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@EyeDentity: Problems and Player Solutions with the Game

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  • @EyeDentity: Problems and Player Solutions with the Game

    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.

  • #2
    *Add another level of difficulty (Chaos perhaps) and/or release harder content (I hear SDN remake is hard, will have to wait and see if it is when we get it).

    *Bring back the good old gold generation of 70-80 caps, you had to put effort into gold grinding but there were MANY ways to grind for gold. Most notably was commission questing and repeatable bot quests, neither of which we currently have anymore.

    *it would be nice to scale down EC items but we all know that's not going to happen, having strong stats on cash gear helps to sell them. It makes casuals/newer players stronger, faster which is an incentive in of itself to which a good chunk of players will throw money into to have. With that being said, I don't care if KDN is the only server to have EC tradable items, make it happen here too, make it happen on all servers hell. It would grow the f2p playerbase immensely which will lead to increased sales down the road. KDN has EC tradable items and they're doing just fine, there is no excuse NOT to implement this in other servers. Make your customers happy ED, happy customers tend to spend more money, it really is that simple. Allow trading, allow the free market to regulate itself, allow it to grow the economy in game naturally.

    *Moderate the game and the forums, parts of this community are toxic, so toxic it turns people away from the game. I have no idea why ED hasn't done anything about this, at least Nexon did ban people when $hit got out of line, not always but they did try sometimes at least. Can't say that about ED, they haven't done anything. Mods don't mod and bots run amuck.

    *Bring more meaningful events to our server which helps everyone in their progression in the game, don't hand people everything, just help out .

    *Fix bugs, actually fix them please.

    *Balance classes after awakenings as mentioned already.

    Will add to this later after more thought...

    Comment


    • #3
      Originally posted by ILLbeURdeath View Post
      *Bring back the good old gold generation of 70-80 caps, you had to put effort into gold grinding but there were MANY ways to grind for gold. Most notably was commission questing and repeatable bot quests, neither of which we currently have anymore.
      Except, while the commissions are gone, the bot quests *are* there if you choose to view them. Simply uncheck the hide quest marker thing. The Controlling Chaos quests are still there. You just probably don't want to do them.

      Comment


      • ceruulean
        ceruulean commented
        Editing a comment
        They're for old dungeons tho
        They were also removed for some of 90 cap so ppl assumed they were gone forever, then they ninjaed them in

      • ILLbeURdeath
        ILLbeURdeath commented
        Editing a comment
        I'm talking about relevant repeatable bot quests, REPEATABLE and at current level cap just like good old 8 town was. Everyone could make their gold doing 8 town, just had to play the game . Sadly, we don't have any of that, no commission quests and no REPEATABLE, current level cap bot quests. These two alone would provide all of the gold injection/generation needed for the game.

        It would go back to: effort/time = gold/progress

    • #4
      Regarding PvP, I was actually trying to get into the scene, however the "lag" is notably too intense for me. I was told there was "no lag" and it was all "bugs" though. I just find it hard to believe that the majority of skills in a Guardian and Gladiator's arsenal are bugged in the sense they either misplace or teleport the user from the other player's perspective. PvE is perfectly fine for both classes, at least in my experience. PvP is a nightmare.

      If this is what they mean by insight, then I really can't help. I just can't wrap my head around what I was told, because it doesn't make sense, unless PvP is simply that broken. If it is, they would really need to rehaul the whole thing from the ground up. I don't see another way to fix it.
      Dragoon
      TypeNull - Bleed Phantom

      Comment


      • #5
        It's certainly possible to separate pve and pvp skills
        Someone told me dragoon backflip pierce uses the old animation in pvp LOOL
        but who has time to balance pvp?

        i do have to say the cash shop boosts are insane since having a set is pretty much like having lgrades, and if you already have lgrades idk what gear tier to call that lol. Obviously it would be nice if they didn't constantly 1-up costume stats, or unified the stat bonuses acrosss all items instead of putting them on the set bonus, but I highly doubt that's going to happen.

        they should just rebalance the old raids to fit t5 stats and make it mandatory to clear all the old raids once before entering the next cap's raid in a questline. This will annoy vets but who cares, it's better for new players. Or at least make the old raids available and give gold or something.

        The lack of low-level content is apalling. I certainly would not have stuck with this game if all I could do was grind 90 levels before I see a nest. It breaks my heart to see a newb ask "what nests can I do" and I have to say "you gotta grind another 40 levels to nest"

        it really is that simple to attract new players, have the old content available for low levels! Show the players this isn't a barren husk by filling it with content across all lvl ranges

        someone tell me why they should limit treasure dungeon to lvl 90 when it used to be you could do them at 60

        wheres cerb, titan and apoc nest? The hard nests of their respective caps?
        Last edited by ceruulean; 02-10-2017, 11:27 AM.
        *
        Quis custodiet ipsos custodes?
        Who guards the guardians?

        Comment


        • #6
          - abyss mode for all dungeons
          - not have braindead classes have significantly more dps potential than other classes
          - small buff to idnl glove/boots/hat
          - 6man/trail nests
          - hbf less braindead and better rewards
          - delete or buff cornura/ultimate accessories
          Last edited by Lemon; 02-10-2017, 12:03 PM.

          Comment


          • #7
            Originally posted by ceruulean View Post
            It's certainly possible to separate pve and pvp skills
            Someone told me dragoon backflip pierce uses the old animation in pvp LOOL
            but who has time to balance pvp?
            PvP, when compared to PvE is even more so disjointed even in retrospect. The game was initially designed around PvP, as that was what all the promotional content featured. Around 40 cap, the game shifted toward a PvE-centric experience and began shitting on PvP as if it no longer existed. That said with the old coding that the game has, dividing skills into PvE and PvP variants has proven to be a challenge for ED. Look at some of the changes in the past such as screen-locking skills in both PvP+PvE because they couldn't accomplish it in PvP without causing bugs in PvE. It's just another cause for unnecessary bugs or roadblocks caused by pre-existing bugs. Regardless, it is clearly too much of a hassle for them when the developers already have their hands completely tied with PvE-related material. Honestly, it is hard to give any PvP suggestion without a complete overhaul down to the bare engine.

            Comment


            • ceruulean
              ceruulean commented
              Editing a comment
              Is there a problem screen-locking skills for both pve and pvp? I mean it would provide more unity instead of having some kind of advantage in pve that you won't get in pvp

              Ppl complain pve is too easy anyway so a couple screen locks doesn't seem so bad

            • (╯°□°)╯︵ ┻━┻
              (╯°□°)╯︵ ┻━┻ commented
              Editing a comment
              that's only one example, they messed up before by making priests with first aid immortal, paper relics, and took away acro iframes in pve just because they were a problem in pvp

          • #8
            Bring back class diversity pls.

            Comment


            • #9
              instant 50 on ALL class and not just some to make it fair so give me an instant coup ty

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