You have to have a lvl 15 character before you can buy from the cash shop.
Posts by Lorient
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It's a scenario that can indeed happen. I didn't say it's quite there yet. But, I'm the type of person that deems it most wise to avoid any avoidable foreseen issues that can take place. But, speaking from personal experience, it is indeed very hard to gather a team for GC. Like I mentioned in my OP. It takes literally hours, no exaggeration. It's basically unless you managed to find a team on the first 24~48 hours GC was released then you're out of luck. And the longer time drags on I have no reason to see why it wouldn't get any worse.
"As for finding people to party with, I see people on here all the time talking about how their guilds need more members, I can't see it being hard to get in with a like minded guild."
What does this have to do with MY issue? Every time I leave a guild I'm constantly invited to others. Or bombarded with random invites if I'm in a town. I'm saying I want an option to solo or have a team and not be locked out of future content because the only reason I'm not progressing isn't due to my lack of incompetence but because I have to rely on a fleeting method. Give me the option of both. That's all I ask. And in that scenario I would be happy to flirt with the thought of maybe wanting to join a team if I find I'm not progressing on my own.
I get where you're coming from. My main concern with this is that it will making finding a party ten times as hard because then you'll have less people looking for groups.
Except that it most likely wouldn't affect anything. There's a ton of of people to take into consideration.
-The people that find the game too hard to progress on their own.
-The under geared people that would rather be carried.
-The people that actually like running with a team.
-The people that want to show off and carry others.
I could go down the list. Giving people the option of both won't decrease the desire to form a party. There will always be a desire to form a party by certain groups of people. Hell, I've played so many games that gave the option of both and I've not once seen that scenario come up. I kind of wonder where you're getting that from.
I mean, it's just simple math. If you have have potentially all players looking for a group for GC and then you subtract the people who would run solo, you're left with a smaller pool of players. That's where I was getting that from. Now whether it's actually an issue is a whole different can of worms and nobody can really say for sure unless they actually impliment it.
If the game added a proper dungeon party finder system, it wouldn't be difficult.
Games like these should be congregating servers, and channels into one streamlined interface or lobby when you enter the door. Poor game design makes it difficult to find pick-up groups, because you have the following factors
(A) Gameforge not requesting the publisher to add party search request announcement button added
(B) People are not going to be spamming 1-minute searches on every channel, a room might have at most, 25 players (if at peak hours and at content release)
(C) No synchronization system of normalized aggregate relative party player gear level to mob difficulty parity
hindering the ability of players to communicate and team up with each other.
Incentives such as 1.5x loot for a party of 3 and 2x loot would basically make everyone forget about soloing.
There is no gear score or dungeon history completion page which gives people information about other people's abilities, making PUGs a gamble that no one wants to deal with, if they value their time.
A button hidden in a menu corner with a user interface that defaults to level restrictions, 30-minute listings is going to be accessed less than an auto-team queue system which congregates all players into one lobby or waiting room or search queue pool. It is simply mathematics.
Divide 10,000 online players combined onto 5 servers. Suppose one server has the most, 40% or 4,000 players.
Now we know there is a double inversion pyramid distribution of players. 1,500 are likely level 20 or lower. 1,000 are probably distributed even lower amongst each level group. Split that up into 2 maps, and 40 different potential dungeons, and 10 channels. And you can quickly see why there's 0-3 people available for that specific map for that specific dungeon. Likewise could be said with level 55s. There is no degree of level flexibility, and there is a latitudinal level gradient utility curve ; higher levels already unlocked story modes, and manic episodes- lower levels only slow them down. Of course, you hinder game design if you just let people unlock all the episodes at once, but at least make them area-based with party level equalization.
So effectively speaking, if you want to boost player engagement through party play;
(a) make the channels effort-free to access a large player pool of accessible players to play with
(i) similar player gear level score, similar player level peers friend lists; chat channels; LFG 'megaphones' for free or DZ
(ii) likewise with guilds, hard to discern anything when you can't search or scroll through down a large guilds list and sort them
by level, creation time, and various attributes
(b) reduce the lag-time barrier of game design to make players easier to catch up or compress the game content into 'walls' rather than many 'small' divisions
(i) ease the level requirements for dungeons into X-X+5 Instead of X,X+1,X+2,...
(ii) devaluation of relative gear strength by normalizing mob power to party's normalized gear level and provide incentives for re-running lower level content; special costumes, titles, statuses, upgrade stones, whatever it is
With regards to the notion of soloing being made more palatable to players, I somewhat abhor it but concede to it being eased for solo players for some reasons :
(a) A game like SW most likely attracts people who desire a certain fulfillment of having intangible achievements and people who prefer recreational group play; exclusive or mutually, either way
(i) It is to my opinion that SW being played solo is unlikely to garner player retention greater than group play; intangible achievements like +9 gear, fast clear times, good cosmetics probably are not as important if the game was solo-orientated since nobody else is there to appraise such individuals, it also devalues the online component of the game if it was exclusively solo-orientated
(ii) players who are in guilds or in groups are more likely to stick to each other and do what others are doing; it is well-documentated that humans are a social species which follow their friends' habits closely well, from fashion to food; soloing would mean appealing to players who are less sociable, and it is to my opinion that such individuals would be less likely to spend money on the game in greater quantities otherwise - making it a disincentive to gameforge as seen by incentives to stream, MMO news site giveaways and other various activities. Another point being that a friend that plays SW is X% more likely to incentive players to stay and play than quit. Soloing on the other hand has a diminishing enjoyment curve, with more sunk hours, less likely to play the game because the game does not have factors which encourages solo-driven gameplay ; (a) modification, sandboxing ; (b) exploration, hidden easter eggs ; (c) simulation
(b) ironically, the players who are able to solo end-game content - probably already have good gears or sunk enough time into the game or paid for it, and have the least need to solo since they already have everything they need
(c) GC being made (accessible) solo would also as note, diminish the pool of available players to play with party-wise; however, this game's party system is already awful, so the effects would not be as magnified- also GC runs solo are most likely to be slower due to the way boss rotations are handled and how one person can only have 5 AR cards, however might be faster than a +5 newbie dark bone set party
It is thus to my belief that, solo GC players would still need parties because it is unlikely they have the gear and akashi for it. Players who can solo GC (+8 knowledgable tagged harus, $500-$1000 whales), probably won't, but if they did, they would be a fraction of the fraction of level 55 players who would choose to do so. Players who solo exclusively, probably will leave once they finished all content. Players who group (non-PUG) will likely keep playing until their groups/guilds quit. Players who PUG, probably will give up after a few tries or find a guild because of the high difficulty of finding players due to the poor party implementation system.
All in all, go for it.
I agree with this 100%.
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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.
The massive in MMO doesn't refer to the size of the party, it refers to the population of players playing the game at the same time together. That's where the term came from.
I have no issue with people wanting to play the game solo, but acting like the game should be a single player experience when that is obviously not what was intended is where I have issues.
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.
I'm not sure where you're going with this. Yeah, I simplified it a lot but your definition is exactly what I was going for. I never said shared lobby at all.
I may have worded it poorly, but there's no need to be a dick about it.
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That's fair, I was Just voicing my concern, not trying to say it was going to happen for sure.
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It's a scenario that can indeed happen. I didn't say it's quite there yet. But, I'm the type of person that deems it most wise to avoid any avoidable foreseen issues that can take place. But, speaking from personal experience, it is indeed very hard to gather a team for GC. Like I mentioned in my OP. It takes literally hours, no exaggeration. It's basically unless you managed to find a team on the first 24~48 hours GC was released then you're out of luck. And the longer time drags on I have no reason to see why it wouldn't get any worse.
"As for finding people to party with, I see people on here all the time talking about how their guilds need more members, I can't see it being hard to get in with a like minded guild."
What does this have to do with MY issue? Every time I leave a guild I'm constantly invited to others. Or bombarded with random invites if I'm in a town. I'm saying I want an option to solo or have a team and not be locked out of future content because the only reason I'm not progressing isn't due to my lack of incompetence but because I have to rely on a fleeting method. Give me the option of both. That's all I ask. And in that scenario I would be happy to flirt with the thought of maybe wanting to join a team if I find I'm not progressing on my own.
I get where you're coming from. My main concern with this is that it will making finding a party ten times as hard because then you'll have less people looking for groups.
Except that it most likely wouldn't affect anything. There's a ton of of people to take into consideration.
-The people that find the game too hard to progress on their own.
-The under geared people that would rather be carried.
-The people that actually like running with a team.
-The people that want to show off and carry others.
I could go down the list. Giving people the option of both won't decrease the desire to form a party. There will always be a desire to form a party by certain groups of people. Hell, I've played so many games that gave the option of both and I've not once seen that scenario come up. I kind of wonder where you're getting that from.
I mean, it's just simple math. If you have have potentially all players looking for a group for GC and then you subtract the people who would run solo, you're left with a smaller pool of players. That's where I was getting that from. Now whether it's actually an issue is a whole different can of worms and nobody can really say for sure unless they actually impliment it.
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It's a scenario that can indeed happen. I didn't say it's quite there yet. But, I'm the type of person that deems it most wise to avoid any avoidable foreseen issues that can take place. But, speaking from personal experience, it is indeed very hard to gather a team for GC. Like I mentioned in my OP. It takes literally hours, no exaggeration. It's basically unless you managed to find a team on the first 24~48 hours GC was released then you're out of luck. And the longer time drags on I have no reason to see why it wouldn't get any worse.
"As for finding people to party with, I see people on here all the time talking about how their guilds need more members, I can't see it being hard to get in with a like minded guild."
What does this have to do with MY issue? Every time I leave a guild I'm constantly invited to others. Or bombarded with random invites if I'm in a town. I'm saying I want an option to solo or have a team and not be locked out of future content because the only reason I'm not progressing isn't due to my lack of incompetence but because I have to rely on a fleeting method. Give me the option of both. That's all I ask. And in that scenario I would be happy to flirt with the thought of maybe wanting to join a team if I find I'm not progressing on my own.
I get where you're coming from. My main concern with this is that it will making finding a party ten times as hard because then you'll have less people looking for groups.
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I think you're exaggerating a little much there about the state of the community. If it does decline significantly enough that it's all but impossible to find a party, then I fully agree with changing it, but I don't feel like it's there yet.
As for finding people to party with, I see people on here all the time talking about how their guilds need more members, I can't see it being hard to get in with a like minded guild. Hell, I've met some really awesome people to raid with from streaming.
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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.
The massive in MMO doesn't refer to the size of the party, it refers to the population of players playing the game at the same time together. That's where the term came from.
I have no issue with people wanting to play the game solo, but acting like the game should be a single player experience when that is obviously not what was intended is where I have issues.
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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.
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New costumes!

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My brother went to buy me the new cash shop costume for my Lily (he plays a Stella) just to find out the bundle is not tradable, storable, or openable on that character, making it literal dead weight. He's already contacted support about a refund, but after we realized this was the case, I did a search and saw that there are multiple threads from back in March about this.
How has this not been fixed yet?! Either allow the package to be openable by all character or storable in warehouse so it can be moved to an alt that can open it.
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I'm hoping for the maid outfit myself since that's the one that came with the GC patch in JP.
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it works fine, I bought and used one a couple days ago.
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looks like it will be a long wait for u X.X
one thing i do not understand is that Sporty costume set is already displayed in character creation menu
yet y is it still not in Cash Shop even after 1 month ... this is upsetting
i play Soul Worker mainly to dress up!! =^.^=Sjeez play another game if that's the main reason you play soulworker T^T
I mean, people can play the game for different reasons. Telling someone to play something else because their motivations aren't the same as yours is kind of a dick move.
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I'm pretty sure the JP patch for GC had the maid outfit in the cash shop, so I'm holding out hope we get that too.
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Lady Lia Hey! Nothing wrong with Lily players...most of them. XD
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Yeah, if you're over lvl 15 then I don't know what to tell you.
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I believe you have to be lvl 15 to buy any tradeable items.
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Can confirm, I'm back in as well.
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It's been pretty much radio silence since they went down. I wish they'd make some sort of update to let us know what the deal is.