To start things off, all should be consciously aware of the fact that DN is an outstandingly dated game with archaic coding, notorious for its inability to target an adequate means of balance and flawed PvE structure along with a neglected PvP system. The only thing that has kept the game going for this long is obviously the game mechanics and the underlying depth of its physics. Aside from that, the game has experienced a metamorphosis of declining changes for the simple hope of appeasement in the playerbase. What is needed in this situation is a collective opinion of veteran players who have watched the game change over the years and can identify what needs to be done for further longevity. At this point, the game seemingly resides within an unsalvageable state. Now that there is a growing sliver of English communication with the developers, the players have a chance at giving genuine feedback toward the better.
The veterans of NA all know who they are, as it is one of the smaller servers. I myself began long before the precipice of the game and have seen the most prosperous eras and have kept close watch over the game, even after parting ways. Dragon Nest now merely exists as a husk of its former glory and yields little to no changes that would be considered good, were they to happen prior to the developers going off the deep end. The recent economical advancements have shown that there exists room for constructive feedback and change, despite the Koreans simply giving gold bots leeway out of sheer economical convenience. Regardless, dire situations demand one to take a mile when given an inch. The problems we look at in this thread are the sprouted seeds of disaster tainting all servers.
Let us review the primary issues of the game.
Class balancing is the leading primary issue that has set the game adrift far away from its original course. It seems that the development team has lost sight of their initial goals and have thus catered far too much toward players with self-indulging mindsets rather than the small, logical crowd that has seen and understands the grand spectrum. These very paradoxes are the true bane of the game, despite the matter of the business profiting around the never-ending balance juggling. This has been going on for far too long and the developers need a new, intuitive approach to making sales plans, as this cycle's result is a downward spiral into the grave. The developers have taken a stroll so far down this path that they ended up diminishing the once glamoured mechanical aspects of the game. Content has taken a wild turn to being balanced through and through around gear. The game's central focus has changed from establishing teamwork and symbiosis to farming the most mundane content that one can fathom and applying the rewards toward gearing so that one can complete content faster. Faster is always better, but when one variable overrides all else, you have a watered down material with little versatility. Realistically, all content has the exact same feel and approach. The mechanical coordination demands that of a toddler. The game lacks the depth that it once had. The developers need to set class balancing aside after the awakening are completed and focus on real, genuine content that actually requires thought and immersion. While T4 did a lot of things wrong toward the end(beginning with the elemental conversion gimmick due to the influence of Sin), everything prior was done better than the post-apocalyptic 90 cap and beyond.
The next major flaw entails something entwined with class balancing. As you've likely guessed, gear's influence has been taken to a near-sighted extreme. This goes hand-to-hand with the game's difficulty as well. Not only does this include in-game obtained gear, but also external cash shop equipment. It is often said that "pay to win" gear holds more stock than actual in-game gear for the average player. While it is to be expected in a free to play game to have functional cash shop items with relative significance, the cash shop items have far too strong of a grip in both the casual and hardcore PvE scene. Keeping the cash shop bonuses exclusively relevant to the hardcore playerbase was the true equilibrium. At this point, even if the developers took away a mild portion of the gearing variable in PvE, the damage is far and wide and seems to be developing as time tells and there is no tact to be seen behind this motion. So what are the possibilities that could be recommended here?
- Again, added depth and player coordination to nest and raid mechanics
- More interesting class complimentaries. In general, this could be a number of things; including but not limited to bringing back more subtle party buffs(think T4.5 or of similar nature), more influential buff
acquisitions like that of NA's Dark Banquet prior to awakening trivialization, more punishing mechanics that undermine most gear(aside from classes assigned as tanks) in raids(but nowhere near as long and monotonous as IDN), etc.
- Equality in mind between veterans and casuals alike; for a game to thrive, one needs a constant flow of new players and casuals. The game merely takes them in with small bursts and an educated guess of around 50% are returnees from past caps. The game lacks a gripping, compelling structure for both. What needs to be understood is that both casuals and non-casuals are equally important. The non-casuals that were once beginning casuals are the ones who develop into the whales that deliver the profit. With the new structure of the game, the veteran population is being ostracized and the casuals that thrive are simply gearing to the point where they too can compete in endgame content without actually competing, while the veterans are left with meager content that is barely enough to maintain entertainment, as it is the only thing left for them.
These are not actual solutions, but rather food for thought to brainstorm (an) actual one(s).
PvP is a disaster and an eyesore. This subject is touchy and cannot be taken lightly without going balls deep. Most new players from recent caps lack adequate foresight to add anything constructive to this subject and most of the players that know what they are talking about know that true balance cannot be achieved without harshly affecting PvE(which unfortunately completely steals the spotlight). Most of these players have also quit to never return in the foreseeable future. But if any of you tenacious cockroaches are still around, then by all means do plant your suggestions here.
If you feel that you have what it takes to have a shot at making a difference, post your ideas here. Just be ready for critiquing and debates.
The veterans of NA all know who they are, as it is one of the smaller servers. I myself began long before the precipice of the game and have seen the most prosperous eras and have kept close watch over the game, even after parting ways. Dragon Nest now merely exists as a husk of its former glory and yields little to no changes that would be considered good, were they to happen prior to the developers going off the deep end. The recent economical advancements have shown that there exists room for constructive feedback and change, despite the Koreans simply giving gold bots leeway out of sheer economical convenience. Regardless, dire situations demand one to take a mile when given an inch. The problems we look at in this thread are the sprouted seeds of disaster tainting all servers.
Let us review the primary issues of the game.
Class balancing is the leading primary issue that has set the game adrift far away from its original course. It seems that the development team has lost sight of their initial goals and have thus catered far too much toward players with self-indulging mindsets rather than the small, logical crowd that has seen and understands the grand spectrum. These very paradoxes are the true bane of the game, despite the matter of the business profiting around the never-ending balance juggling. This has been going on for far too long and the developers need a new, intuitive approach to making sales plans, as this cycle's result is a downward spiral into the grave. The developers have taken a stroll so far down this path that they ended up diminishing the once glamoured mechanical aspects of the game. Content has taken a wild turn to being balanced through and through around gear. The game's central focus has changed from establishing teamwork and symbiosis to farming the most mundane content that one can fathom and applying the rewards toward gearing so that one can complete content faster. Faster is always better, but when one variable overrides all else, you have a watered down material with little versatility. Realistically, all content has the exact same feel and approach. The mechanical coordination demands that of a toddler. The game lacks the depth that it once had. The developers need to set class balancing aside after the awakening are completed and focus on real, genuine content that actually requires thought and immersion. While T4 did a lot of things wrong toward the end(beginning with the elemental conversion gimmick due to the influence of Sin), everything prior was done better than the post-apocalyptic 90 cap and beyond.
The next major flaw entails something entwined with class balancing. As you've likely guessed, gear's influence has been taken to a near-sighted extreme. This goes hand-to-hand with the game's difficulty as well. Not only does this include in-game obtained gear, but also external cash shop equipment. It is often said that "pay to win" gear holds more stock than actual in-game gear for the average player. While it is to be expected in a free to play game to have functional cash shop items with relative significance, the cash shop items have far too strong of a grip in both the casual and hardcore PvE scene. Keeping the cash shop bonuses exclusively relevant to the hardcore playerbase was the true equilibrium. At this point, even if the developers took away a mild portion of the gearing variable in PvE, the damage is far and wide and seems to be developing as time tells and there is no tact to be seen behind this motion. So what are the possibilities that could be recommended here?
- Again, added depth and player coordination to nest and raid mechanics
- More interesting class complimentaries. In general, this could be a number of things; including but not limited to bringing back more subtle party buffs(think T4.5 or of similar nature), more influential buff
acquisitions like that of NA's Dark Banquet prior to awakening trivialization, more punishing mechanics that undermine most gear(aside from classes assigned as tanks) in raids(but nowhere near as long and monotonous as IDN), etc.
- Equality in mind between veterans and casuals alike; for a game to thrive, one needs a constant flow of new players and casuals. The game merely takes them in with small bursts and an educated guess of around 50% are returnees from past caps. The game lacks a gripping, compelling structure for both. What needs to be understood is that both casuals and non-casuals are equally important. The non-casuals that were once beginning casuals are the ones who develop into the whales that deliver the profit. With the new structure of the game, the veteran population is being ostracized and the casuals that thrive are simply gearing to the point where they too can compete in endgame content without actually competing, while the veterans are left with meager content that is barely enough to maintain entertainment, as it is the only thing left for them.
These are not actual solutions, but rather food for thought to brainstorm (an) actual one(s).
PvP is a disaster and an eyesore. This subject is touchy and cannot be taken lightly without going balls deep. Most new players from recent caps lack adequate foresight to add anything constructive to this subject and most of the players that know what they are talking about know that true balance cannot be achieved without harshly affecting PvE(which unfortunately completely steals the spotlight). Most of these players have also quit to never return in the foreseeable future. But if any of you tenacious cockroaches are still around, then by all means do plant your suggestions here.
If you feel that you have what it takes to have a shot at making a difference, post your ideas here. Just be ready for critiquing and debates.
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