Posts by afkWanderer

    Hidden Hideout Feedback.


    These are my thoughts and suggestions on what direction the game should take to make the overall progression smoother along with addressing the long-withstanding game issues. A lot of the problems can summed up to progression issues pre-AoV and with the content gap slowly widening. I'm not sure how much effort can be placed towards making content come at a faster rate but there are things to help improve the overall quality of life.




    About

    Characters builds for all 7 characters. These are not in-depth guides but are more of an explanation of my current builds with collected opinions from other guides. I use a 40+ cdr build so certain things aren't applicable for those with lower cdr. This generally means that I have a close to 100% buff time for most characters and my major concern for skill builds comes down to the skills that do decent damage and/or have quick cast times. Certain things might be better for leveling but that isn't covered in these guides.


    I recommend reading the in-depth guides or watching some of the rankers on youtube if you want know how to play a character. These guides do not cover rotations, boss skips, skill layouts, general skill ratings, scenarios and advanced tricks. My intent was to make these guides as brief as possible.


    Builds

    Example builds and skill layout are also posted for those that need an explicit example. While there isn't a correct answer for skill layouts, there is some "efficiency" that should be followed. Try to take notes on the third row skills. Skill layouts aren't mine but are from KR guides which are linked in each respective guide.


    Character Skill Tree Skill Layout Skill Guide In-depth
    Haru tree layout link None
    Erwin tree layout link None
    Lily tree layout link Icy's guide
    Stella tree layout link Holo's guide
    Jin tree layout link None
    Iris tree layout link None
    Chii tree layout link Dinner's guide


    Other Notes

    • Special thanks to the kr wiki contributors and other guide writers.
    • The Chii guide is based on her advancement
    • Erwin, Lily, Jin,Haru are based on their KR revamps but pre-revamp and post-revamp builds are also posted as well. Post-revamp Jin doesn't change his build whatever-so-ever.
    • I'm not the best Jin/Erwin player so take my opinion with a grain of salt.
    • I use Character Revamps/Buffs interchangeably so that's just poor wording on my part

    This is more of an Akasha selection guide vs an Akasha mechanics guide. It's in the rough draft phase since I haven't proofread this guide as much compared to the new player guide and that I still need to obtain some active akashas to provide a more accurate assessment. However, it's mostly completed and you should be able to take something away from the guide. The guide is biased towards the updated Korean server so certain things might not be applicable here due to the patching order (cards, buffs, nerfs, equipment, etc.).


    Guides of this nature are very biased and opinionated so you might want to look at the expert opinion of StrikeRaid or RyuA as well. Names are based on Gameforge translations although I can't remember what Roska was called.


    Google Docs Link



    The gate in the elevator room does not open after killing all of the mobs while trying to complete the story quest. Gamebreaking bug as this is a hard lock on new character progression. There's potentially more areas that are also unable to be completed (from what I hear on discord)

    Wall of Text. #2 Post-Chii Patch feedback


    If I had to sum up my reaction to the Chii update, it wouldn't be Chii was the highlight but all of the inconvenient bugs that came with the patch. The skill bugs are more damaging to the game than Gameforge may think. With the way that the Energy system works, a common progression workaround is to use the same character across every slot so when you break skills or introduce bugs for a particular character, then the game is broken for those players. This will make certain content updates to be content reductions/removal instead.



    Summary:


    The current state of the game is still in "content reduction" as all of the bugs introduced with the Chii patch have not be fixed or every feature has not been re-added to the game.


    1. Merge the servers
    2. Brooches and Brooch Punchers are the biggest problem in the game
    3. Future Content contains a lot of potential goldsinks which will be needed to help the economy. We still need to see future content being pushed out faster as we're definitely not seeing one big update a month.

    Hello all, this is a guide that I made that contains most of my knowledge about the game along with some tips from Korean players. I made this guide since information about this game is extremely scattered or is usually kept inside guild discords + Soulworker is a rather old game and its age is showing up as a couple of new player traps. Hopefully this is helpful for someone.


    Keep in mind that I'm not a competitive player and this guide was formed using my own experience as a bum on the KR server. My goal here is to give informed choices and not to give full BiS knowledge about the game. The guide itself is just a suggestion and you are not forced to abide by anything.


    Feel free to point out any mistakes or if you have something to contribute.


    >>>>>LINK<<<<<

    tldr;

    1. EU/ Candus is the most populated server (Population split is 5% NA / 95% EU)

    2. Leveling Trisha's loyalty/VIP is a must and Don't rush leveling. If you rush to Lv55 without having level 2 loyalty then you'll potentially have a bit of a bad time Lv55+. If you somehow rushed to Lv60 without Level 2 loyalty, then you're highly likely going to need someone to carry you in endgame raids since you'll have difficulty with meeting minimum requirements/contributing. Try to have Trisha loyalty at Lv4 before attempting to enhance endgame weapons.

    3. Complete District Progression

    shorthandinfo:

    It's so hard to reply each quotes when quoting the entire thing but I added my thoughts. Overall, whether it was partially not correct or not, for the most part it was correct and it's just to showing how inferior GF version is on how they manage their game. You do realize this right?

    I replied since I didn't want the screw-up with 2nd anniversary to be misinterpreted here. I don't see how my corrections would be considered as a counter-argument to that point and I added more context to reinforce Gameforge's inferiority.


    There were were a lot of mistakes made on the second anniversary to the point that Liongames was asked about it on proceeding interviews after it resolved. I don't think that half of the playerbase threatening to quit on the game's anniversary should be taken lightly since this version had it worse. I'm not defending Gameforge here, I just don't want the Korean version to be over-glorified for things that started off as mistakes. The free transmitters was not Smilegate being generous but trying to push a cover-up attempt since they wanted to sell limited Akasha. This was stopped by Liongames after a couple of weeks of negotiation which led to the implementation of the Akasha ceiling system.

    It's sad how they leave out akasha and releasing 3 per update and their update is extremely slow too so rip akasha progression. KR akashas also didn't have horrible rate like ours. I remember opening new akasha transmitter and for the most part, getting new 3* and sometimes 4*. Not just that, they don't even let us craft the new akasha via crafting from the event. KR always had those something like 9-12 limits to craft (meanwhile we're crafting those old ones that we farm endlessly and already prob have every cards in the game and running out of premium space).

    You're mixing up a few things. Whenever the Korean server added new Akashas, they reduced overall rate of 2* star cards and kept the base rate of 3*-5* the same. We're missing a ton of 4* and 5* cards so the rate of getting a 2* card is still really high compared to the KR server. There's pretty much no point to opening the transmitters now since it's all a scam until everything is released.


    Also, the crafting limit for the Korean server for things such as Antis, Akasha and ECs is actually lower but it was a character based limit and not an account wide one allowing KR players to pretty much get 3x-4x more rewards compared to this version.


    The events they have are also amazing for the one that I remember with having logged in for 90min, you get event item that lets you spin a wheel for a chance at random tera brooch (any type), 4*/5* new akashas transmitter.

    Just to add extra, there's usually always a web event on a monthly or bi-monthly basis that gives 1-2 Random Tera Brooch transmitters. This is pretty critical for keeping the prices on the KR market in check compared to this server which Gameforge tends to actively encourage real-money trading with their marketing policies.


    The Korean server has actually been improving on the Wheel-attendance event. I usually don't get lucky with a transmitters from those type of events (my bad luck if anything). However when you spin the wheel, you tend to get crafting materials which you can use to get items from the wheel although they're usually limited to one. The summer one that came with Rumble Vacation this year was pretty amazing so if that doesn't come here, then second half of the summer event is gutted.


    For reference: (these items were in the pool)

    * 5-6 Grade Chip Transmitters

    * 4-5 Rarity Observer Akasha Transmitter(basically the cash only akasha;equivalent here would be the limited Transmitters)

    * Non-Hidden 4 Star Akasha Selection Ticket

    * Tera Brooch Transmitter

    I remember back during their anniversary, even gave out bunch of new anniversary akasha transmitter and those were really nice too just for logging in no waiting for 30/60/90 min. KR people complained about how bad those freebies were for anniversary but compare to KR and our version... our version is lul

    Uhh the second anniversary was actually a disaster if anything. A lot of players literally threatened to quit the game. Although this was due to a lot of pent-up anger due to some pretty bad mismanagement with the game which just blew up the second anniversary. The final straw was that the Korean community felt backstabbed since they promised that they wouldn't pull a time-limited Akasha again like with the first anniversary. The free anniversary transmitters was a month-long compensation package for the entire server due to that mistake and Liongames also made several promises to try and keep the cash shop fair. Although, this shows how much better the KR server is at owning up to their mistakes compared to Gameforge and NA server mysteriously going down so often with no compensation.


    The anniversary freebies were definitely extremely generous towards new players which is better than Gameforge's approach at adding a couple of weeks extension to the summer event and putting the crafting rates for Primal equipment at such a low limit.

    Oh yeah also they had some special events where if you fuse brooches, you have 100% chance to go next tier so say you fuse giga x5 > tera 100% chance.. why can't we have something like this.. oh wait .... of course we will never have nice thing like this because.... GF.

    That's actually wrong. It was 100% chance for Mega -> Giga and double chance for Giga -> Tera (Not that I ever expect this to come)

    The Korean server publishes the rates of obtaining each card here. You'll probably need a VPN in order to access the information since it redirects you to Smilegate's support site.


    Interestingly, the rate for the 1st anniversary limited transmitters aka our limited transmitters is still kept on the KR website. Last I remember is that everything is equally divided between its own rarity for the most part. I'm too lazy to accurately check.


    The rate of obtaining a 5* non-hidden card from that link is 0.49% and 0.21% for hidden. Because there were only 5 * cards at that time, I'm going to be assuming the base rate of obtaining a non-hidden Catherine is 0.49%/5 or 0.098% and 0.21%/5 or 0.042% for hidden.


    From my napkin statistics this means ($63.95 price tag):


    Obtaining non-hidden Catherine
    To have a 90% chance of obtaining one non-hidden Catherine, you must open 2,350 Limited transmitters or spent at least $75,141
    To have a 99% chance of obtaining one non-hidden Catherine, you must open 4,700 Limited transmitters or spent at least $150,282


    Obtaining Hidden Catherine
    To have a 90% rate of obtaining one hidden Catherine, you must open 5,500 Limited transmitters or spent at least $175,862.
    To have a 99% rate of obtaining one hidden Catherine, you must open 10,965 Limited transmitters or spent at least $350,605


    Obtaining a Catherine
    To have a 90% chance of obtaining one Catherine, you must open 1,650 Limited transmitters or spent at least $52,758.
    To have a 99% chance of obtaining one Catherine, you must open 3,330 Limited transmitters or spent at least $106,476

    If anyone can run the numbers better, I'll delete my math. Otherwise, it seems quite clear that Gameforge puts the value of obtaining these cards equivalent to buying a home. I don't think chasing phantom millionaires is the best way to "monetize" the game.

    You're misunderstanding things. What I did isn't a measurement of how many listings you may find at a instantaneous point of time but how many listings you can find in a timespan of 30minutes. Party finder tends to not remove filled parties if you do not refresh allowing you to make this type of measurement. I don't really know all of the rules about this which why I stated its flawed. In reality, you will actually see far less parties whenever you check party finder for like 2-3 seconds.

    I got really bored this weekend and decided to take a measurement of the total number of listings during Gronco time NA v EU. This is not a good measuring tool since there will be duplicates from people remaking parties but the results are literally day and night that the inaccuracies do not matter towards making the point that NA is dead.


    I started taking screenshots 5 minutes before Gronco time and took screenshots in a 30minute timeframe since expired listings will get removed. IGNs removed for privacy since I don't want the screenshots deleted.


    method: open up team finder and do not refresh for 30 minutes.


    NA:


    EU:


    Result:


    NA - 5 (I did screw up and let one listing expire before taking my screenshot)

    EU - 42

    Feedback Post-Server Merge 8/1/19


    First of all, I am severely disappointed by the fact that the Tenebris server was excluded from the merge as that server has been dead for a long time. The marketplace size and the rate of transactions are much smaller compared to what the Candus server's situation. For the best quality of life improvement, the Tenebris server needs to be merged with Candus. There are a large number of resources that Tenebris lacks in comparison to the newly merged Candus and there was never any point where the Tenebris server has reached the same quality of life that exists currently there. There is going to be far too much re-balancing required if the Tenebris server is left alone like this.


    Second, there were a ton of quality of life improvements that were not mentioned in the patch notes. I am not sure what is going on with your chain of communication but it clearly needs an improvement since the playerbase is left to figuring things out by themselves. However, the quality of life improvements are a welcome addition to the game. A couple of things were added here that didn't exist on the Korean server, while I prefer things to be similar to the Korean server in order to help reduce logistics on version differences and increase content speed, they are a welcome addition to the game and help with the overall quality of life.


    Quality of Life improvements

    • Energy Converter Spare Parts added to Rift rewards
    • AoV Manic blueprints added to Xivius
    • Improved District completion speeds (these speeds are slightly faster compared to the Korean server rates)
    • Inferior Akasha added to keycard rewards (this doesn't exist on the Korean server last time I remember; 300 grutin coins was considered the rare jackpot over there for 1 keycard for Dipluce Horizon only)
    • Beginner Equipment boxes and Beginner items (Lv1 equipment is given at the start of the game and leveling equipment now has +20 movement speed and +20 atkspd which didn't exist on the Korean server)
    • Equipment is also now given out every five levels
    • BSK and FOT permanently added to cash shop
    • Inferior BSK and FOT transmitters added to Grutin Coin shop
    • Base Stamina Increase (still somewhat bugged)

    Long feedback walls:


    Seriously, merge the servers. You pretty much lost most of the NA whales at this point.

    Akasha Keys are still dropping

    Akasha Keys still drop for certain dungeons in game. I recently ran Cold Rain EP3 and still received a key drop which was supposed to replaced with the direct 1* card drop.



    Endure/Stamina Bug

    The last patch added base three stamina recovery to the status screen but leveling up the Endure passive does not seem to add to Stamina Recovery properly. Level 1-3 Endure does not increase the rate in shown in the display but the font color has changed to green to indicate an increase. Level 1-3 Endure yields only 3 stamina recovery in the status screen. Level 4 Endure interestingly increases the recovery rate by 1 raising the value to four.

    Hello everyone, in case there is any new info to share about this topic in the future we will let you know.

    We acknowledge your request for an NA merge, but for now there is nothing new to add to our previous statement.

    I appreciate the acknowledgment and hope that you reconsider the current course of no action as the current state is going to introduce more problems or force existing problems to become worse:


    1. Quality of feedback NA v. EU players: Suggestions from NA players will be fundamentally different from the EU players. Due to the low population problem, the NA server is short on resources that help improve quality of life for new players and designing events specifically to fix NA problems is only going to add more logistics overhead that could impact future content which is something neither community wants.


    2.Shrinking Marketplace Size:The number of resources on the NA market is shrinking. Soulstone fragments were rarely listed on the marketplace before the summer event and the number of pages for brooches is slowly dropping over time. It's hard to for a new player to start if they need to farm all of the fragments by themselves and if they lack accessibility to decent "sub-optimal" brooches.


    3.Marketplace Transaction Rates: The rate of things being sold on the NA are frozen. For the most part, you can count all of the transactions for each item in a given day with just one hand or couple of fingers. This makes it hard for a new player to advance as items are not being sold at reliable rate.


    4.Lack of Parties: This has always been a problem on the NA server and since my time of playing the game from Iris release, I have never seen the NA server reach the same number of party listings that EU has currently. Currently, the only time where people actually play is during Gronco buff. However once the buff passes, everyone is gone. Finding parties before or after Gronco buff is extremely difficult and can take a while depending on the time of day. This makes the NA version of Soulworker to be 30 min SW.


    5.Skyclock Palace is dead: While tags are not required to enjoy the game in full, it is problematic that there are little to no parties posted for something which is supposed to be the one of the game's current end-game dungeons. This is a bad new player experience if new players cannot consistently make parties in order to play end-game content. It also implies that there could be a similar issue for Primal Hero and Hidden Hideout when they come out or that players will have a similar doubt if they could find parties for future content if they were to continue playing or return to the game at a later date.


    Now I admit I'm a bit hopeful towards something getting done as the last patch introduced a lot of quality of life improvements which does make the game more playable (except the competitive endgame) along with the fact that there were a couple of improvements that were made here that do not exist on the Korean server. I hope that you realize that the population gap cannot be easily solved by future content as people have already experienced it over on * server and are skeptical of returning due to the present handling of the NA server's woes.


    At the current moment, the best thing I would advise for new players to do is to play on the Candus server as that server would provide a much better overall quality of life compared to the Tenebris server as the marketplace is still functional over there. PING is pretty much a non-issue since the main reason why people wouldn't want to play the Korean server or in some extreme fringe cases leave the server before the IP block was due to the lack of a large community that they could properly converse with: which is something that the NA server is lacking. I recommend that these problems be taken seriously and should be acted upon sooner than later.


    Inb4 NA service termination.

    The real problem is that whales sit upon billions and billions and billions of DZ while new players have no means to obtain anything near that amount. How are you supposed to buy top tier brooches for a few billions when you can barely farm 10m a day? You sell EC's. Why? Because that's something even the long-term rich players will always need, and it's the only way to raise money unless you sell SC.


    I agree that they could make things more available (EC's included), but fact is that if you want to fix the imbalance in DZ, it'll end up hurting someone no matter what you do. An easy, equally fair solution does not exist.

    I don't disagree with that issue but if you just increase the raw dz circulation that money will just eventually make its way back to those whales and giving them more money to hoard isn't going to improve the situation in the long run. The point you made there is actually more on the general accessibility of end-high things such as brooches so why not just go with the direct path of increasing availability of brooches via events instead of hoping for some whale to eventually let go of Tera BSK brooches which are highly likely to be sold for RMT instead over dz. The Korean server does give out random Tera brooch transmitters pretty often so I think that's the better solution with the best accessibility for everyone. If you really want the money to be depleted then the game is going to need some extremely punishing endgame gold sink.


    First of all, "The Pirated Server" is the only place that has SIN brooches except from our version, and it's the only reason we have them in the first place. If I don't use this place as a reference, where or what should I?

    Fact is that they released the SIN brooches. Was it illegal? Maybe. Who cares. All that matters to us is that some players have the broochers and some players don't. This makes it impossible to compete fairly with one another once we get the ranking list. Either they make them available to everyone or they remove them from the game. It's really that simple.

    Liongames initially planned for the SIN brooches to be on the Korean server but someone datamined the brooch info early on and then they were axed due to community complaints. I'm personally on the side that SIN brooches should just removed from the game as they're going to get in the way of Liongames' overall balance of the game but I think what is going to happen is that the other brooches will get buffed and then SIN gets silently ignored or nerfed. I could be wrong here since this is unprecedented territory among the other versions and I'm just pointing out that this is rather similar to how the Korean server handled the Catherine problem. I don't expect anything towards making things fairly "competitive" since from my experience, the Korean server did have a lot of similar complaints about "competing fairly".


    Assuming Gameforge releases 3 new akashas every month and there's a one month delay before they are added to the normal akasha transmitters, it wouldn't be unlikely that we would have to wait for twice that time before we get them all.

    Just continue bashing them for it since they are doing it extremely different here compared to KR. One aspect of feedback is how much of a flavor of month things are and if we assume Gameforge is a toxic recipient then there just needs to a lot of people that pounds on them for a extended period of time. Don't expect much otherwise you'll just get burnout.

    Detailed patch notes would work wonders.

    That was just short-list I came up at the time but detailed patch notes would help alot since cross-referencing a year's worth of patch notes from the KR/JP every update is extremely annoying.

    Good topic though, I admire all who still have some hope for positive changes :whistling::thumbup::thumbup:

    If there's one thing that's significantly changed this year compared to last year, it's that Liongames was able to hire a lot more developers and that they're no longer on the verge of bankruptcy.

    Proposal: Increase the raw amount of DZ you gain from grinding (don't overkill it though as it would be unfair to people that already put a lot of time into grinding/saving up DZ). You could increase the amount slowly over the cause of multiple updates.

    No. This is an extremely bad idea since when Innocent Daydream was first introduced in the KR server(the main source of DZ on KR), it nearly caused BSK Tera Smelters to be priced out of the marketplace and the Korean server is still suffering from inflation aftereffects of it.


    The prominent issue here is the standard availability of things is much lower here since the entire server is fully incentivized to grind for ECs leading to lower supply in things such as Soulstones, Souldrives along with some event differences that causes brooches to be scarce here. Increasing drop rates or having better events would be the better solution here.

    Issue: SIN Brooches have been unavailable for too long.


    Explanation: In the current stage of the game, SIN brooches are beyond broken (mainly due to their set effects). With better gear in the future and the brooch rework, it will balance the brooches (unless you don't rework SIN, but that's an other discussion for an other day). The fact that the brooches are so good isn't really the problem. It's the fact that they aren't available and hasnt been since the end of last year. People that joined the game after the last SIN sale don't stand a chance. I suspect this is because we weren't supposed to get the brooches in the first place (seeing that only the illegeal server has them).


    Proposal: Add another SIN Brooch Sale/event/whatever. Simple, right?

    The pirated server is not supported by Liongames which is why it is illegal in the first place. Don't use that place as a reference since none of the other official versions have SIN brooches. It's not going to be introduced into the Korean server at anytime since the Korean playerbase is getting tired of RNG-based updates and Liongames attempted to nerf Crit Chance with the initial Primacy stats which is the main thing that SIN provides. I think the main reason why it's not seeing a second release is that Liongames is blocking their sale now that loyalty exists.


    Issue: There's no way for f2p players to obtain the new akashas.


    Explanation: As soon as Gameforge adds the rest of the new akashas to the game, the gap between those who own them and those who don't will be huge (and I mean HUGE) - and once we get the ranking list in the future, the top ranking players will be determined solely by who owns them. Because of this, there should be a way for everyone to get their hands on them. After opening ~200 Akasha Transmitters, ~700 Grutin Akasha Transmitters, and merging it with all the ones I had previously stored in my bank, I can say with almost certainty that there's no way for f2p players to currently get their hands on the new akashas (except from the on-going event which disappears in a week).


    Proposal: Add the new akasha transmitters to progression rewards (or make them farmable through other means).

    This was already addressed by threaa in the other thread that the new cards will eventually make their way to the old transmitters. I'm annoyed by time delay but I sort of feel this is a "balance" for Gameforge since the Korean server/Smilegate did screw over their f2p players with this for about five months.



    My main issues with the game right now are the:


    1. Number, availability and diversity of parties posted on search since everyone spends most of their day solely on AoV hard.

    2. Overall new player experience

    3. Time delay for new Akasha

    4. Lack of proper gold sinks

    5. Lack of clear and bidirectional Communication with future content