Fri Apr 28, 2017 2:39 pm
I really appreciate the devs dedication to resolve this problem in the long term, because, at least for me this running event that just started will be just as time consuming as the Snowman and Halloween events, with the biggest difference being that now we have a faster animation speed.
When ladder start, the players that will pursue competition and still do every daily thing may need to play VF for something like 4(+) hours a day, well, that's half a working day here in my country (8 working hours a day). My mobile phone needs to be recharged two times to play this amount of time in a single day (he is getting old).
Now on the planned changes, I would like to expand on that.
Suggestion 1: Make it so that we don't have any penalty by using the x3 Energy cost on events. So we will need to have 3x chances of drops, golds and any other thing too. Actually the correct way would be make every chance drop to proc 3 times, so one chest will give three times the chance for rewards (up to 3 of the same item), not just three times the chance for 1 item.
Example: Correct: 3 x 5% chance to drop up to 3 drops); Wrong: 3 x 5% chance = 15% chance for up to one drop).
Suggestion 2: Make it so that the enemy kill count (used in may event quests) also gets multiplied by the same factor, so people don't feel like they are having a penalty by using this function
Suggestion 3: Make it so that our item selection for the fight get multiple used the same way (every item will have up to 15 uses in menu if you choose 3x)
If you choose to spend 3x Energy, all items will need to be used on 3x quantities, if the user don't have at least 3x the item he would like to use, make it grayed so he can't use it. This is a counter-balance so that no one can have an advantage by doing a normal or multiple energy run.
Suggestion 4: I think there's a way to make Express Tickets usable in events without letting it be abused, my suggestion is as follows:
Create a Bar under Express Tickets, this bar is only visible on events (normal and timed ones), and there's a unique bar for each quest every time you clear the the event on manual you will fill this bar a little, as:
Quest 1: Normal: Every 4 Normal Runs you fill the bar completely (each run will fill the bar by 25%)
Quest 2: Heroic: Every 3 Normal Runs you fill the bar completely (each run will fill the bar by 33,3%)
Quest 3: Legendary: Every 3 Normal Runs you fill the bar completely (each run will fill the bar by 33,3%)
Quest 4: Master: Every 4 Master Runs you fill the bar completely (each run will fill the bar by 50%)
The bar can be filled up to 3 times, making it's max at 300%
By each 100% the player will be able to use a Express Ticket, so when at 300% the player will have the option to use the Express Ticket x3 (those who have this option in their Prestige Level) having the same results as they would have with normal gameplay on the level.
For stages when there's more things involved, like the Seraphina event where there's 5 chests with only 1 real one for each run without destroying the correct chest your bar will only fill by half the value (if Master was 50%, a imperfect clear would only fill 25%), because when you use the express ticket the game will assume you cleared it by destroying the correct chest. Again, this is to encourage people to do use the features and not feel discouraged to do so by feeling that there's a penalty for using it. This system will really help people that have less time to play the game. Like Before sleeping or some other ocasion, if you played by the day at night your bar can be at 300% and you will clear it fast and just be done with it.
For normal events it will also make the player have a day off, without needing to manual it, from time to time.
Suggestion 6: Reduce the overall Master quest difficulty by a little and add a new one, "Challenge" difficulty. This new difficulty don't drop ladder points and can't be replayed once beaten, it's a more harder quest, can even have a different layout and have a better Boss AI and even new skills, with one time only rewards. Once cleared it will be grayed out and you can't try it again. This is to avoid making people wanting to farm it for ladder. Reducing the overall master difficulty will allow for faster runs if people want to farm it on ladder events.
Suggestion 7: PLEASE, just REMOVE the retreat option for Raid, people abuse it so much that I don't get how you still haven't removed it, it creates an unfair system where people that can/want to spend all time using the retreat option chasing the best damage run to always stay on top of the guild raid and get the better raid chest. Two problems: Those players will eventually feel tired of doing it repeatedly and those who can't/don't want to do it will always feel like the game is rewarding those players too much. The retreat option remove the tension of the boss, using the so famous SDD strategy it does not matter how you design new bosses for raid, people will keep using the same strategy all over again. Removing the retreat option not only destroy those strategies that rely on perfect runs as it will also bring those players to create new strategies to workaround for each boss, as it should be intended. You can add a Training option for players that don't want to spend their keys trying new squad compositions
Suggestion 8: Add in Skill Animation Skip Option. Once activated, when hero is performing skill instead of the cut in image and animation it will proceed as a normal attack with a glowing effect followed by the name of the skill quickly displayed on screen. This will really help reducing the time spent in game and make battles even more faster. Lots of games are abandoning the those long cut-in animations (at least have an option for that).
Suggestion 9: Remove the energy cost of the normal event keys, and remove the retreat option too, so the player won't have the chance to try again for better drop results, this is encouring people to keep trying again and also affects the long time play.
Suggestion 10: Make 10 orbs max for Arena, and create the same system as using up to 3 orbs in a fight if you win, you win by the same multiplier, the same if you lose, let the player choose the number of orbs he want to use after he sees his opponent so he can decide if he wants to give it a shot.
That's it for now, thanks for creating such an Awesome Game! and thanks for the updates!