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#1 daemus

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Posted 10 July 2014 - 09:48 AM

As a game designer/director working on a few indie titles, as well as being a MMO junkie and Requiem being one of my vices, I have a few suggestions for the development team. Yes, these things are a bit hard to execute with the pathetic amount of resources being provisioned by WP/Gravity to the team, but they would potentially increase income by 1) More people would be willing to subscribe and 2) More people would be able to advance to the point of needing to purchase item mall points to reinforce their equipment and compound their end-game gear.

 

QoL Improvements

 

(Premium Dungeon)

Each zone (Turba, Parness, S. Hammerine, N. Hammerine, Numaren) would have their own independent premium dungeon designs. These would coincide with instances within their respective zones or level ranges. Turba would have the Ion Mine (Current PD design), Parness would have Ruins of Lament layout, S. Hammerine having SL, N. Hammerine have WS, Numaren having RM. These may seem inconsequential but running the same dungeon design becomes a bit bland and something as simple as having a change of pace from time to time could inspire people to maybe purchase a premium account.

 

(Premium Account Bonus)

EXP increase of 75-100% instead of 50%. This would assist higher level players in reaching the point where they would need to use item mall purchases to upgrade.

Lant Increase of 150%. Let's face it, the economy is retarded. Farming lant is a fools errand. It would take days or weeks to obtain the lant needed to purchase, well, anything. A bit of equalization would be ideal.

Maintain current drop rate formula. Currently, there are little to no adequate level-appropriate drops out there. I'm lv84 and still pick up only Eximus grade items.

Forge Bonus of 10-20%. Don't freak out on me now. Forge events are few and far between. This would encourage players to purchase reinforcement tools, reinforcement xeons, etc more regularly. There would still be a spike of purchases during forge events due to the even greater chances of success, but it would potentially increase long-term income.

 

(Quest Improvements)

Have the community, interns, volunteers, or whatever you want create quests and quest lines and implement them in stages. Provide item mall points as a reward for the quests that are to be implemented. The community could create the description text, determine the enemies to be killed, items to be gathered, and reward items. Lant and EXP rewards could be based off of the current formula.

 

This is the list of the easier improvements. Other improvements would require significant amounts of work, such as adding new instances (we have the entry points, after all), new armor/accessories from those instances, etc. Requiem has always had a ton of potential, but was executed in a way that only provided buffer funds for other titles. I don't know if the game can actually be saved, but I'd like to see effort into doing so.


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#2 cevaceva62

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Posted 10 July 2014 - 12:05 PM

Sorry but I disagree, the main issue with requiem is that despite intensive efforts, management did not think things through. Every step they made was a way for them to cash in quickly without actually thinking of ways to improve the game long term.

 

The fact that they had crappy developers only made it worse. Yes, the conversion rate from paying user was achieved quickly but in the end because of that shortcut they actually managed to destroy the game. The goal is not to make someone pay for something once, it's to make the player keep paying for it.

 

I do not know what kind of training Alteris and Helium or who else is in the team have but I believe they have no one looking at the stats, track the players(if there is a way to track their behaviour) and fu.cking analyze the data. See if your pressure points are set up correctly, see if you need to ease up on things.

 

The community has been vocal about what they want or what they expect from the game, yet I'm not sure what percentage of the players from the game actually take the time to post on the forums so perhaps a global view is necessary.

 

They market the game as being free to play, everyone knows that the only reason why free to play games tend to be successful is the fact that the whole design is based on social interaction->the community! which has been called toxic.

The bad way to design free to play games, is to actually turn it into something so mall depended it will make the player "wake up" and see that a lot of money is spent on a whole lot of nothing. You need to keep the illusion alive!

 

So I believe the only thing that could save the game would be to hire someone who is a specialized game economy designer, analyze the data and come up with solutions to improve gameplay and the enjoyment of the players, while doing bug fixes for the god awful bugs that already exist.

Build up the social interaction, it is the ONLY thing keeping the game alive, we have friends that we like to chat with/pvp with/raid with, it is not 100% ruined.

 

I would also suggest to have Alteris review his approach towards the players of this game, stop treating us with disrespect(aka eat a Jalapeno pepper during a live-stream and rush everything because the pepper was too hot, the community has been waiting for years to ask those questions, we have so little opportunities to talk to you guys that they should be treated seriously not made a joke of).

Wanting to give up on resist because you happened to join a SVS match and got raped is not a good idea, play the game! Really play it, it is embarrassing for you and it gives us 0 hope of actually seeing improvement.

 

Also one of the big WTF moments Alteris had during that live stream was...what do you mean by optimize! Let me give you a suggestion in that department, how about fixing the memory leaks the game has? I know they are a bitch to fix but that would be one hell of a way to optimize.

 

Thumbs up on slightly improving customer support, for me at least it counts that I get a reply from someone saying they are looking at my ticket. I understand that you are probably spammed by support(the game is full of bugs) but it counts to not stare at an empty page for days without any feedback.

 

To sum everything up, before you start changing stuff, go back to the basics and analyze! Also I believe it is about time to finally admit that you cannot develop new maps due to contract restrictions, stop being a tease if that is the case.

 

 


Edited by cevaceva62, 10 July 2014 - 12:15 PM.

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#3 Sandyman

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Posted 11 July 2014 - 03:06 AM

In the last Live Stream, they said that they need  months or even Years to undo what the "old" Devs. did.

Figure out yourself what you can expect besides that they need to earn Money to run the Game.

 

You can count on small appetizer like the Class Balancing or new Compounding Stuff...

 

I truly believe they do what they can and as fast as they can...

 

sadly most of us are tired of waiting and it has been a very long Time, since some Content Upgrade on a Major lvl

 

 

 

 

 


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#4 Ser4ph1m

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Posted 11 July 2014 - 07:19 AM

Don't matter if they do what they can, they re going in the wrong direction.

 

- They do a "trash transfer server" to facilitate the work of the dev team, the result can not be other, tons of bugs and a lot of more work;

- The main problem is not the balancing of the classes for pvp ( the community says what are the real problems everyday );

- We are not aware about the schedule, making us believe that nothing is being done;

- July... and what has changed?

- We try to help and bleh;

 

For me the game need a big change, one like "buy the most of item mall with pvp/bf points", it could make fill the servers... but why i have to think is this things if i'm only a player? 

 

You are being paid for it? Stop making excuses, wash your face and work. 

 

+1 CEVACEVA62


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#5 Cleffy

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Posted 11 July 2014 - 11:35 AM

They deleted my suggestion to make me lead.
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#6 Alteris

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Posted 11 July 2014 - 01:05 PM

As a game designer/director working on a few indie titles, as well as being a MMO junkie and Requiem being one of my vices, I have a few suggestions for the development team. Yes, these things are a bit hard to execute with the pathetic amount of resources being provisioned by WP/Gravity to the team, but they would potentially increase income by 1) More people would be willing to subscribe and 2) More people would be able to advance to the point of needing to purchase item mall points to reinforce their equipment and compound their end-game gear.

 

QoL Improvements

 

(Premium Dungeon)

Each zone (Turba, Parness, S. Hammerine, N. Hammerine, Numaren) would have their own independent premium dungeon designs. These would coincide with instances within their respective zones or level ranges. Turba would have the Ion Mine (Current PD design), Parness would have Ruins of Lament layout, S. Hammerine having SL, N. Hammerine have WS, Numaren having RM. These may seem inconsequential but running the same dungeon design becomes a bit bland and something as simple as having a change of pace from time to time could inspire people to maybe purchase a premium account.

 

(Premium Account Bonus)

EXP increase of 75-100% instead of 50%. This would assist higher level players in reaching the point where they would need to use item mall purchases to upgrade.

Lant Increase of 150%. Let's face it, the economy is retarded. Farming lant is a fools errand. It would take days or weeks to obtain the lant needed to purchase, well, anything. A bit of equalization would be ideal.

Maintain current drop rate formula. Currently, there are little to no adequate level-appropriate drops out there. I'm lv84 and still pick up only Eximus grade items.

Forge Bonus of 10-20%. Don't freak out on me now. Forge events are few and far between. This would encourage players to purchase reinforcement tools, reinforcement xeons, etc more regularly. There would still be a spike of purchases during forge events due to the even greater chances of success, but it would potentially increase long-term income.

 

(Quest Improvements)

Have the community, interns, volunteers, or whatever you want create quests and quest lines and implement them in stages. Provide item mall points as a reward for the quests that are to be implemented. The community could create the description text, determine the enemies to be killed, items to be gathered, and reward items. Lant and EXP rewards could be based off of the current formula.

 

This is the list of the easier improvements. Other improvements would require significant amounts of work, such as adding new instances (we have the entry points, after all), new armor/accessories from those instances, etc. Requiem has always had a ton of potential, but was executed in a way that only provided buffer funds for other titles. I don't know if the game can actually be saved, but I'd like to see effort into doing so.

 

 

Hello Daemus,

 

I am very happy that there are passionate gamers (and designers) that want to see Requiem succeed. Ideas that are presented here are pretty close to what we have discussed internally. We are desperately giving it our all to make Requiem a more enjoyable game. While of course there are those in the office that want to create super fantastic game changing things, we all realize that a lot of the small things should be realized and fixed as soon as possible.

 

When we first got the game, our analyst quickly realized that a vast majority of the players were quitting our complaining vocally about the lack of content and the lack of quests ranging from levels 80-90. This was a direct causation from the past developers not adding appropriate level content when increasing the level cap from 85  to 90. It was pretty hideous, seeing the numbers of old veterans quitting because of the lack of content. So as any developer would, we had pretty much an all hands on deck situation trying to create content for the higher levels. Which while it did slow down the damage, it pretty much gave us a pretty shaky area to stand on. Why? well one, we just got the rights back then and we did not have a full staff to start development. Two all the documentation of the game was in Korean. And three we had to quickly hire and train while learning the tools ourselves.

 

While I think the Frost Blade quest hub in the end brought a good amount of content to Crescent, we think it would have done a lot better if we had the tools and better documentation at the start. Going forward it looks a lot better now than before. Quest writing and implementation has been more streamlined, as well as having a proper spawn tool is great (remember Vigilante Jane and the Santas running around? Yea that was all GM staff hand summoning them... no respawn generation at that time).

 

So on to your suggestions.

 

1) Premium dungeons, we like this idea. Actually we were thinking of doing some sort of mission dungeon system separate to the Premium dungeon. What our designers were thinking is that there would be a dungeon system that gives players random dungeons appropriate for their level that has various quest givers there that gives a goal to the player to finish the entire dungeon. For instance, player gets a key and goes to the dungeon, he warps. During the warp process the player get a random roll in the system that randomly give him a dungeon. He enters the ghost dungeon. Exorcist Bob is injured doing a exorcism to a known Deamon Witch, asks the player to stop her in 20 minutes or she will be permanently possessed. If player makes it he will give a Xenon Exorcist box that gives random goodies. What do you think?

 

2) Premium improvement. HA! this is quite funny but we just finalized the idea of improving the Premium service. We had a lot of talks in our design discussions on how to improve this service. One of the ideas was to give more character slots, but the problem of what if they unsubscribe premium? Can they still access the character? So that had to be scratched. Another was giving a free reduction tool to those who subscribe but that turned out would take a couple months for our DBAs to implement. Adding a free forge bonus, can't system will giving independant bonuses to players, adding this function would also take a lot of time. But we like the idea of giving more EXP/Drop bonuses.

 

3) Quests improvements. The improvements are on the way, currently a couple of our quest writers are working on the next quest hub for the level 70's. Cool thing is if you don't need the rewards, you can compound the stuff to turn into Frost Tokens. We discussed the idea of giving mall points as either daily rewards or quest rewards, but due to issues with our billing system, awarding points does not work and does not register as currency to the player. We have other ideas to do this rather than issue mall points.

 

So there you have it. Now I want to discuss about some of the things we want to change.

 

-Class Balance. Helium knows the game better than I do. I am not touching the class balance stuff as it would probably ruin a lot of things haha. But I am part of the design group that gives a more broader ideas to the classes. For instance Commanders, a lot of us agree that the Commander class is a very confusing class to new players. Often times New players will think it is the DPS counterpart of the Protector even though it has a lot of defence abilities.  One thing we want to bring to that class is the the commander should be the damage counter part and should take a more "commanding role". How this will be done? I don't know, but I am confident Helium and the class staff will make it awesome.

 

-Zone restructuring. So this idea comes from the fact that not too long ago, the past developers decided, F leveling, lets make 1-30 in 20 minutes. I don't know where they got that idea, but we want to bring back leveling. Turba is quite boring. I think everyone agrees that just landing in Kurt with nothing will not entice any new player to play the game. We want to bring players closer to Nova Lux and start players off in Parness. We have other plans for Turba. A lot of us are thinking of making it a high level zone of some kind or making it into some long lasting Battlefield. This part is still in discussion.

 

-70 Quest hub. So there is another response here that talks about we need a data analyst. So we do analyze data and have found that there are 3 major dropping points in the game for new and old users. Early Level, level 70's and level 87-90. We know the early levels are terrible, we know, we have people working on this with the Zone Restructuring. Level 87-90, we agree, that is why the quest hub in Crescent was added and more ideas are on the way! Now the level 70's! We are currently working on a story that has to do with the whole Temperion Project, and the Alpha Temperion Project (we know the pet is weak, there was a bug in some of the formulas and we are fixing it. Woo buffer pet!). Players will do a storyline quest and this will unlock the daily quests for the level 70's. We are trying a new way of doing the daily quest by making players go into an instance to do their hunting. We heard a lot of reports of players not liking to fight each other for quest mobs so we will try this out. The rewards from the quest will give you tokens that can be used to upgrade Xeons that affect CAD/SCAD and crits.

 

-Where the hell is Voxyon and Level 90 armors?! We apologize for how long this is taking. We want to make this right. There is a lot of testing going on with Voxyon, and we promise she will come out soon.

 

I really like the ideas a lot of you guys bring out. If i'm not looking at our forums, ShazamO and Helium always bring up threads to me whenever you guys have ideas. I'm not talking out of my ass like some people may think. If you have a cool quest idea that fits Requiem, post it on our suggestion forums, if it works we'll use it. Got a cool idea for a weapon? Draw it out, if it looks cool, we'll have our artists take a stab at it. Hell if your idea for an item name is better than ours i'll change it lol. 

 

arrow-cave-2.jpgBut anyways I'm just rambling now. Thank you for your suggestions, and keep'em coming!


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#7 Sandyman

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Posted 11 July 2014 - 01:20 PM

if you only had said something about that at the Stream Alteris...

 


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#8 Alteris

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Posted 11 July 2014 - 01:35 PM

if you only had said something about that at the Stream Alteris...

 

My attempt to make the stream more entertaining backfired in more ways than one.


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#9 Skid

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Posted 11 July 2014 - 01:43 PM

My attempt to make the stream more entertaining backfired in more ways than one.

I wonder why.
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#10 explicid17

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Posted 11 July 2014 - 01:49 PM

 

 

Open world battlefield in nova lux would be nice haha

 

btw did you see the thread i made for you

 

http://forums.warppo...s-the-dash-bug/


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#11 Alteris

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Posted 11 July 2014 - 02:13 PM

Open world battlefield in nova lux would be nice haha

 

btw did you see the thread i made for you

 

http://forums.warppo...s-the-dash-bug/

 

Yes I did =) Much appreciated!


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#12 Cleffy

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Posted 11 July 2014 - 03:52 PM

Honestly, what I have seen out of your team is insulting. It's been 6 months and I think I have been fair in waiting before voicing more vocal criticism. You guy seem to be poorly managed and really don't have a good understanding of the game which makes me wonder why you guys were even selected to lead the project. Yes Helium does not have a good understanding of the game. He might play sometimes but his primary interest and function of the game since release has been that of GM not a player. I really don't understand what Alterius's role is at all. I feel he is trying to understand the game but had absolutely no interest in it at all before joining Gravity. His content development goals seem to be to copy World of Warcraft. He is even introducing more cliché Dragons.
We have seen 2 changes since release. A paltry amount of poorly designed content about a month after release with poorly recolored textured armor. And a vastly -_- up change in the Server Setup. It reeks of poor management and something even 1 person could have accomplished to a better quality given the same amount of time. Now I can understand the faults in programming if a lot of documentation was in Korean. However, Requiem is a middle-ware engine from an English publisher. The majority of client code was written by US developers in North Carolina. The content production tools were also most likely done by the same people in North Carolina. (NIFs are not a Korean Developed format).
Despite the fact you admit you needed to get some things out quickly. You did not make any adjustments to the most dire reasons people are quitting. 1) The Cash Shop. 2) Poor Drop Rates. 3)Events that fail to work. Today we still have a -_-ty cash shop, -_-ty drops, and events that don't work. To fix those are simple database changes that would not take any real effort to do. The necessary adjustments should be obvious to anyone who is a player of this game. This is why Alterius is a poor choice as Lead Designer. This is why Helium is a poor choice as Lead Designer. They know that there is an issue and have no clue how to fix it.
Finally, the most insulting part of your team is that you did not bring in any qualified Requiem Players like Lithi who probably would not need training to paint textures, or I who would not need training on how to get new armor models and content in the game since we have already gone through the data files, have a good idea of their structure, have a good idea of where some faults in the design are, and have training to develop for this title. Heck there were not even posts about positions on your careers section the entire time, or postings in common game development career newsletters. I have to assume you brought in friends or people networked with who yes probably don't play Requiem. Its also been 6 months and those new hires still have not brought anything to fruition.

New ideas about how to change the game sound great. But it does not mean -_- if you don't have the ability to implement them.

Edited by Cleffy, 11 July 2014 - 03:56 PM.

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#13 explicid17

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Posted 11 July 2014 - 06:44 PM

 

 

everyone is pretty clueless about this game, except for this small forum community. Its running on a low budget and the programmers are probably working on some other warpportal titles at the same time as requiem.


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#14 cevaceva62

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Posted 12 July 2014 - 04:24 AM

Alteris, please check my post!

 

Do you know why I played the game when I first started? Because I wasn't able to cap 1 in day, because I had to grind...you are giving ppl quests, yes they are bitching about not having enough quests but they are not logging off.

 

So I had to grind, I made friends while grinding which made me stick around even after I capped, even after I got the gear, even after the game slowly but surely started to suck.

 

Don't fast forward the leveling, you are not giving players enough time to make a connection with the game and it's

surroundings.

 

Like I mentioned in my previous post, I believe the social interaction is the aspect to be improved so go for quick ways to improve it, eliminate the mallwhoring part or keep it but provide an alternative.

 

1. PVP tournaments on each server

  • with your own gear->mallwhored players will be happy
  • naked or with strongest gear->free players will be happy

2. PVP tournaments server side

  • with your own gear->mallwhored players will be happy
  • naked or with strongest gear->free players will be happy

3. Events designed for left out classes

  • Rads
  • Commanders
  • Protectors
  • Melee in general

Give them a shot at an event, they cannot compete with aoe dps who can farm and tank just about anything by now, have a "bullriding" event for prots or healers, see for how long they can outlive some boss, disable pots for the event.

  • 1 with your own gear
  • 1 with gear you provide(something similar to the event with the Russian server where we had to build our own gear, free of charge)

4. Racing events

That racing/swimming event was extremely successful, see what works and focus on that pattern. Do another one!

 

5. Implement that glow for rads Eden suggested, great idea and it would make rads happy!

 

In general, build events that test our knowledge for the game not our financial status.

 

@Cleffy

 

6 months is not enough, we are talking of years of catching up. I rather wait than have a newbie come in and break it even more.

 

I do not even want to know how the code looks like if development was far away without any technical restriction.


Edited by cevaceva62, 12 July 2014 - 04:46 AM.

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#15 Sandyman

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Posted 12 July 2014 - 04:44 AM

as if there target group is 12 Years old who don`t give a -.- about Quality

 

myself always thought its a Game for Adults...but hey mby. i`m wrong.

 

fast Cash over long-term binding.

 

as if they would thought the Game is not worth it.

 

 


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#16 Cleffy

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Posted 12 July 2014 - 02:16 PM

@Cleffy

 

6 months is not enough, we are talking of years of catching up. I rather wait than have a newbie come in and break it even more.

 

I do not even want to know how the code looks like if development was far away without any technical restriction.

 

I don't expect them to fix the game in 6 months. However, in 6 months I expect them to make some progress. They have not made any significant progress, so its now time to be vocal. The things I am hearing from the devs are what they plan to do, but not what they are doing.


Edited by Cleffy, 12 July 2014 - 02:19 PM.

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#17 sonemere

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Posted 13 July 2014 - 11:25 AM

heres some suggestions....all quality of life improvements that are important to classes and playing the game.

 

Classes:

mana recovery was nerfed long time ago, change it bak.

remove all pvp only flags from skills.

 

remove all buff duration dnas why?...it just promotes bots !! also dna fillers? really?? REALLY??

-give mele an item they can put in ion energy slots. stat + phys damage(mini nucleus)

-redo pathing on wingriders so they are more direct.

 

1 - change all % hp recovery buffs into % more hp (makes prot and rad life much easier)

2 - give dominators capture high lvl monster at lvl 68 cuz well it just makes sense .... 

3 - give dominators  low damage ground aoe fury.

4 - give avengers thrown vine (scale range/dot accordingly) (remove pvp only) add up to 5-7 targets. avengers/druids are hybrid classes jack of all trades...not just phys or magic.

5 - give ranger compounded ion energies for chance aoe bursts(ordinary 50% chance to explode, increase accordingly as u scale up)

     give ranger aoe dna for Diversionary Firing this will help the class more than anything!!!

     remove 4sec from Diversionary Firing skill downtime. remove lengthened Diversionary Firing dna make it ranger aoe dna. add 3-15 meter range to this dna. this way a ranger can slow x targets within 45 meters.

 

 

content:

 

1 - make instances for every empty instance door in the game...

 

valdes can be made one that would be good content for lvl 75-83. just dont scale them like secret temple... between st and js

 

valdes is dead town make a story behind it!!

 

 


Edited by sonemere, 13 July 2014 - 12:37 PM.

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#18 detestthehero

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Posted 13 July 2014 - 04:10 PM

Make "Black Tower" an arena.


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#19 sonemere

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Posted 13 July 2014 - 05:53 PM

Make "Black Tower" an arena.

 

free strongest battle where u pik foc, ion mine, them battle, svs rewards.


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#20 Shay

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Posted 14 July 2014 - 04:22 PM

Have you ever considered a secondary monetary system that would allow users to purchase selected items from mall?  It could be 'money' that was earned through daily dungeons or quests.   This 'money' could not be traded player-to-player nor could the items purchased be gifted to other players, however, like other mall items, could be used by any toon on the same account.  This could encourage game play and might give free players (and others) a way of purchasing useful items that would make their game play a bit more enjoyable.

 

 

I started playing this game in 2008.  It was the 'golden age' in my opinion.  There was a large player base, epic svs and tb and the FoC was FUN!   You couldn't cap in a day.. or even a week.  If there was an exp event.. it was maybe 20%.. 50% at the most.  You had things to do.. and all the time in the world to do them.  There were always people who focused on the end-game, but they were not the majority.    

 

As time passed, things started to decline.. slowly at first but eventually you could not ignore the change in focus.  It was less and less on encouraging and rewarding premium players and more and more on mall purchases, less and less on pve and more and more on pvp.  It was almost impossible to enjoy pvp at all without spending huge amounts on gear.  Being premium didn't matter much anymore, you had to spend more money on mall items.  There was a huge focus on end-game.. which is a game-killer.  Rarely is there enough for an end-game player to do on a regular basis. 

 

I left the game in 2012 for a few reasons, but mostly because of my frustration at this focus on end-game, pvp and mall spending.  I came back a year later.. why?  Because of the friends I had made over the years.  I came to visit.. I stopped allowing the pressure of end-game-pvp-mall-spending players to direct my game play. 

 

My point?  The social aspect of the game should not be ignored.   It's an MMO and people play MMOs for a reason.  Otherwise they would just play solitaire.


Edited by Shay, 14 July 2014 - 04:49 PM.

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#21 sonemere

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Posted 15 July 2014 - 09:45 PM

make all mall sealed ...

make all wingrider paths like "lux plains to gate of sacrifice".

give every class in the game costume benefits. +500 hp/mp + recovery and make costumes cosmetic

 

make reinforcement cap +20 without changing current rates and adjust gear + every mob in the game to that..

 

u greedy mofos.


Edited by sonemere, 15 July 2014 - 09:57 PM.

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#22 Sandyman

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Posted 16 July 2014 - 05:24 AM

make all mall sealed ...

make all wingrider paths like "lux plains to gate of sacrifice".

give every class in the game costume benefits. +500 hp/mp + recovery and make costumes cosmetic

 

make reinforcement cap +20 without changing current rates and adjust gear + every mob in the game to that..

 

u greedy mofos.

 

:p_laugh:

 

thanks.

i just have to add that to my Signature . :thumb2:


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#23 ThreeTimes6

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Posted 16 July 2014 - 05:43 AM

As a game designer/director working on a few indie titles, as well as being a MMO junkie and Requiem being one of my vices, I have a few suggestions for the development team. Yes, these things are a bit hard to execute with the pathetic amount of resources being provisioned by WP/Gravity to the team, but they would potentially increase income by 1) More people would be willing to subscribe and 2) More people would be able to advance to the point of needing to purchase item mall points to reinforce their equipment and compound their end-game gear.

 

QoL Improvements

 

(Premium Dungeon)

Each zone (Turba, Parness, S. Hammerine, N. Hammerine, Numaren) would have their own independent premium dungeon designs. These would coincide with instances within their respective zones or level ranges. Turba would have the Ion Mine (Current PD design), Parness would have Ruins of Lament layout, S. Hammerine having SL, N. Hammerine have WS, Numaren having RM. These may seem inconsequential but running the same dungeon design becomes a bit bland and something as simple as having a change of pace from time to time could inspire people to maybe purchase a premium account.

 

(Premium Account Bonus)

EXP increase of 75-100% instead of 50%. This would assist higher level players in reaching the point where they would need to use item mall purchases to upgrade.

Lant Increase of 150%. Let's face it, the economy is retarded. Farming lant is a fools errand. It would take days or weeks to obtain the lant needed to purchase, well, anything. A bit of equalization would be ideal.

Maintain current drop rate formula. Currently, there are little to no adequate level-appropriate drops out there. I'm lv84 and still pick up only Eximus grade items.

Forge Bonus of 10-20%. Don't freak out on me now. Forge events are few and far between. This would encourage players to purchase reinforcement tools, reinforcement xeons, etc more regularly. There would still be a spike of purchases during forge events due to the even greater chances of success, but it would potentially increase long-term income.

 

(Quest Improvements)

Have the community, interns, volunteers, or whatever you want create quests and quest lines and implement them in stages. Provide item mall points as a reward for the quests that are to be implemented. The community could create the description text, determine the enemies to be killed, items to be gathered, and reward items. Lant and EXP rewards could be based off of the current formula.

 

This is the list of the easier improvements. Other improvements would require significant amounts of work, such as adding new instances (we have the entry points, after all), new armor/accessories from those instances, etc. Requiem has always had a ton of potential, but was executed in a way that only provided buffer funds for other titles. I don't know if the game can actually be saved, but I'd like to see effort into doing so.

 

1) PD design - I doubt some1 would buy premium just to enjoy the pd-design *lol* - 80+ lvl players will always choose Numaren and will always see the same dungeon then anyways, same for lower lvl ppl who'll choose the pd that fits their lvl and btw most ppl use their farm chars (mostly aoe-chars) anyways and run that fast through any pd that they prolly never watched the environment - could be also an empty field with mobs ^^

 

2) ermm 75-100% exp ? whatfor ? u can reach 90 lvl in 1-3 days (with exp event + exp scroll and prem) - depending on ur time; a higher lant bonus, well, could be nice; a 10-20% forge bonus - we had it in the past, premium users had an advantage due to that bonus while reinfing stuff

 

 

 

Open world battlefield in nova lux would be nice haha

 

btw did you see the thread i made for you

 

http://forums.warppo...s-the-dash-bug/

 

agreed ^^

 

 

Alteris, please check my post!

 

Do you know why I played the game when I first started? Because I wasn't able to cap 1 in day, because I had to grind...you are giving ppl quests, yes they are bitching about not having enough quests but they are not logging off.

 

So I had to grind, I made friends while grinding which made me stick around even after I capped, even after I got the gear, even after the game slowly but surely started to suck.

 

Don't fast forward the leveling, you are not giving players enough time to make a connection with the game and it's

surroundings.

 

Like I mentioned in my previous post, I believe the social interaction is the aspect to be improved so go for quick ways to improve it, eliminate the mallwhoring part or keep it but provide an alternative.

 

1. PVP tournaments on each server

  • with your own gear->mallwhored players will be happy
  • naked or with strongest gear->free players will be happy

2. PVP tournaments server side

  • with your own gear->mallwhored players will be happy
  • naked or with strongest gear->free players will be happy

3. Events designed for left out classes

  • Rads
  • Commanders
  • Protectors
  • Melee in general

Give them a shot at an event, they cannot compete with aoe dps who can farm and tank just about anything by now, have a "bullriding" event for prots or healers, see for how long they can outlive some boss, disable pots for the event.

  • 1 with your own gear
  • 1 with gear you provide(something similar to the event with the Russian server where we had to build our own gear, free of charge)

4. Racing events

That racing/swimming event was extremely successful, see what works and focus on that pattern. Do another one!

 

5. Implement that glow for rads Eden suggested, great idea and it would make rads happy!

 

In general, build events that test our knowledge for the game not our financial status.

 

@Cleffy

 

6 months is not enough, we are talking of years of catching up. I rather wait than have a newbie come in and break it even more.

 

I do not even want to know how the code looks like if development was far away without any technical restriction.

 

that

 

 

Make "Black Tower" an arena.

 

ages ago (think it was early s2) we already cried for "Black Tower" to be useful, well now we have "Valdes"-village/town too - and still, what about the port at Narsell forest, near Cohen, the ruins where the Goblins and Dark Kensis are... ?


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#24 sonemere

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Posted 19 July 2014 - 11:14 PM

no item should have break rate until after +10!!!

protector:

- remove 10 sec from all prot heal/hot cooldown

- make restoration same heal over time as heal totem !

- give shield fortress spell block and put spell block in dna

 

mystic:

- remove 20 sec from summon healing fairy cooldown

- remove 15 sec from heal totem cooldown.

 

- reduce mana cost of all magic skills past lvl 50 by 20%

- readjust mana cost of all mele skills to reflect average amount of mana available to these classes. 30% mana reduction of all mele skills would help alot!!

- give a quest for 500hp/500mp and costume recovery at lv 65-70. it can take be a permanent mall type item in inventory.

- reduce the cost of reinforcing/enchanting tbf weapons by 1/3-half.

- give dominator capture high lvl monster at lvl 68...their name says it all..ffs

- readjust the static reinforcing rates set in place for each grade of weapon....

   yeah all nm jewels break after +11? all grades?? are u really jokin?? i can make a +20 reinforced hope but cant get past +11 supernus nm  

   jewel??

- give back the s1 attack speed bonus to belts. this was really low and u acted oblivious to it...just lol.

- fix all raid bugs that have been in place since their release.

- fix the gd dash bug..years have past and u just ignore this...it time for this -_- to end!!!!

- attempt to try to keep promises...if there is an event, make the -_- happen. if u got a hh comin up, MAKE THAT -_- HAPPEN!!

 


- readjust stat formulas:

 

3 dex = 1 long range damage, 8 dex = 1 cad, 8 dex =.1 crit chance

8 mnd = 1 magic damage, 8 mnd = .1 skill crit chance, 3 mnd = 1 light damage, 3 mnd = 1 mana rec, 8 mnd = 1 scad

2 int = 1 magic damage, 9 int = 1 mana rec., 7 int = 1 scad, 8 int = .1 skill crit chance,

1 con = 7 hp, 8 con = 1 mana recovery, 15 con = .11 block chance, 8 con = 1 int resistance.

10 str = 5 hp

 

 


Edited by sonemere, 28 July 2014 - 11:18 PM.

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#25 sonemere

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Posted 28 July 2014 - 11:23 PM

make all swift dna's 5 pnts!!!

-  feel like they should give a weekly 1 day reduction tool quest. or just make wounded hunter weekly repeatable.

Dominator needs to get fury and turn it into Terms of Service functioning fear and low damage aoe.

Radiant needs a Terms of Service functioning low damage aoe with 2-3 sec sleep chance. it fits radiant more than anything in the game.

Avenger needs thrown vine trap version (pvp/pve) that does commi/SR DOT

Ranger remove duration dna from diversionary firing...add aoe dna to diversionary firing.

-  put blunt strike in templar. (the only reason blunt strike was taken out was sleep duration, now thats not issue)

Templar replace block def buff with block chance.

Dominator remove all pet dna fillers. (come up with somethin better than this -_- fillers)

Commi make chain of restraint 7sec cooldown.

Protector make taunt do equal amount of light damage as the hostility amount.

 

 

u recently attempted to make premium better but with the current standards hh/200%xp/65%forge in place.... it makes ur attempt look like ur tryin to trade us a penny and u expect us to give u a dollar!!

 


Edited by sonemere, 28 July 2014 - 11:35 PM.

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