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.
A group of common complaints from the new player community which consists of new players who have never touched the game or returning players with little playtime hours.
Missing Leveling Improvement?:
Around the Dipluce Part 2 announcement, there was an announcement that leveling was improved such that you could run to level 57 just from completing story quests only. However, I wasn't able to reach Lv57 with my Lv20 Jin and Lv42 Chii from what the patch notes suggests and I had leveling gaps at Lv50, 53 and 56 and 57. Was it overlooked that this update did not retroactively update existing characters or that only certain characters had leveling improvements? Nevertheless it's an issue I which I don't believe has been solved yet.
Leveling Complaints process. (Too boring or Too Long)
Some of the more common leveling complaints I have seen comes down to that it takes too long to level or it's too boring to level just by themselves. While Liongames considers leveling to be a form of "balance" according to one of the older JP interviews, there does need to be a realization that playing an MMO is about playing with other people.
The longer you delay new players from interacting with the community the more displeased they'll be with the game. Leveling processes in most games is usually the worst part of game and there shouldn't be a "balance" for leveling just because a content gap exists or lack of existing content.
There are two approaches that can be taken to improve this problem.
Level 60 is when new players can first begin grinding for a set a endgame equipment, have access to one of the main Dzenai farming areas (Innocent Daydream, Dipluce Horizon), and access to Chip Flexor farming (Skyclock Palace,Innocent Daydream, Altar of Void).
At this point, leveling to 65 isn't painful since there are things you can do that this stage of the game is meaningful towards progression. Lv55-60 isn't as meaningful since while you can get Akashas from completing the Grasscover Camp, there's still a chance to get nothing great and most new players prefer to at least have a good revenue stream to have a sense of solid progression as they level. I'm aware of mixed opinions on this but leveling is probably the most boring aspect of the game.
1a Benefit) Better experience for Lv60-65 Leveling
Some extended benefits of the leveling improvement is that new players will be able to save their exp quests from Avon and Tenebris for Lv60-65 instead of 58-60 since while the ten times repeatable quests exist for Dipluce Horizon, the main problem with those quests is that they're quite the pain to clear due to Dipluce Horizon's increased difficulty. From my personal experience with the Japanese server, the leveling process at Lv60-65 was unpleasant.
1b Benefit) Positive Revenue Feedback Loop.
Also, as leveling is improved, there will be a positive feedback loop where more players would be willing to create different characters which would result in more direct or indirect revenue from costumes,Anti-Destructions,SETs, etc.
The second option is to update the leveling boxes on par with the Korean server. That is: equipment boxes below Lv50 are automatically +6 and the free Terminus set is +9. By providing stronger equipment to new players, the grind will less tedious.
I personally don't think that Soulworker is grindy but that's coming from my perspective as an endgame player who throws a ton of exp buffs and fully enhanced equipment before I start leveling. New players don't have as much resources as I do and can take twice as long due to the equipment gap. By making the grind less tedious, you can help lower the overall complaints with leveling.
2a Benefit)Positive Revenue Feedback Loop.
This is still the same as the first approach but would be more new player welcoming since enhancing equipment is fairly expensive for a new player.
2b Benefit) Easier to complete advancement quests
Seeing new players struggle with their advancement quests is rarer than before but I do occasionally see some new players requesting for help with their advancement quests. Ideally, making so it's easier to complete these quests solo would remove an awkward waiting progression/spot for new players. The free +9 Terminus set would help in this regard.
2c Benefit) Saves new players more resources
Providing free +9 Terminus would save new players a lot of time and resources from attempting to enhance Aurith/Terminus to +9. It would save them a lot of Dzenai, Aetharites, and Aethar making the new player experience more pleasant.
2d Benefit) Better average new player consistency for transiting to AoV Hard
One of the main problems with gear transition to AoV hard is the lack of SETs given out for a new player and the lack comparable upgrade slots for Terminus vs Aurith meaning a new player can potentially waste a lot of time and effort to gear up for AoV hard raiding. Adding the free +9 boxes would eliminate the unpredictable factor and would make the overall early game progression more consistent.
2e Benefit) Easier time farming for Dzenai
Free +9 Terminus makes it easy to complete Rookie Raids such as Last Carivinal Elemental giving new players an efficient means to farm Dzenai to buy AoV blueprints,soulstones, and lower AoV enhancement burdens costs.
There are few underlying issues that this could cause and doesn't fully solve.
2a Issue) Does not consider Soulstones strength for farming/leveling
It doesn't completely solve the ease of farming since soulstones provide a massive damage bonus to new player as they're leveling and it's not a very intuitive concept so there's always going to be a knowledge gap on whether or not they know how Soulstones work.
My suggestion to Liongames is that they need to consider a revamp for Soulstones so that's much easier for new players to understand since it's very easy to make mistakes. Ideally, consolidate every soulstone to a single element and get rid of the whole elemental concept. This is somewhat wishful thinking as there isn't a Soulstone revamp for the Korean server.
2b Issue) Collapse of the Aurith Market/Lower Aetharite Market
The immediate impact of the updating the level boxes once more would cause lower aetharites to mostly fade away from the marketplace as there would be little use for them except for the people who intend to make +9s for alt farming and Aurith pieces to vanish from the marketplace.
Personally, I do not think that this is a problem since Aetharite prices are occasionally a complaint with the leveling process especially with how Inferior Aetharites and can be more expensive than the Normal/Primary Aetharites used for endgame equipment. Having Aurith vanishing from the marketplace isn't a problem either since the Aurith marketplace is mainly targeted at returning old players who had a ton of Dzenai back when the game was crawling with gold bots. At that point, it's just better to update the returning player boxes to ensure that they receive updated equipment boxes.
Update the returning player boxes
Replace the Visitor's Box with a returning player level-up box
You should replace the temporary Visitor's equipment with the items from the newer upgrade boxes. There really shouldn't be temporary equipment for returners and that you should just give them the same equipment boxes that new players currently have or provide a near-exact copy of the current level-up boxes for [Lv5-Lv60] instead of the Visitor's package.
Not all returning players are hard-core veterans. Some are new players who switch games on a whim or they were busy with other things. Treat the returning players with some level of respect over temporary items.
Give EXP Serums for returning players.
I am not sure if this is given out currently but with how story quest is improved and players leaving at points from before the leveling was improved puts some older characters in a bad spot where they need to spend time on grinding to continue with the story quests. It would help if there wasn't a bind for them like this. I would recommend that you add this to the returning player sprint in order to relieve this awkward point for returning players.
First impression of Costume selection/Lack of Costumes
There's a noticeable lack of permanent costumes in this version compared to the foreign servers. If you want money from new players', it's best to increase the number of outfits available in the cash shop. This especially the case for Chii as because she is the newest character in the game she has the fewest number of costumes in the cash shop. I recommend adding the popular dyeable costumes such as Purple Magnolias and Yin Yang set as permanent additions to boost revenue.
There's a very common complaint with the AoV-based progression in the game with how a carry is always needed. While having a carry isn't necessarily bad, new players would have a better experience if they did not need to fully rely on a carry all the time.
Here are the things that should be addressed to help alleviate the need for a carry since it can very hard to get veteran players to help out. One of the major problems here is the issue to gain a large amount of critical rate and accuracy before starting AoV hard and progressing onto AoV Manic.
Issue: Difficulty of Obtaining Buff Items
Suggestion: Purchaseable Scents from Deleska
Allow Scents to be purchasable from Deleska with 50 BP like the KR server. Having access to the Lightning Strike Scent would be a great benefit for new players since it's very hard to obtain critical rate buff items consistently and that you cannot get enough Herbs from farming alone to increase your Critical Rate. I'd imagine this would go inline with Liongame's "balance" needs for Energy Converters and BP.
On the KR/JP servers, their level up box includes the free +9 cheering void/ember set at Lv60 which I do not recommend adding to our version. The free armor/weapon would give new players a false belief that AoV Manic can be easily cleared with that set and would still face clearing difficulties. In addition, it's much weaker compared to the actual AoV Hard set when used with proper equipment lines. It's more effective to add the apply the Energy Converter change for AoV Hard/Ember equipment to aid with new player progression.
Addition 1. Add a 2* Akasha Selection Ticket to the Lv60 reward box
For raiding, stamina recovery helps a lot and while this version there's the option of alt-farming akashas until you can get a 2 star stamina recovery, I don't think that's the best approach for helping with basic quality of life. This won't be a big deal to your cash sells since Stamina recovery cards aren't damage-related and is more for new player quality of life. What this suggestions aims to improve is to cut down on unnecessary/inconsistent grind and would be an adequate substitute for the PCcafe Akasha rental system. (This sort of comes from my experience with the nasty RNG I had with trying to get a Megiddon on the JP server)
Addition 2. Add a Devourer Weapon Ticket
The better solution would be to include a free devourer weapon Ticket. The Devourer weapon is the strongest option for pre-AoV prep but is hard to farm due to the difficulty of finding a Primal party and the large inconsistency in drop rates. Giving this item out would give new players a target to works towards and help with gearing up for Primal whenever there's an event for it.
This is similar to what the JP server did for their new players but isn't very effective there due to upgrades costs stemming from their higher weapon chip cost. It would be more effective here since our weapon chips are very low and would make progression seem more fluid and slightly more enjoyable.
Addition3. Cheering Void/Ember Acccessory set only to the Lv60 box
My recommendation is to only add a AoV Hard/Devourer accessory set to the Lv60 box since the game does not have a tradeable accuracy-based accessory set. The current means of farming accessory sets is to run AoV Hard or Primal. Primal doesn't have much of a meaning in this version so it's difficult to get an accessory set and it does not make sense to need AoV hard jewelry before starting AoV hard. This suggestion aims to fix the awkward accuracy hole that this version currently has over the KR/JP versions.
Option B: Make Devourer Equipment Tradeable
This is an option that the TW server has which could help. There's still an issue with making Primal worthwhile to run to make this an effective solution but it would help revive the marketplace by providing more items that can be sold. It would help make it so that weapons/armor/accessories on the marketplace don't seem "dead".
Lack of Early-Game Brooches
There's a lack of easily available mega brooches for new players. Namely the accuracy based (Rancor,Tigris,Wild Boar) ones and FoT Conquest. These particular brooches are helpful for new players as it enables them to use the Guardian of the Ocean set which is a significant power boost over the AoV accessory set.
Having more optional progress does make the game flow better over having to stick to a predefined route.
One option here is to provide more Inferior Brooch transmitters or brooches from events. The current state of the game right now is that obtaining these brooches is very unreliable for new players. Also, the Guardian of the Ocean set is a very popular set so accuracy-related brooches are expensive and more difficult for new players to obtain.
Frankly speaking, we need more events that add more accuracy related brooches at a consistent rate for new players. This has always been an awkward progression point as there's never been enough excess brooches for new players to pivot on.
Legendary Armor Souldrives Lv60
This is one source of power that new players can relatively obtain from AoV. One of the early problems that may occur with Hidden Hideout like with the JP server is that the Lv65 Souldrives will phase out the Lv60 Souldrives making it harder for new players to improve their damage.
I recommend adding the Lv60 Legendary Souldrives as a drop for Gronco like with how the Lv65 Souldrives are a drop for the Doom world boss in the Korean server. Unlikely to see a change in this area since it's not very important but is a source of concern.
I have seen too many new players ignore soulstones which is a huge rookie mistake. Part of the issue is that it's not intuitive so there needs to be a revamp to clarify them. There are a couple of problems in this version that push new players away from farming soulstones.
Issue 1.Prices are too expensive.
We need to have more events that help reduce the overall price for soulstones. A more permanent solution would be to take the JP server's approach and make running Primal more worthwhile. By doing this, the main thing to farm from Golden Citadel would be Primal Tickets.
New players that farm Golden Citadel could trade tickets for fragments. As this continues on, the price of soulstones will decrease and the price of tickets would increase. However, this depends on how well Primal drops are improved to cause a market change. This will be discussed in a separate section.
Issue 2. Golden Citadel is too difficult for new players
Giving out free equipment is the an option to solve this but I don't recommend it.
Minor Improvement 1. Improve repeatable Soulstone quests for Rookie Raids
In the KR Sept 2019 patch, soulstone fragments from quests were significantly improved. This would provide a suitable alternative for Golden Citadel and would also add some additional Dzenai to those that farm Rookie raids for money. Currently, the only quest that gives this type reward is Chii's Hate quest for Last Carnival.
Upgrade and Enhancement changes to Devourer,Ember, and villor equipment
Improve the enhancement rate for Ember's and Villor's equipment (Important).
This update came with the Korean version a month before the arrival of the Hidden Hideout to assist new players since Hidden Hideout is a scaled raid or raid with damage correction. Hard to understand why Gameforge and Liongames are treating new players badly compared to the KR/JP version.
Remove Item-Destruction from Ember's to +9 and +6 for Villor's (Important)
This is particularly important since it helps for new players to play raids without having to feel as deadweight.
Energy Converter Change for Devourer,Aurith and AoV Hard (Important)
Equipment lines have a tremendous impact on gameplay and the common recommendation from endgame players for new players is to ignore equipment lines while progressing at a low level since Energy Converters are expensive.
If new players were able to change equipment lines at a lower cost, the overall gameplay would have a better flow since there would be a purpose for Trisha's enhance function outside of the latest endgame equipment.
The Korean version recently added an Energy Converter change that allowed Residuum of the Void to used for AoV hard equipment and Hysteria stones to be used for Devourer equipment. This would be a tremendous quality of life change for new players and would help them to tackle on AoV Manic without requiring a carry.
These three updates are needed in order for new players to progress though the game normally without requiring a carry since there's too many power options locked away due to expensive early game upgrade costs. This would help provide better new player satisfaction and better quality of life.
The Void Fragment change could happen here for the AoV Manic equipment in this version as well but I'd imagine Liongames would want to protect against wasted effort and to slow down the overall progression but there should be a means of allowing new players to roll critical rate on equipment more easily. Putting the Void Fragment requirement at 100 pieces per attempt would be somewhat adequate over the KR server's 5 pieces per attempt.
Problem:Lack of Earlygame Anti-Destructions for new players
Suggestion: Add Grutin Gold Jars/Improve Attendance Rewards:
With the endgame updated to HH, there's a need for new players to have better on demand access to Anti-Destruction over having to overly spend on the cash shop or be forced to alt-farm. The Korean server has the purchase option of 3 Grutin Gold Jars daily and an improved consecutive daily reward. This doesn't solve the problem completely but it does help alleviate part of the problem and would encourage players to login daily.
Energy Converter Revamp
One of Soulworker's main strengths against other KRMMOs is that there's very few overly punishing RNG mechanics. Many other KRMMOs I have played tend to have mechanics that destroy your equipment on failure or reset your progress for that item. Energy Converters are important for endgame progression and issue with the current system is that it's very possible to lose progress in the event of a bad roll.
Adding the revamp would give a buffer that would reduce player frustration with overall progression. Doing this would add to Soulworker's strengths. Liongames has mentioned that not adding loyalty before breaks the game's balance. That's not true and the game before the loyalty update basically played like any other frustrating KRMMO with nothing that set Soulworker apart. The balanced RNG system from the KR version is one of Soulworker's strengths and isn't a weakness. (Although frustrations still exist and it's not perfect)
Primal is one of Soulworker's 8man raids and isn't particular good for the game to leave it continually dead and worthless. However, this does not mean that AoV drops should be nerfed to make it similar to the KR version. The changes made here are very helpful for new players and help keep our economy stabilized in terms of the WUC prices and keep new player satisfied with enhancement costs.
What to improve
What should be done in our version is to buff the drop rates for Primal so that there is a reason to continually run it. Ideally, 5 random [SD,BSK,FOT ]Inferior Brooch transmitters, 5~10 Energy Converter Spare Parts should drop from Primal with a low chance to drop Dragon's blood.
Inferior Brooches
While I realize that Liongames and Gameforge does not want to flood the marketprice with Tera Brooches as what as happened with the KR/JP players exploiting those events, there does need to be a means of progressing slowly with brooches. At the current endgame, there's no option for that outside of intentionally running dungeon dailies for Grutin Gold. Even then, the rate is not satisfactory enough for the playerbase to continually list brooches on the marketplace. This affects new player progression the most since they lack continual access to the better early game brooches.
By providing a small and limited means via Primal would help the progression flow feel more natural instead of forced onto the marketplace/cash shop. I realize that there's a world boss revamp that provides brooches but that's likely going to take a long time here.
Spare Parts
The Spare parts is there to help with inflation and give a strong meaning for veterans to play. The economy has deflated to the point that the previous gold sink of crafting AoV Hard is not going to work anymore. Therefor, we need a gold sink to ensure that prices do not inflate and to keep a small money gap between veterans and new players. The best option here is to make Energy Converter crafting as that gold sink since Energy Converters are one of the higher in-demand items.
Make /Dragon's Blood as a rare drop from Primal/
This would help make Primal a in-demand raid.
Primal Hero
There's a consideration for Primal Hero but that wouldn't help much since the number of runs are limited. The goal is to have the playerbase run Primal as much as possible to exhaust the Primal Ticket to and flood the soulstone market as a result of more players farming Golden Citadel for tickets.
SET/Dragon's Blood: Upgrade limit expansion
This is the most unnatural form of progression for Soulworker. I realize that Liongames has not created a permanent fix for this problem and it's still likely it won't be fixed for a while, there are a couple of workarounds that will help ease the problem.
Make SET/Dragon's Blood as a rare drop from Primal/ add more of these items to events.
This would help make Primal a in-demand raid.
Lower the Soulcash price of Strength Expansion Tickets from 450 SC to 50 SC.
This is the main reason why people continue to alt-farm as the current price is too expensive. It's very unreasonable to force the playerbase to pay a 900% mark-up compared to the foreign servers. It's well known in the KR/JP that SETs only cost 50sc. Like how the other cash shops items were reduced to match the foreign servers, it's this item that still has a 900% markup. By lowering the sc price, players have a very affordable option of farming Dzenai and buying SETs which would help alleviate pressure from the need to alt-farm. While this is not a hard fix, it is an adequate soft fix which would ease the overly reliance alt-farm problem and would be a means of indirectly boosting revenue via Soulcash trading.
Gold Sinks
Gold sinks are very important to ensure that there isn't a massive gap between new players and veterans as the game progresses through content updates. Although, most of the current deflation is a result of the richer players leaving the game. The only way for a gold sink to be effective is that there needs to be a tie-in with player progression. You can only do that with the high demand items. At this stage of the game, there should be more ways to earn spare parts so that crafting energy converters will remove Dzenai from the game.
- There's also the limited purchase for 3 Grutin Gold Jars and Battle Point Jars that can help as well. This is present in the original Korean server.
-Allowing Inferior Brooch Fusers to be purchasable via Dzenai can help since the Grutin Gold cost is already too high with buying Inferiors brooch transmitters.
AoV
I recommend slashing Blueprint costs and crafting costs to help new players out. The main problem that remains with AoV is the line transition from AoV to HH due to the cost of Energy Converters. I don't expect anything on this front since Hidden Hideout was just released but having more temporary Energy Converters as an event reward would be a benefit for new players.
HH
The current issue with HH is the entry limit. This limit only exists because the KR community complained about the game's quick progress and wanted some means of slowing down the game's progression.
However, because Hidden Hideout is considerably harder than AoV and Lunar Fall, the entry limit is prohibitive for new players to learn and adjust to the raid. The current system only encourages veterans to stick with their own groups and discourages party play. Ideally, provide more Heart for All respawners and Team Respawners for event rewards just so new players have more room to adjust for their mistakes. The Korean and Japanese server give this item away quite often but this version tends to be extremely frugal when giving this item away. If Liongames could make a practice mode for all raids with run limits, that would a welcome game addition for new players.
Personally, I say move lightspeed with Lunar Falls since the corresponding quality of life updates for that raid fixes most of problems with the game, provided that everything is included on the day of release.
I strongly recommend ignoring Innocent Daydream Second and just going straight forward with Desireworker/Sinworker and the second part of Corrupted Record. The desireworker update has more of a gameplay changing effect and introduces the Miriam rush strategy for SCP which is more welcoming towards new players over the current Big Plastica strategy.
Afterwards it's just best move straight to Dipluce Horizon Part 3 and Lunar Falls. Abyss Lounge and Innocent Daydream Second are non-contributing endplay content which can go later. The run amount for Innocent Daydream Second is tied to the first Innocent Daydream so that's more of content replacement over content addition. Abyss Lounge is ranking content with a 3k BP daily which all do you is just stay dead for 3 minutes to claim the reward which won't be interesting for most players.
-Consumables stackable to 999
- Stackable mats
- Cash items stack limits increased to 99 or 999
- Magical to Unique Souldrive drops from Grutins
- Lv60 Weapon Souldrives
- Ability to delete inferior brooches
Helpful Quality of Life
- Dungeon Replay feature
- Akasha cooldowns reset upon Dungeon re-entry
Random Questionable Changes
- Star Cards still drop from Rookie Raids. Yes, a useless relic from the pre-Akasha renewal remains.
- Inferior Brooch Transmitters, Inferior Chip Transmitter drops from Grutins in Dipluce Horizon. This is useless benefit for players. Why where the Lv60 souldrives removed from the drop table in this version of the game? It doesn't fit well even if non-legendary get replaced later on.
This is more for generic issues with the game for Liongames over issues with this version specifically.
SETS/Upgrade Limit Removal items
This is the most unnatural and awkward aspect about Soulworker. There's no permanent sustained way to continually obtain these item. You either alt-farm or have a indirect reliance on the cash shop to progress. Liongames needs to consider a limited method to obtain these items in game and not from the cash shop or events exclusively in order to make progression flow more normally. It's okay if it's daily or weekly limited provided that there's somewhat to obtain this item ingame.
Griefing Mechanics
The main issue why people are selective with people joining raids are due to the griefing mechanics that exist for AoV and HH. While Liongames probably intended for these mechanics to make the raid challenging, they're very bland mechanics since they boil down to doing nothing until the phase is complete. There's no risk or challenge involved with it which just makes the mechanic boring.
AoV has the fallen soul mechanic that punishes that entire party if one person uses a forbidden skill and HH does the same thing but freezes the entire party. I recommend keeping the mechanics localized such it only punishes that player that does x vs something that can punish the entire party such as healing or freezing the entire party. In the event, that someone does trigger the mechanic, the lesson learned is more to blacklist a player over learning/explaining raid mechanics.
Doing this just makes players stick to premades which harms the game's health over time and I strongly recommend that Liongames should stop making raids with these type of mechanics.
Not expecting much on this but something to take a note of since I see that Liongames throws a revamp to AoV every quarter. Raid difficulty is not a problem with this SoulWorker but it's a problem how raid mechanics are designed that bad gameplay can harm a party more over good gameplay benefiting a party.
Brooches
Brooches are probably the most boring aspect of the game since all they do is provide a large damage increase and nothing else. The more popular brooches such as Hellcat/Fury and Provoke change your playstyle to encourage tanking over smart play. There's no risk involved and all it does is cut playstyles to one type which isn't very interesting. It would be better if Liongames would do a bigger revamp with brooches such that it encourages things such as not taking a hit, maintaining a combo count, etc. just so there's some reason to use other brooches rather than to stick to a predefined set of 3 brooches.
Energy Converters:
Energy Converters from my opinion are a rather bad mechanic since you often need a large quantity of them to get adequate lines for raid requirements. Personally, I would prefer a system where we could use raid materials for enhancement costs and/or with normal Converters. Well, I'm honestly not expecting much from this here since the Korean server has complained about ECs for the longest time and it's not adequately solved yet.
Main issues with events in this version are:
1. Events rewards are not great for endgame players
2. Event rewards are not consistent for new players.
The main items that endgame players prefer to have are the High quality Chip Transmitters, Energy Converters, Strength Expansion Tickets, and Brooches. Brooches remain a highly in-demand item as this version of Soulworker runs fewer brooch-based events compared to the KR/JP version.
I can understand that event rewards need to be cycled around so that each event is unique but there does need to be some fixed consistency for new players since people do not start playing Soulworker at the same time. Stop running unbalanced events where an excessive amount of respawners or other items is dropped at once for seasonal events. The important thing about event is that they need to be consistent towards basic quality of life to ensure that new player progression is stable. Items that should consistently appear in events are : Anti-Destructions,Energy Converters, Strength Expansion tickets. Items that could appear in rotation are : Akasha Transmitters, Brooch Transmitters, Chip Transmitters, Scents, Heart for All respawners, Team Respawners, and Inventory Expansion tickets.
Bad Events.
Avoid running these types of events. These types of events have always been terrible.
Sprints
Events in this version generally have a timespan of one month while the sprint event only last for one week. It's a very bad event style since after players are done with the event, there's very little to do. This applies for everybody in the community and not just the veteran players. It would be helpful to have events that can provide something to do for the majority of the event period. If you're going to run sprint events, you need to refresh the sprint weekly for the entire month duration like how the Japanese server ran this event for their 4th anniversary.
Daily Challenges
This event is particularly bad since it has gimmicky requirements such as Skyclock Palace Normal and Primal. It's a hassle to complete with the Energy system and difficult to get parties started consistency for Skyclock and Primal requirements as there's a minimum party size in order to start
Good Events
Sweet Flowers - Well, this event isn't entirely terrible for once since the daily reset option does give something for veterans to do if they're bored and there's a good stockpile of rewards such as Lucky Day potion, Anti-Destruction,Upgrade Box, and Dragon's Blood. The only problem I see with this event is that it caters to players with a lot of time and that there's nothing good for the casual players.
Grutin Summer - I personally liked this event as it helped crashed the soulstone market so that it was easier for new players to progress with soulstones and it was a good way to gain aethar. The rewards from the Grutice were disappointing if anything but this is a useful event for the new players.
Grutin Matryoshka - This was good event as it gave a decent amount of Energy converters, Anti-Destructions, and Akashas. However, the main point of this event was that it was very casual friendly unlike how alot of events required a lot of grinding to cap out on rewards.
Brooches from 2nd Anniversary- This was good since it was the only brooch event we ever had in this version.
Cash-preview-
This is one of the larger complaints with the game. I know that Gameforge has mentioned this is due to your business use cases but the loot boxes and Wheel of Fortune are not good additions to the game. While this system allows Gameforge to add costumes without having to rely on Liongames, I'm very certain that the Korean cash shop has an sale expiration function that will take care of this use case. I have spent time in other games where I just look at the cash shop and if certain things catch my eyes, I will go and purchase it. That's not the case here and having this system just hurts sales. You also lose the ability for people to easily share their tastes from the cash shop which is a loss for indirect advertising.
Expect the community to continue pushing for this as the current web store is a massive quality of life loss. The web store is very laggy and has a tendency to throw an ambiguous error messages. First impressions matter a lot for sales and the overall quality of the Gameforge cash shop is very lacking.
Wheel of Fortune -
Gameforge has a very bad attention span with how the community feels over the wheel. This is a reminder that the Wheel takes away from the fashion endgame. In addition, Steampunk and the Holy Seat set have never been placed for direct purchase and this is the main thing that holds people away from the game.
New Hairstyles-
There's multiple hairstyles missing with for a couple of costume set here. I'm not sure what on earth Gameforge is planning with it's monetization with the game but we're missing hairstyles with the Gentiana set and the Summer Sailor outfits. It's rather unacceptable to the community since Gameforge tends to miss low-hanging fruit rather frequently.
Merge the servers.
You have new players that quit the NA server due to how desolate it is. You're intentionally crippling an entire region's worth of income that can used to help support the game. It's very easy to see the population gap for NA when you look at Jin/Iris rankings and with how there's a minute gap between 1st and 30th place for the time attack rankings.
Patch Notes
A reminder that we need better detailed patch notes for the game. There's always a number of things that are secretly patched into the game without a mention in the patch notes and it's unreasonable to expect your playerbase to have read patch notes from the KR/JP versions to compare update differences. It's also harmful to the new player community and returning community as they have no idea on what has changed. If you want respect from the community , this is one of the things that needs to be improved. It's incredibly asinine to expect your entire community to have read all of every single patch note and incident change.
Community Relations:
Community relations is extremely tense which is due to the poor quality of how things are handle. The cash shop prices, web-based cash shop, and lack of overall communication. Very hard to have basic communication if the entire scripted conversation comes to down to spamming the forum with previous to ensure certain things do not get removed. It's a pain the ass to have the community be this forward to ensure quality.
Main Problems:
1. Pre-AoV Progression
2. Content Speed
New Player Specific Changes
-More Leveling improvements
-Level up box improvement
-Returning Player reward updates
-Lack of default costumes in cash shop
AoV Specific Changes
-Devourer Weapon Ticket for Level up box
-2 Star Akasha Selection Ticket
-Hysteria Stone used in place of Energy Converters for Aurith/Primal equipment
-Residuum of Void used in place of Energy Converters for AoV Hard
-Void Fragments (higher quantity) used in place of Energy Converters for AoV Manic
-Purchasable Scents from Deleska
-Enhancement Improvements for AoV Hard and AoV Manic
Lingering Problems
-Lv60 Legendary Souldrives
-Brooches for new players
-Soulstones
Endgame
-Energy Converter System Revamp
-Primal Buff
-SETs Pricing and Attainability
-HH Entry issues
-Gold Sink Issues
Content Direction
- Move to Lunar Fall update ASAP
-Missing content
-Missing quality of life changes
Developer Issues
- Issue of Griefing Mechanics in raid design
- SET/Upgrade Limit Removal
- Brooches and Gameplay
- Energy Converters
Publisher Issues
- Item Preview
- Unstable Cash Shop
- Lack of Patch Notes
- Missing hairstyles
- Server Merge
- Stop reminder to stop utilizing Wheel of Fortune
Event Feedback
- General Event Issues
- Favorable Events
- Bad Events
why do weird censors exist on this forum.