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Continent of the Ninth Seal

10:17 am, April 8, 2018
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My Many Suggestions

0
Note:
As a huge clutch-pig, I want to thank you for increasing the max stack size of so many items.


Misc Suggestions:
  1. Move the security verification so it's required to log in a character for the first time that play session, rather than when you try to do certain actions for the first time that play session. Right now without verifying you can't use the account warehouse, collect Akene Oracle rewards, or collect pet expedition rewards, but you can run dungeons (consume character stamina), summon pets (consume pet stamina), use any consumables, and cancel an incomplete pet expedition. Look at that last one in particular, you can't collect pet expedition rewards, but you can cancel a pet expedition, how does that make sense? Rather than going through everything, and checking their rules, the easiest, and safest thing would be to just make it required to log in a character when you first connect to an account, like various other games do.
  2. Let us change the key command for using things like chests, or shrines in dungeons, and activating fury mode. Both currently can't be changed in the settings, but can cause issues when playing since they are locked to the mouse buttons, which are used for basic attacks, and other actions, which can result in you not doing, what you wanted to do.
  3. Don't have the fury gauge reset on us if we don't use it within a certain period of time. This just comes off as a very annoying, and needless mechanic, especially since we can get dropped buffs that instantly fill the fury gauge early in the dungeon, which can as a result of this mechanic be more of a penalty, than a benefit, since the gauge will have reset before you get to the end of the dungeon, where you want to use it. If you insist on it being able to reset, at least have it so the reset time is continuously reset as you gain more fury.
  4. Don't let our pets target/attack inactive Nightmare mode bosses, or other invulnerable mobs. Probably not a single Nightmare boss rush goes by where if my pets can attack the inactive bosses during a fight, they will be, while ignoring the other mobs, and the active boss. This also applies to the hatched pets from the cash shop.
  5. Especially since you now have a NPC specifically for item exchanges, why not permanently put all the leap event equipment, and skill book event ticket exchanges on her too? Shouldn't it be enough to complete the task to get those items, why also do we need to complete it while the exchange option is available? The annoyance people had seemed more with the original level 57 leap characters was that they gave you permanent Master grade equipment from the start, which at the time was the best equipment available, getting to level X in time to get a permanent set with the new leap characters seems to be enough to me.
  6. Leave the exchange options for event tokens up for a week after the event ends, and the tokens are no longer available.
  7. For equipment, show the fixed stats, random stats, and range of random stats in the craft window, and in the right window of the marketplace (the craft window does show the fixed stats, but the marketplace does not, and neither show the possible random stats), rather than just showing how many possible different stats the equipment could have. Knowing this would help us make decisions regarding what to get.
  8. Make artisan crafting faster, like maybe having it craft batches in one go, rather than individually. There's just no benefit in it taking as long as it does, we have fishing for an AFK activity now, and with daily dungeons giving so many materials, you're basically asking us to craft more.
  9. Divide the lists of items in the artisan tab more, so for instance instead of misc items, remodelling items, and usable equipment crafts all listed under "Metal Products" for a metalworker, give each their own list, also possibly with a list for each base class for class specific equipment. The current lists have gotten very long, which makes finding things a pain.
  10. Increase the daily quest XP rewards in the sixth continent, as currently they can give less than even those in the third continent.
  11. Make new gear/costumes that are more like the older ones were. As someone that plays just Witchblade, and Mystic characters, these days their gear tends to be more pretty, or cute, with light, or even pastel colours. Older Witchblade ones tended to be more cool, or ****, with darker, or vivid colours. There's many old ones for Witchblade that I have, and quite like, even in multiple colours, but the only Mystic one I really like is the Halloween Rocker, then the Military, Popstar, and School Girl ones are just fairly nice, for at least one colour each, while most of the rest, and newer Witchblade ones I don't like much, to at all.
  12. That new function that lets you open a stack of chests in a batch, rather than one at a time is pretty handy, it'd be nice if it were added to other things, like XP books too, or instead those could have you use a full stack at once, rather than one at a time.
  13. As we can with in-game tips, let us disable those "helpful" cut scenes during dungeons to show us the quest items, and such we're suppose to get. I don't need those things, and I find those all too often occur while mobs are still around, so before I can move again I'll have been surrounded, and be under attack.
  14. Change the daily bonus so it is obtained by the whole account when at least one character completes a dungeon, rather than having to do so with each character to get it, with the bonus each character gets still being randomly selected. That, or make it an account shared bonus with various befits that grow for each day within a period you log-in, and complete at least one dungeon. Either way would make it less hassle to maintain, and thereby play multiple characters.


Akene's Oracle Suggestions:
  1. I feel we need to open the Akene's Oracle window so often that it can be an annoyance, especially in the Ancient Arena, as the existing one should really only be opened to make settings changes, while other actions could be done from a more accessible GUI element, or automatically. A new Akene's Oracle GUI element could be put in around the HP, MP, and fury gauges, shows the Akene Points gauge, if we have a free gauge reset left, plus let us collect, and reset the gauge from that GUI, without opening the current window, or better yet, collect the Akene Coins, and rest the gauge automatically, at least when we have a free reset left, and let us set it to automatically reset using Goddess Tears from the Akene's Oracle window if we want, as well as an icon on the new GUI if that option is set.
  2. Currently, every character on your account shares the same items in the shop, but each character has their own Akene Coins pool. As this is a game that wants players to use multiple characters, I think it would be better if all your characters shared the same Akene Coins pool.
  3. If each character is to continue having their own Akene Coins pool, the Akene Oracle system itself should be giving MUCH more Akene Coins than it does given the cost of most items. So far we've been using events, and Rakhdan's Invasion as our primary source. By filling the Akene Oracle gauge the max number of free times each day for four weeks, and getting the 800 Akene Coin reward each week you can expect to get for doing so, we'd only get 11 200 Akene Coins. With Rakhdan's Invasion we used to get about 10k+ a day, and now you can reasonably expect to get between 100, and 2000 per day. Most items cost tens of thousands of Akene coins, to one million Akene Coins, so getting enough using just Akene's Oracle isn't really feasible. Although if all characters shared the same pool, the current rewards then wouldn't be that bad, but could still stand to be buffed some.
  4. Always have one, or two slots each for armour, weapons, spellstones, auspice, and misc items in the Akene Oracle shop, then in addition to that have the current selection of completely random items. Given how few items are listed, and how many possible items there are, it just in no way seems worth 200 Goddess Tears to reset the shop list, considering how low the odds of getting what you want to show up can be.
  5. Shouldn't the one handed weapons cost less than the two handed ones? You had an event where we could buy Blessed Legendary weapons with event tokens, and the one handed ones cost half as many event tokens as the two handed ones.


Rakhdan's Invasion Suggestions:
  1. Maybe the old Akene Coin rewards were a too much, but replacing Akene Coins with just gold isn't much of a reward, given how much gold we can get in other ways, making Palladium the main reward. How about at least adding some XP books, and/or some XP/Awakening buff potions?
  2. As this is a game that wants you to play multiple characters, not just one, rather than a reward grouping for individual characters, have it instead calculated per account, with the shown name being either the first, or last character on the account used to gain valour points, this would also be contingent on Akene Coins being changed to an account shared pool. Although to get the stage rewards, you'd still need to achieve the minimum 500 valour points for each character.


Skill Books Suggestion:
Skill books, at least items wise are the big end-game grind in the game. They unfortunately are completely RNG based in every way, what class they drop for, which one is dropped, their rarity, and their potency are all decided by RNG. Back when there were less classes, and less regions with skill books, this wasn't too bad, but as more classes, and more sets of skill books are added, the odds of getting what you want, especially with the skill book combination system, gets lower, and lower. The frustration of this has caused many to quit over the years, and while some are willing to buy their way through it with skill book chests from the cash shop, many others aren't.

What I propose is a pure grind option. While getting what you want as a drop in game, or from a cash shop chest would be the fastest way, at least with a pure grind option that lets you select what you want, it provides a tangible means to do so for others, even if it's a long grind, and will help keep more people in the game, that may be more willing to spend money on other things. An example of a pure grind option would be that you can salvage books for pages, pages would be split based on the grade of the book (common, magic, rare, and perfect), as well as the region the book was from, once you have enough pages you can then trade, or craft them with possibly other items to get the book you want, of the same grade as the pages, so just the potency is the random element. Like with equipment ore there could be a way to upgrade the rarity of the pages with other materials, but the associated region would remain unchanged.

There's also the matter of how more, and more governments are imposing laws against the use of loot boxes in online games. Working out ways to phase them out, before you legally have to remove, or regulate them, would not only be prudent, but could generate some goodwill for you.


Enhancing Suggestion:
Many people can get fed up with enhancing their equipment in games using such a system, and the common cash shop benefits in doing so, especially after the game has been out for some time, which means people keep pushing the enhancement level of their equipment, only to have to do so again, and again, and again as better equipment is added.

Like with skill books, I think a grind option could be added, perhaps one like I've seen in Atalantica Online. With that game there's two enhancement systems, a more RNG related one like C9 uses, and a grind based 100% success option. With the grind one you sacrifice a piece of equipment of the same type (ex: must use weapons, to upgrade weapons), and at least an equal enhancement level to boost the enhancement level of the desired equipment. Now if you sit down, and do the math of what this will mean as you get to higher enhancement levels, it can get pretty crazy how much sacrificed equipment would be needed, but since it is there, and has a 100% success chance, it like with the above skill book suggestion creates a sure way to see advancement for those not willing to use the cash shop option, plus you could then use your old equipment as a sacrifice to enhance your new equipment (to a point, that is the sacrifice item level would need to be within a certain level range of the item to be enhanced, and perhaps the same rarity, or the sacrifice item would need to be a higher enhance level to be used on an item of a higher rarity), so all the work to enhance your old equipment doesn't feel like a waste, but the cash shop option will still be the fastest, and easiest way for those willing to use it.

References



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