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thesauciestbanana

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Everything posted by thesauciestbanana

  1. This turned out to be much longer than I had anticipated. End-of-dungeon screen issue This is important and must be changed ASAP. You introduced Abyss content with it being a DPS race and to facilitate that put a flat 5 minute timer in all stages. It's supposed to be hard, demanding, test of your skill etc. and I can understand that. What I do not understand is why the dungeon doesn't end the moment boss' health drops to 0. This makes absolutely no sense and is against any kind of healthy competition. To illustrate the absurdity of your current flawed design picture the following situation: Let's imagine you participate in a sports competition and it's a 500 meters race. This is a classic time attack trial where you're tasked with covering those 500m within 45 seconds. Failing to cross the finish line within that time frame means instant disqualification. You start running, the clock is ticking precious seconds but you're doing your best to beat the challenge. You keep going as fast as you can while nervously glancing at the timer on the display above your track. The timer mercilessly counts down the time you've left and when there are 5 seconds left on the clock you cross the finish line. Happy that you managed to complete the challenge in time you look at the referee who is supposed to whistle your victory and end race as soon as your foot crosses the finish line. But the referee is not whistling - in fact they're only just about to slowly stand up from the chair preparing to announce your victory. Meanwhile timer went down to zero instead announcing your failure despite you crossing the finish line within the specified time. You unjustifiably lost because you didn't save up extra time for the referee to slowly stand up and actually finish the race. This isn't about the drops which you get even if the timer runs out during animation - it's about robbing you of your achievement. Either remove the pointless end of dungeon animations for bosses in Abyss or make it so the reward screen comes up immediately the moment their HP drops to zero. Abyss rewards So, to incentivize the dungeon you decided to put in some rewards cause otherwise Abyss would very quickly end up abandoned much like Wargames is. And since Wargames is mostly done more out of necessity (cause free contribution plates) by people rather than to test themselves, Abyss will most likely go the same route once those interested (or forced cause of new PNA) get their desired stuff. You often say you care for CC economy and want to avoid inflation or minimize it. Why then put in Abyss exactly one thing that feeds the inflation the most = more malek crystals. There are so many more interesting choices that you could've went with and yet you opted for the most uninspiring solution. It's already insanely easy to generate money in the game. Instead of boring 'moar free muneh' route make it so Abyss dungeons drop rewards that will help people improve their gear. I suggest swapping malek crystals with Origin Chip boxes. I'm not going to give you exact numbers on how much each stage should drop how many boxes. Whether that's going to be 250 total origin chips per 5 runs of stage 10 or 125 chips per 5 runs of stage 5 is up to you to decide and adjust accordingly. Change from simple maleks to another source of weekly origin chips achieves few things here: 1) you incentivize trying out Abyss much more for new players who need the chips badly 2) Abyss remains relevant even after you're done crafting cosmetics/PNA 3) incentivizes alts' gear progression for old players 4) all of the above make it so money is spent in greater quantity cause you'll be more likely to overclock chips whether it's your still developing main or one of alts This could be boosted further by adding alongside Origin Chip boxes different tiers of Phase Fibers to different tiers of Abyss dungeons. But for the love of all that is holy stop going the path of least resistance and add malek crystals everywhere. It's supposed to be aspirational content so make rewards worthwhile. If I wanted more money I'd just go farm Centrum or Rooftop 24/7. Ultimate PNA costs These aren't quite right. While I appreciate the fact the new PNA strains don't have ridiculuous success rates of 30% something they still feel off. When you approach, say, lv20 onwards the rate starts to drop to 85% whereas Ascension points gain per week allow only for one upgrade at much later levels. It feels very demoralizing to wait a week only to hit that magical 15%. One great thing about many progression systems in Closers (and possibly in other krMMOs) is their deterministic nature. This is especially true of upgradeable Phase Wings. With Phase Wings you cannot fail but each upgrade has steep cost to balance that out. What I would suggest is restructuring upgrade costs to mimic those of Wings system i.e. make each upgrade of new PNA always have 100% chance to success but there's much higher credit cost for each level so that the final one costs for example 300m. Vitus grab reset position After the initial grab Vitus likes to stay on either right or left side of arena when charging subsequent grabs. This is very problematic because of how portrait cut-ins appearing during FM casts effectively hide Vitus' entire model. This can kill you because you try to squeeze in additional DPS and portrait will hide him while the boss charges up next grab. I can't imagine everyone will disable their selected cut-ins every time they plan to go in. Make it so Vitus resets his position after each grab. Fluff Why did you decide to make lowest tier mats purple, middle tier blue and highest one red? As far as progression goes in this game or any classic MMORPG it's white > green > blue > purple > golden/yellow > red. IMO it's confusing and out of place. Also naming them 'Tier x' is kinda redundant since each stone has unique name already.
  2. Ok so where do I begin cause there's quite a bit of issues to talk about. Firstly, the format. For a supposedly 'small' event you made it very grindy with considerably shorter time window and non guaranteed materials on top of that. We need to gather 1750 event items in total to max out all the crafts (3 weekly resets + 4th monday just before maintenance). Looking at the crafting costs it appears as if they were copy pasted from the last event without prior consideration. Quick math shows one needs to farm at least 125 material a day to ensure crafting is covered by the time event mob is disabled in 14 days. Someone here clearly didn't adjust the numbers to reflect the shorter event period. In different circumstances this would be somewhat fine, but it isn't in this case. Why? More about this in the next part. Secondly, the timing. It's simply speaking awful. You've just introduced a new raid. The raid is still relatively fresh and is being spammed whenever it's open by the majority of the community, often from the moment it opens up to the very end. Then people need to burn their hard earned keys in the raid's mini version which is noticeably harder thus more time consuming. Peoples' focus is mainly on the raid now and until that stops I truly doubt they'd be eager to spam (outdated)Busan/Centrum in addition to it. Thirdly, the choice. Why specifically the last area only? Why restrict the event to zones that aren't being run on daily basis. This one is especially baffling to me as I'm having a hard time figuring out what were you trying to accomplish here. This would have been great if you had just released Centrum part 2. A great incentive to actually boost the availability of accessories on the market. Now, not so much. Just make the event mob appear everywhere, or maybe if you really don't want the rewards to be grinded out too fast due to existence of rooftop and the likes extend it to more popular daily zones. --- Lastly, I think you've got this whole thing backwards. What you gave us today should be the format for the regular events and what used to be the regular way of getting event materials so far (via limited event dungeon) should be the format for 'mini' events.
  3. #1 Basically Babel Tower with less steps. Or perhaps Army Raid but mobs are replaced with bosses. First and foremost time limit is simply bad concept and encourages heavy p2w to overcome it in a dungeon. Players' ability to clear dungeons in this game relies not only on purely mechanical skill but also on gear itself. In fact gear is more important here than one's ability to pilot a character. You want challenging content instead of another Wargames aka snoozefest DPS race against timer? Make bosses hit super hard with similarly deadly mechanics that require precise perfect dodging, but do not for the love of god make them damage sponges with a goddamn stopwatch. Pot/res limits are fine though. #2 Just wait for MK raid #3 Babel with... extra steps? So, you essentially want to copy/paste it twice and make the dungeon not shit like it is in its current, official form. Seems rather uninspiring imo, but then again it would be an improvement over what Naddic brought.
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