[Suggestion and Feedback] For various stuff
Posted: Fri Feb 24, 2017 4:44 pm
I haven't read any of the other threads on this board, so some of my suggestions may have already been offered by other players in some form or another. In most instances, I'll first be offering my own personal thoughts about an issue and then offer a suggestion on how to fix said issue. And finally, before I start rambling, I would just like to say that I'm not a stranger to mobile gaming, or gaming in general. To the other players that might read this and go "But other (mobile) games are doing this exact same thing!" or "This is the norm for mobile games!", I would like to simply reply with: "Why is there a need to follow what they're doing?".
1) The narrative.
I've had an issue with this particular point ever since I started playing on launch, but this particular event drives the point home. 'Why are you guys locking story and dialogue behind high difficulty quests (namely Legendary, and now the new Master difficulty)?' Lolstory m i rite? But no, the story, character and world building is one of the most important aspects of any game in my opinion. Locking some of the narrative behind difficult quests that not all players can clear easily just denies said players the chance to be more invested into the story and lore of the game. I realise that I may be in the vast minority of players that actually cares about and reads the dialogue, but there ARE some of us who would appreciate the opportunity to read the narrative without losing a limb for it.
- There is a simple way to fix this issue: Limit the event's story to Heroic difficulty. Legendary and Master difficulty could just be a rehash of the "final battle" of the current event with additional enemies, or bosses with higher stats. This way, you satisfy both players who're looking for a challenge, and players like me who just wants to enjoy the story.
2) Costumes.
a) I imagine you get a lot of requests for this feature, but I'll say it again: 'Allow the players to select our preferred costume without losing the stat boost that comes with the premium one(s).' As it stands, to get the boosts in stats, we're forced to equip the premium ones regardless of our preferences. This particular point wouldn't be an issue if the other costumes are purely cosmetic, which brings me to my next point:
b) 'Remove the stat boosts from premium costumes altogether.' This is how you tell a game is slowly heading towards the ever precarious territory of 'Pay to Win'. The issue is not that the stat boosts that comes with the costume are minor, but that there is a stat boost at all. I understand that income is important for a company to function, but not via means like this. This is quite a literal interpretation of the phrase 'paying for power', however minor said power might be.
- As for my suggestion, I'd like to see stat boosts for costumes removed altogether, and the prices for current and future costumes to be reduced to 200 or 300 gems. This way, all we're paying for is a cosmetic change, and players aren't forced to purchase a costume they might not like just for the stat boost. And lets be realistic, not all costumes that your artists design will be a winner or a hit with the players.
c) This is a personal gripe, but also building on my previous point: 'Limit the purchase of costumes to gems only.' The current cost of the Black Swan costume for Faye at 15 Valianites is way too high. Assuming that all x10 summon rolls you make are losers (not a single 5* potential), it takes 2000 gems at the minimum to obtain 15 Valianites, and that's not a paltry sum. In the first place, Valianites are used to offset unlucky RNG rolls, and that's all it should be used for. If future costumes are introduced this way, Valianite essentially turns into a super premium currency, which isn't the way it should be. The valianite shop system currently implemented in the game is fair and acceptable. Do not screw this up.
3) The current event system.
The current event system has grown to be extremely monotonous. Underneath all the aesthetic changes, each event is basically the same thing. Players are essentially repeating what they've been doing for the last event albeit with slightly different hero line-ups and event bosses. The only real breath of fresh air we've had so far is the Twin Frost Ascension event. The multi part bosses introduced in Ancient Awakening and Elemental Chaos is a step in the right direction, but horribly implemented. The "parts" of those bosses are essentially no different from individual enemies currently in the game.
- I've read the post of the game's 2017 roadmap and I'm generally excited for the features to come, but my suggestion is this: 'Dedicate more manpower into the completion of the stated features instead of having your creative team design a new event every 2 weeks that barely impacts the game.' As an artist myself, I can tell you that ideas are a dime a dozen, but good ones require careful thought and planning. At this rate, your creative team is turning into a machine that churns out content every few weeks with little artistic value. Give your guys a chance to catch their breath. We (the players) do not always need a new event to directly follow the preceding one. I, along with many other people, would like to see something with more longevity instead of hi bye events that goes as quickly as it comes.
4) Guild Changes
a) 'A complete revamp of the World Guild Skill tree'. As it stands, the World skill tree is completely worthless. The boosts are extremely minor and does not meaningfully impact the PVE experience at all. Any competent guild will have maxed out the Guild tree first, and by then, guild levelling slows down to a relative crawl, making the skill points too valuable to add to a skill tree that does basically nothing.
- At the very least, make the effects of the skill tree apply to events as well, but I'd still recommend a complete revamp. Something like a '+X% increase in drop rate' would fare far better than the minor gold and EXP boosts.
b) 'Allow Guild Officers to edit the Announcement board'. Is there a reason why Guild Officers can't do it? I would rank being able to kick members above the ability to edit the Announcement board, but that's just me.
c) 'Better guild infrastructure'. The entire guild infrastructure needs to be revamped. Hardly anybody in my guild uses the current guild chat function mainly because it's flooded with 'Player name has upgraded equipment name to +X' or 'Player name has acquired X from Y'. Why is there a need for these messages to exist in the same place as the guild chat, or at all? A simple suggestion to improve the current system is to do away with the above messages entirely, and make the chat icon light up in a different color anytime anybody types something new.
These are all that I have at the moment, but I'll update this continuously as I see a need to.
1) The narrative.
I've had an issue with this particular point ever since I started playing on launch, but this particular event drives the point home. 'Why are you guys locking story and dialogue behind high difficulty quests (namely Legendary, and now the new Master difficulty)?' Lolstory m i rite? But no, the story, character and world building is one of the most important aspects of any game in my opinion. Locking some of the narrative behind difficult quests that not all players can clear easily just denies said players the chance to be more invested into the story and lore of the game. I realise that I may be in the vast minority of players that actually cares about and reads the dialogue, but there ARE some of us who would appreciate the opportunity to read the narrative without losing a limb for it.
- There is a simple way to fix this issue: Limit the event's story to Heroic difficulty. Legendary and Master difficulty could just be a rehash of the "final battle" of the current event with additional enemies, or bosses with higher stats. This way, you satisfy both players who're looking for a challenge, and players like me who just wants to enjoy the story.
2) Costumes.
a) I imagine you get a lot of requests for this feature, but I'll say it again: 'Allow the players to select our preferred costume without losing the stat boost that comes with the premium one(s).' As it stands, to get the boosts in stats, we're forced to equip the premium ones regardless of our preferences. This particular point wouldn't be an issue if the other costumes are purely cosmetic, which brings me to my next point:
b) 'Remove the stat boosts from premium costumes altogether.' This is how you tell a game is slowly heading towards the ever precarious territory of 'Pay to Win'. The issue is not that the stat boosts that comes with the costume are minor, but that there is a stat boost at all. I understand that income is important for a company to function, but not via means like this. This is quite a literal interpretation of the phrase 'paying for power', however minor said power might be.
- As for my suggestion, I'd like to see stat boosts for costumes removed altogether, and the prices for current and future costumes to be reduced to 200 or 300 gems. This way, all we're paying for is a cosmetic change, and players aren't forced to purchase a costume they might not like just for the stat boost. And lets be realistic, not all costumes that your artists design will be a winner or a hit with the players.
c) This is a personal gripe, but also building on my previous point: 'Limit the purchase of costumes to gems only.' The current cost of the Black Swan costume for Faye at 15 Valianites is way too high. Assuming that all x10 summon rolls you make are losers (not a single 5* potential), it takes 2000 gems at the minimum to obtain 15 Valianites, and that's not a paltry sum. In the first place, Valianites are used to offset unlucky RNG rolls, and that's all it should be used for. If future costumes are introduced this way, Valianite essentially turns into a super premium currency, which isn't the way it should be. The valianite shop system currently implemented in the game is fair and acceptable. Do not screw this up.
3) The current event system.
The current event system has grown to be extremely monotonous. Underneath all the aesthetic changes, each event is basically the same thing. Players are essentially repeating what they've been doing for the last event albeit with slightly different hero line-ups and event bosses. The only real breath of fresh air we've had so far is the Twin Frost Ascension event. The multi part bosses introduced in Ancient Awakening and Elemental Chaos is a step in the right direction, but horribly implemented. The "parts" of those bosses are essentially no different from individual enemies currently in the game.
- I've read the post of the game's 2017 roadmap and I'm generally excited for the features to come, but my suggestion is this: 'Dedicate more manpower into the completion of the stated features instead of having your creative team design a new event every 2 weeks that barely impacts the game.' As an artist myself, I can tell you that ideas are a dime a dozen, but good ones require careful thought and planning. At this rate, your creative team is turning into a machine that churns out content every few weeks with little artistic value. Give your guys a chance to catch their breath. We (the players) do not always need a new event to directly follow the preceding one. I, along with many other people, would like to see something with more longevity instead of hi bye events that goes as quickly as it comes.
4) Guild Changes
a) 'A complete revamp of the World Guild Skill tree'. As it stands, the World skill tree is completely worthless. The boosts are extremely minor and does not meaningfully impact the PVE experience at all. Any competent guild will have maxed out the Guild tree first, and by then, guild levelling slows down to a relative crawl, making the skill points too valuable to add to a skill tree that does basically nothing.
- At the very least, make the effects of the skill tree apply to events as well, but I'd still recommend a complete revamp. Something like a '+X% increase in drop rate' would fare far better than the minor gold and EXP boosts.
b) 'Allow Guild Officers to edit the Announcement board'. Is there a reason why Guild Officers can't do it? I would rank being able to kick members above the ability to edit the Announcement board, but that's just me.
c) 'Better guild infrastructure'. The entire guild infrastructure needs to be revamped. Hardly anybody in my guild uses the current guild chat function mainly because it's flooded with 'Player name has upgraded equipment name to +X' or 'Player name has acquired X from Y'. Why is there a need for these messages to exist in the same place as the guild chat, or at all? A simple suggestion to improve the current system is to do away with the above messages entirely, and make the chat icon light up in a different color anytime anybody types something new.
These are all that I have at the moment, but I'll update this continuously as I see a need to.