Fodder for crafting higher tier 3* cards (Shiho's "Add" card menu).
Posts by Elys
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cool then i'm getting the right set and the MK stuff cost too much so have to farm that were does it drop?
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Steel Grave chapters 5/10/15 for MK1/MK2/MK3 blueprints.
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Sometimes you buy things and the next day you see it half off, you don't just go up to the counter and say "I bought this yesterday give me a refund." At least you get it before everyone else. Glad they're at least listening and changing the prices of things.
Actually, you can do this for Steam games as long as you meet the refund requirements (less than 2 hours played and purchased less than 2 weeks ago). I bought a full skill reset literally 2 days before they basically halved the price though, but I'm not complaining. At this point I'm also just glad they gave some proof that they're seriously listening to feedback, which is already much better than the situation with Enmasse & ALLM for Kritika NA. I keep mentioning Kritika because it really was that bad.
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and i didnt know soloing ele raids was easy to do, i couldnt do iron castle cause cart died
Except maybe for that one, since you need to have enough damage to defend the drill (should be doable with a decent +6 weapon and decently-rolled armor). The other three should be easily soloable with a decent weapon. You can always run any of them and just convert the soulstones to Solace at Jenna (it's cheap to do). Of course it's better if you just run Solace and save dzenai though.
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Rarely anyone uses auto-team for those. Why? I don't know. Most of the time your choice is to solo it (easy to do), use manual party search (N), or ask in public chat or megaphones.
(source: https://www.reddit.com/r/soulw…l/raid_elements_rotation/)
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so 2 days after i saw this guide, i went to do it,
took me 2 days and i don't even know if it was worth it,
i used a stella,i run on maniac cause it was easier to combo (50-57sec run)
and played on zelo bonus event while of course resetting bug zelo (its impossible to do it like i did without vip bug)
so now i have the title and the head ornament which is sweet cause now i have some bragging rights,but now i wonder,when they will fix the 50k bp steel grave tittle i would prolly not use the godlike tittle anymore cause the stats of my gears is not that well distributed, (p.s the 10k bp tittle is bugged and make you crash if you equip it,also has 10% crit when both is equip)
all in all this was a adventure for an exclusive head piece ornament,
I'm pretty sure if you're running a Shion set and at least one Shade Akasha, the crit damage ends up being more valuable than what you get from the 5-50k BP titles. The attack speed just ends up making S+ titles almost unconditionally better, especially for classes that benefit from it a lot (Stella and Erwin).
Pretty much this. It's a decision between 10% critical chance + 5% boss damage (and other negligible stats), versus 1484 critical damage + 10% attack speed (and other negligible stats). The 50k BP title might be better in District 6 just because of the area bonuses on it though. They're both BiS titles and it usually comes down to preference in the end based on how you want to play. Personally as a Haru, I know I'm not going to get 100% critical chance easily (if at all), so I personally feel that it's optimal to just hit the 50% critical chance mark (25% hidden + 25% from gear) and then invest in other stats. I don't know about everyone else, but I'm having fun with my 127% base attack speed + hidden Dark Gauntilus combo, and I don't even have attack speed rolled on my weapon yet.
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Making a game is more difficult than making a scrollbar for a game. I think any CS student would know this!
This is obviously true and you don't need to be in CS to know this. But what's also true is that making good design choices (whether it's UI or code) tends to be more difficult than just making a game. You can practically teach anyone how to write code and make something from it, but it's hard to teach someone how to make good decisions. In fact, you can probably make a game similar to SoulWorker on your own if you really wanted to put the time and effort into it. You might be surprised at how bad developers can be at designing things. There's a reason why people are sometimes paid significantly more to do things that are as simple as saying "add a scrollbar to this part of the UI" than the people coding the game itself, and such a thing isn't too uncommon. You can be paid a lot of money just to help clean up bad UI, but games like this usually have the benefit of free player feedback.
Also, what's so primitive about the UI interaction? It seems perfectly normal to me like in any other mmo. You have one that's better?
As someone who has played plenty of Korean games of this genre, I can say it doesn't seem normal to me at all. Kritika is already one example I mentioned earlier which I stated was better than SoulWorker, even if only slightly. I honestly can't even recall a Korean game I've played where items have to be managed solely from context menus (right-click drop-down menus). You usually only need to right-click an item and the game detects the context of your click (e.g. if you have the shop open then it will prompt you to confirm to sell the item, if you have the market open then it lists the item on the market, if all you have is your inventory open then it will equip gear, etc.). In SoulWorker though, every item requires you to click at least two or three times just to do what many similar and older games do in one click. It's possible to double left-click things here to do the same as what other games do in a single right-click, but even this interaction is horribly delayed and it makes going through the context menu more consistent and usually faster. From a CS perspective, it's horribly inefficient and appalling to make users click 2-3 times more to do everything when many other products can already do it in one click. People can get paid big bucks for saying things as simple as this. In fact, they should be paying me just for writing this post.

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Solace and critical damage.
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I, too, would like to decorate my virtual anime room that no one will visit because I have no friends.

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I have played alot of f2p mom and never seen this. Maybe I just use to dealing with slightly better companies. I keep hearing "that is the way it is". You guys sound like a abused partner. This game has fun anime characters and fun combat but it treats you horrible as a consumer. Why do you defend it so much?
I even edited my post to say that I wasn't defending it. This IS quite normal in an f2p mmo from Korea, that's the thing. It has nothing to do with companies. BDO does it, Dragon Nest does it, C9 does it, and this game does it. Many other games, too. Elsword does this as well, iirc. Even Grand Chase.
This used to be the norm "back in the day", but as Komari mentioned above, some successful Korean "MMORPG"s have moved on from this. Once upon a time, DFO pretty much had the same thing as SoulWorker does right now, but after many years DFO finally removed skill reset items entirely and now resets are free and unlimited. Maybe if SoulWorker survives long enough they will eventually do something similar. I guess the difference is that SoulWorker isn't doing nearly as well in comparison to some other Korean games offering resets for free (at least in some form), so they kind of need the money from reset items.
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I can't be the only one who's more interested in the free brooches than the skill reset tickets...
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It's not difficult to make a scrollbar. I really don't see why they would make it 10 just for results menu, they could just not have a results menu in that case.
Because:
they're too terrible
It's not even just this either. There's many things about the UI interactions that are just so primitive compared to older Korean games of similar genre. Kritika's UI is almost as bad as SoulWorker's, but still slightly better. I think even DFO's classic UI (forever ago, before Second Impact) wasn't as clunky as SoulWorker's is right now. It's not difficult to adapt to it, but the UI does need a lot of improvement. At least it's not nearly as bad as Dauntless.
You look at this game and tell me they're too terrible to make a scrollbar.
There's more to being a bad developer or UI designer (or whatever part of their team that came up with this mess) than not being able to implement something. Any high school CS student can write code. The fact they came up with this mess of a UI shows that someone in their team failed to think of adding something as basic as a scroll bar to an already convoluted UI. But as stated in my first post, there are other reasons that make sense to why they might have done it this way, such as the buy-back limit. Whatever it is that they did, it resulted in a clunky UI and it needs to be improved at some point. It's also not too far-fetched to say they copy pasted the same logic in a bunch of places since this is also a practice of bad developers. Your 'twin' might be able to talk to you about it since I'm assuming she has a CS degree if she worked at Nexon (but maybe not since it was a CM position).
The bottom-line is: development is not all about being able to write code. Any decent CS student would know this.
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It's not difficult to make a scrollbar. I really don't see why they would make it 10 just for results menu, they could just not have a results menu in that case.
Because:
they're too terrible
It's not even just this either. There's many things about the UI interactions that are just so primitive compared to older Korean games of similar genre. Kritika's UI is almost as bad as SoulWorker's, but still slightly better. I think even DFO's classic UI (forever ago, before Second Impact) wasn't as clunky as SoulWorker's is right now. It's not difficult to adapt to it, but the UI does need a lot of improvement. At least it's not nearly as bad as Dauntless.
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I'm guessing it's because they only managed to fit 10 result items onto the UI (for the functionalities that show results like dismantling, opening loot boxes and AR transmitters, etc.) and they're too terrible to add scroll bars to the results, so they limited one functionality to 10 and copy pasted the same logic for several other functionalities. I don't see a good reason for it either and it's pretty annoying to have to dismantle and sell things only 10 at a time, especially since the inventory slots aren't even divided evenly for bulks of 10. Another reason might be that the "buy back" window only shows a limited number of items, so they added this restriction to give you a chance to recover accidentally-sold items. I haven't bothered checking what the item limit for buy-back is though, but it makes sense if it's a limit of 10 or some multiple of 10.
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Usually in Korean "MMORPG"s like this, they put the best "current endgame" gear behind a fatigue-limited or time-limited grind that takes months to finish, so that players have a reason to keep logging in to do their daily routine and to give developers sufficient time to create new content. They also throw in random and seasonal events during the grind to try to keep things interesting. In this case, we don't have such a grind since the rookie raid line of gear (both weapons and armor) is simply garbage and underwhelming compared to the Vicarious set, which is also much faster to obtain in comparison. The "events" we've had so far are also very lackluster. Golden Citadel would probably be close to this kind of grind since we have to keep running it daily to farm some kind of "memory fragment" to craft the weapon and armor, but I don't know how many fragments we would be able to obtain daily and whether they're a guaranteed drop every run. Even for Aurite gear, the number of fragments required doesn't seem like it would take very long to get anyways, and the gear itself still isn't particularly outstanding. The typical "Korean grind" in this type of game usually lasts at least a month or two of daily routines, and rewards epic/legendary-grade gear (like Primal) that is truly outstanding in comparison to everything else in the game, but obviously we don't have it right now and probably won't have it for quite a while.
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Not a coincidence. It's been a known exploit for some for a while now. There's a reddit post on it, but I'm not going to link it. Most people are just overlooking it right now because of how easy the current content already is, but it might be a problem when Golden Citadel is officially released. Only way to really discourage people from doing it is to report them for exploiting, and if it becomes known that at least one person got banned from doing it then it will serve as a warning for everyone else. The problem is getting sufficient evidence that someone is doing it since it's not entirely obvious even if you record it.
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To clarify. The glow is only accessible if you have 3 that are yellow quality or higher. Mega, Tera, etc.
Green and blue sets do not provide a visual effect. When you have unlocked it you will see a new dropdown menu appear beneath the boots section of your fashion tab.
I think that's a bug. Mega/Giga/Tera should be yellow/red/pink auras if I'm not mistaken. See the last two spoilers here: http://soulworkerhq.com/Discus…neral-Costume-Set-Effects
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When we talk about AR Card farm with create/del characters is it really worth it or just min/max strategy? I already leveling my third alt and just found out about people doing so and there's only one character slot left.
It's the only reasonable way to grind AR for free right now. Assuming you have at least 6 hours every day to play and 3 empty character slots, you can get exactly 105 AR in 5 days. This rate is reduced by 2 hours/day and 35 AR/5days for every character slot you aren't using for the grind method. It depends on your priorities. You can potentially profit a lot more in the long run if you have a full account of capped characters and you actually play them, along with getting a bunch of free
inventory andbank expansions and other goodies that you wouldn't get from the "efficient" AR grinding method. You also still get a good amount of AR easily from 100% progress all the way up to and including Grace City (after this it takes way too long to get town completion). Also factor in your personal sanity when doing the brain-melting "efficient" method.Edit: Forgot that the free inventory expansions aren't account-bound.
