGHT ?! Please feel free to f.... off ... err, move on to your next mmo, and see how well you can pose as a 90 year old transgender. Or, to "die in a fire" (metaphorically of course - famous MMO phrase).

    Hi Bumluffa ,


    Thank you for your feedback.


    I don't know when is the last time you have ran the (normal) rookie raids. You see, after the latest updates the difficulty has ramped up considerably. And there's one major thing - you can no longer keep aggro of all the mobs on yourself and kite like before. So the mobs will stay focused on objectives like generators or the tank and destroy them before you can kill them.


    Soloing normal Junk Hive or Iron Castle for fresh 55 players is currently virtually impossible. I have doubts that you can solo those even with +9 gear (maybe with some OP akasha cards?). You should try it.


    Alt farming should have never been a thing - deleting characters to farm for rewards is dumb and this is my personal opinion. Should GF remove this completely at some point, I guess you might be inclined to agree with me that we need better ways to get those resources ingame :)

    Hi Guys and GF team,


    It's nice to see that we have a passionate community that is creative and willing to share suggestions with Gameforge - this really shows that there are many who care a lot about the future of Soulworker.


    While the game has just recently launched and there are many improvements bound to come in the future, I believe some things need to be addressed sooner than others. This thread is about the things that make or break the game, and will not include "nice to have". Granted, I have been looking over the forums, but I'm not an all-knowing being. If there are other major things that you believe are currently impacting the overall game and player-base, please state them in the comments and I'll consider adding them.


    Let's begin - order numbers are not important.


    #1 - Login rewards and playtime bonus rewards


    One does not need to be an expert in Soulworker to realize that the rewards we are getting are abysmal. Normally, the login calendar should make you look forward towards getting some actual cool stuff after X days, and in the process driving you to actually log in at least a bit each day.


    You guys already know it, but most notable rewards for second log in month calendar (yes, after logging in every day for 28 days) are:

    - 1 Anti-destruction

    - 4 Bonus Keycards

    - 4 Akasha transmitters


    And these are the rewards you get for an entire month, for all your potential 6 (5 for now, as of tomorrow) characters on the account. If you add the fact that the playtime rewards are 5 Grutin Gold boxes and "Item Dispensers" which usually give you random crap, I'm starting to feel downright insulted.


    *Suggestion* - Vastly improve rewards starting with next month. Please take into consideration the fact that JP server had 10x times (or more) better login rewards, and you could get them on each character (most likely related with the fact that the bank was not shared between characters, so considering that it's the other way around here we should get 60x times better rewards). As it stands, current login rewards will not motivate new players and can actually demotivate active players. Address this too late and it won't matter anymore. It's time to show what's more important: player base and longevity of the game or the cash shop.


    #2 - XP rate boost for normal difficulty dungeons, especially in first 3 zones


    New players that do not have the gear or skill to do Hard/Manic should not be penalized this hard. While around lvl 40s-50s, a normal dungeon can yield ~ 1/3 of XP compared to a Manic one (which is ok-ish I guess...), in Candus City for example one normal dungeon can yield around 1/5 of the Manic equivalent (same rank).

    If this is the chosen method to encourage new players to buy XP books from the store(which should not even exist in the first place if you ask me), then you might want to reconsider. instead of giving new players reasons to play, enjoy the game and potentially buy costumes and other stuff, you're just hitting them with a wall in the face.


    *Suggestion* XP received per Normal dungeon should never be less than 1/3 of XP yielded from Manic version. Players who do Hard/Manic modes will not be affected. Just give new players a chance. (Don't start talking about auto-teams, that most of the time you can't find parties with; or guildies - you need to be in the same level range of the player otherwise you will cut his XP in half if you party together).


    #3 - Rookie Raids (non-elemental version) difficulty adjustment for solo queue


    "Rookie" raids (you translation, not mine) should be accessible content for players that have reached level 55 and have somewhat decent gear. It should provide a non-difficult introduction to what they can expect from raids, but instead it smashes their face if they try to attempt it solo (if you allow solo queue, you should balance it).

    Assuming I'm a solo player (no guild, no friends playing the game), my only other option is to beg random people to help me clear the "standard rookie raid" which no-one is doing now anymore, because everyone is doing the elemental versions. And as far as I see, you cannot run the elemental versions until you've done the quests for standard version. Can you spot the evil here?


    *Suggestion* Standard (non elemental) rookie raids difficulty for solo players should be re-balanced. (e.g. -50% mob and boss HP&damage, -% rewards-> just don't turn it into current login rewards).


    #4 - Better ways to obtain Anti-destructs, Akasha transmitters and other enhancers (e.g login rewards, events, etc)


    By popular demand, this needs to happen sooner than later.


    Note: I know many of you already hit endgame and don't care about #2 and #3. But in order for this game to survive longer, it needs new players as well. Unless you have really thick wallets and don't mind playing by yourselves.



    Let me know what you guys think and whatever major topics of interest that I have missed. Please keep it constructive, and do not derail the topic.


    Thanks!:thumbup:

    There is a "Game questions" section - you should make posts like these over there.


    Every Soulworker server has multiple channels ( instances of the same zone). This is done to split the player load, and avoid performance issues.


    If you look to the top right of the screen, just above the minimap you will see which channel you are on (e.g CH.1). To change the channel you're currently on, click on it and select another from the drop-down list while in a city.


    You need to be on the same channel with other party members in order to queue for a dungeon.


    Hope this helps.

    the game is dead :thumbup::thumbup:

    Thank you for the constructive feedback. In order to make the most out of your statement, please take the following actions:


    - Go to http://soulworker.support.gameforge.com and create an account if you don't already have one

    - Raise a ticket (Game category, Subject: "Account deletion request")

    - Fill in your Soulworker account name, and in the reason section type in "Game is dead ".


    A Gameforge representative will help you move on.


    Thank you the understanding and good luck!:thumbup:

    I am in-game, so I can confirm my statement now. Only items bought from the Cash Shop with real money (Premium item label) can be listed on the market. The completion rewards (Common item label), cannot.

    Assuming the leveling/completion rewards are the same, you will see that price drop when people start doing the new farming method.

    There is no farming method for this. Only items you buy from the cash shop with real money(cash soulqube) will be trade able on the market. The rewards that you get from district completion will still remain account bound. You will not be able to trade or market those.


    At least, that's my current understanding.


    Of course, prices will be high in the beginning. If we get more action (more people actively into the game) with the new patch, more might buy things from the cash shop and sell them on the Market. Otherwise, it's just going to be high prices, but at least you have the option to buy them with in-game currency, which is definitely a plus.