Gugu
Active Member
Hi everyone!
I'm making this post after witnessing a pattern in how things are implemented after our suggestions.
The biggest changes (QoL changes like stack sizes aren't really big changes) have not been implemented properly once, out of the 3 that were. This is worrying for 3.0, and for the server's future overall.
Let's start with what was asked :
All of these changes have had negative feedback so far. This is especially noticeable on the World Boss suggestion, since not a single post out of the 20+ after Sparkle's message agreed with the solution the staff offered.
There is a big issue with feedback on this server, and most of the people playing the game right now can agree that there's this pattern happening :
This is worrying, since 3.0 requires a lot of change, and so far, the community's voice has not been heard properly.
Please give us your thoughts on this issue, and help fix some of the previous changes so that we can find something positive to tell people when we tell them about how the staff ACTUALLY changes stuff.
I'm making this post after witnessing a pattern in how things are implemented after our suggestions.
The biggest changes (QoL changes like stack sizes aren't really big changes) have not been implemented properly once, out of the 3 that were. This is worrying for 3.0, and for the server's future overall.
Let's start with what was asked :
- Luckies on world bosses
- Original idea : Add lucky points on World Bosses so that smaller guilds can farm bosses such as Jola, to get a supply of luckies that would turn into gold or help improve members' gear.
- Implementation : Luckies were added on Morpheus, Anthalon, Glenn, Kraken and Red Dragon.
- The problem : The implementation actively went against was the original idea stood for. Instead of helping small guilds get a boost, only the biggest (and already dominating guilds) have had a chance at getting this. This does NOTHING for small guilds, as they'll never ever see one of these luckies (Maybe Morpheus if lucky). I'm fairly sure that I can count on one hand the number of guilds that have gotten luckies thanks to this change.
- Hasla token trading for luckies
- Original idea : Add a way to trade Hasla Tokens into Lucky points so that people can farm Hasla whenever they want (just like you can farm monsters in Marcala, Calmlands etc) and get more luckies in the economy
- Implementation : A new event was added, with a Rift spawning every hour during a few hours every day. A new type of Hasla weapon was also added to help newer players catch up.
- The problem : Getting anything out of the event is not realistic for new players, and a colossal waste of time for everyone else. The monsters are stupidly strong, making it impossible to farm as a small group, and the loot is too scarce for it to be worth doing as a full raid. I'm pretty sure there have been little to no luckies generated out of this event.
- Honor socketing problem
- Original idea : Make honor gems on armor pieces less of a pain, and reduce/remove the RNG element to them. Other ideas with buffs and vanity items were added to give a use to honor, since reducing the RNG involved would most likely mean less honor spent on gems.
- Implementation : ALL gems (not only honor) now have a 100% chance on the second slot. Grimoires were also added, but these aren't a big change.
- The problem : First of all, since it's now ALL gems having a 100% chance on the second slot, I'm fairly certain that hundreds of items need to be redone, since people used prestige gems to fill up the risky slots. This is really annoying, as this was not the idea behind the original proposition. The second part of the problem is that it does not help with the honor issue. The issue was that losing all your honor gems everytime you failed would make you useless in PvP for a while, since you'd die in 1 hit. This issue still happens, after people sink tens of thousands of honor point into an item and still end up with 0 gems, meaning they spent a LOT of honor to end up with an item worse than the original.
All of these changes have had negative feedback so far. This is especially noticeable on the World Boss suggestion, since not a single post out of the 20+ after Sparkle's message agreed with the solution the staff offered.
There is a big issue with feedback on this server, and most of the people playing the game right now can agree that there's this pattern happening :
- Suggestion is posted
- After some debate, a solution is found where most people agree (Huge positive responses on most threads)
- Staff comes in, post their thoughts and their idea
- People disagree with it
- Staff goes with their idea and locks the thread
This is worrying, since 3.0 requires a lot of change, and so far, the community's voice has not been heard properly.
Please give us your thoughts on this issue, and help fix some of the previous changes so that we can find something positive to tell people when we tell them about how the staff ACTUALLY changes stuff.