Posts by Shogie

    Two things:
    This is not a "MAKE LEVELING EASIER ARGHHHH" suggestion. This is a quality of life suggestion that specifically looks at how the leveling progression flows rather than the speed at which it flows. All of this is noted in Geis' initial post. What is being discussed is specifically the arbitrary bars on stages 3/4 of a zone, not the current difficulty of leveling.

    Second, if their development would be significantly halted by such a minor QoL change then we're doomed, the dev team must literally be a pile of potatoes. It is also doubtful that any contractual violations would come from such a minor change.

    And two things:


    It took the developers approximately 4 years to develop the whole game from start to finish. Given with Lion Games first ever game title (and respectfully, they treat their first live product as their baby), we assumed they themselves must've thought of all sorts of possibilities, theories, and prototypes to come up with the system based on the collective data they had gathered to make the game happen. Was it successful? I'd say was. It thrived in Japan, now currently thriving in KR, same story with Taiwan, and now there's NA coming along with the open beta.


    Second, we are just simply speculating as we have zero idea on the exact terms of conditions that were on the contractual agreement between them and Gameforge. Whatever the decision making are lies within the said contract, and therefore us players will never know about it.

    This has nothing to do with rushing so i am not sure why this is being brought up. The amount of time it takes to level would not change since you will still need to reach specific level to enter the next zone. You would however be able to do the most recent and relevant episode 4 to reach that requirement instead of moving to previous zones episode 4 half way through your current zone.

    It is relevant mainly because again, dungeon crawlers aren't typically built to rush everyone to level otherwise unlike open world MMOs. Even if we were to change the level requirements, people would still end up getting stuck mid way to level unless they miraculously farmed enough dungeons to get the amount of Dzenai or spending soulcash to get exp books. It doesn't solve with the current issue on inflation, however, as we already been giving half ep events every weekend now.


    Giving a developer more work should never be a reason to not do something. Also i am fully aware that some quests will need level requirements changed and no it would not need to be ALL quests. It would only need to be the Main story quest that are associated with each mid episode which is not a lot. Nor should it be a lot of work.

    They have main priorities right now through KR SW Magazine featuring the major updates. If we were to give developers more work assuming we somehow convince Gameforge to suggest and present the said idea, it will cause a delay on providing actual content from the developers, thus us NA/EU players would get even more disgruntled with the delay even more so as.


    Yes you are right that Koreans love their grind but like i said this would not change the grind. You would just be grinding more relevant content for your level instead of older zones that are not relevant to your current level progression. So i don't see how people would be discouraged since it would not make anything easier or harder it would just make the progression flow better. Also who cares what Koreans like this is the NA version of the game why would our suggestions take korean players into consideration?

    If you haven't noticed, NA SW leveling curve is already been extremely forgiving in terms of progression since Day 1 of soft launch in comparison to JP and KR servers. It's already easier to level in NA more so than in KR/JP with dungeon progress by farming for Akasha cards by doubling the multiplier from the original database.


    Lion Games have already catered to the NA/EU audience by making such changes before giving Gameforge the OK to localize it based on the Korean server thus I don't see any reason for them to again, move out of their way from their content pumping schedule to do the work that may be redundant to them. Plus, making such changes might violate the contractual agreement between the publisher and developer.

    I personally don't see a problem with the level designing for SW, although you might've muddle your thought process from your previous experiences with Elsword.


    From what I can tell, typically dungeon crawler games are meant for people who are interested in pacing themselves out for endgame content, thus by actually immerse themselves into the story line, character development, etc. Most dungeon crawlers aren't meant for players that wishes to rush through the leveling, and that's pretty much the players' own fault for setting themselves up to burn out very quickly and get bored.


    Also based on your suggestions, it would create a mess in the current quest distribution, meaning the developers would have to move out of their way to re-aligned with the changes on the level requirements to fully cater it.


    Keep in mind too, most of these level designs in MMOs are based in Korea and they're infamously known for its grind and stretching themselves out for endgame content. Your suggestions of changing the leveling requirements would actually end up discouraging more players than benefiting it otherwise.

    Just want to mention that in an old preview video from over six years ago, that I remember seeing back then when I was playing the NA release of Rusty Hearts, one of the two unreleased characters, Iris, was shown fighting in it, along with a girl using a chainsaw, with just character art for Haru, Erwin, and someone with a scythe, that likely later became Lilly, but looks nothing like the Lilly we have now. Meaning from then, the only new character type has been the brawler, Jin, and where the heck did the chainsaw chick go?

    It's in the database somewhere, just yet to be used.

    I have a piece of two cent I would like to share.


    Games in general have flaws, and that's a fact. The majority of the complaints that are masked as concerns are valid, and it is understandably a frustrating time for both players and company to face lack of content in the standing, mostly because of the lag time between publishers and developers.


    What I don't get, however, is how a lot of players got themselves into a never-ending loop of repetitive arguments by beating down a dead horse over and over. When the English localization of SoulWorker has only been out for barely a month now with the expectations of bugs and server instability in early stages.


    I mean, technically speaking the marketing side could've been a lot better from Gameforge's part early on when SoulWorker NA/EU were around in Closed Beta, but they might get held back by the developer for unknown reasons we might end up never knowing about, and certainly the officials won't be able to tell us outright since it is considered internal information.


    Most importantly above all else, this game will be treated as a beta phase until we receive official statements from Gameforge for a live release date. Nitpick all you like, but you won't be able to get far with further answers other than: "I'm sorry, we can't confirm on x and y at this time. Thank you for your patience."

    At that point, no change you make will save a game, I have seen this story far too many times for my own good.

    If you've seen similar stories that has been reoccurring "far too many times for your own good", why not take the initiative to make yourself a good MMO game that would cater to your standards under a game developer's standpoint? You seem to know what you're talking about, so therefore it seems like an option to me.


    I mean, rather than to look down upon others that they've kindly taken their time to present their thoughts from an objective standpoint, I'd like to see an assertive approach from both sides of the coin (from players and company) in regards of the issues that has been constantly addressed, to which I'm pretty darn sure the publisher and developer has already been well aware of.


    It's all a waiting game at that point. Keep in mind it is open beta and not all's lost aside from the expected hiccups.