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  1. Yesterday
  2. Since its broken into points I will address them as such. 1. We have been doing work towards this goal as you may have seen from Patch V139's Content change. We have reduced some of the content in the hopes to improve activity. While I do plan to look into Abyss and AT/DF not all the other content mentioned is particularly a must run daily. What you have to remember is its hard to balance the game around new/returning players without ruining it for veteran players. We have been actively working on this. 2 / 3. While I understand the concern of this and I am looking into something regarding pets as I know that is one big area that has become a bit expensive is I guess the best way to put it. One thing people fail to realise with the existance of true resistance in the past, a lot of the bosses actually tend to have similar resistance or less resistance now than before we have changed this system with how people currently play the game. Now you stated about 4 repeat classes and while I believe this is the case for some, it has not been the case for all. And for a matter of fact some of the faster parties I've saw from the mountain of videos I've seen often have 5 different classes across the party, yes there is either a paladin or shielder and yes totem master is 95% of the time the healer but the other 3 classes tend to be unique. That being said you suggested the same thing you suggested in the past for me and after implementing it across all the mdps classes it did not change anything within the game which likely lead to you quitting the last time because mdps was still slower. In the current balance of the game I have tried my best to balance all classes around a point, so in theory played to maximum potential a lot of classes should be around the same. There is classes which are stronger and there are classes that are weaker and that is inevitable. However, the current state of the game is that IMO atleast half the classes seem to be playable at a similar level where as before you had a very small amount of options that where additionally restricted by the rest of your party. So (Executioner + BM + Zerk) or (Rifle + Anni + LA/Rifle/Anni). Im not claiming everything is perfect but from the context I have saw the balance looked much better than prior to the patch. Yes Paladin/Shielder is kinda like a replacement Trainer now but IMO without fixing other issues it's hard to take that away. Just as a small note about equipment that I've saw mentioned before. The reason gear had to be changed was because it forced the hand further of locking into similar or the same classes harder. Take Devil Beard's Ring for Example (First thing that comes to mind). If you where to use that ring, would you then be trolling to have a DB / Equi / Nature Kage in the party over having 4 Fire Arch's. It again promotes stacking gameplay which in turn changes the game to how much of X res can we stack till we need to start adding true resistances back to prevent the end game players killing a boss in 30 seconds and new people taking 10-15 minutes because of gear access and how many people get declined from parties because they dont have x gear yet but nobody will help them run an obscure 60 trial to get it. 4. It was my understanding that people actively use this gear especially if your on a class that does not have as much resistance drop as another or you do not have an appropriate CC set to equipped and from what I understand the CC sets that are currently most popular are the ones that factor in resistance drop. It maybe the top gear but I'm pretty sure its being used as there was a spike in people using it when the patch launched for the first month or so while i was actively hunting. --- Now on to the main thing. One of the main purpose of the patch was to shorten the gap between the new/returning players and the existing players. Not making someone stand there on trainer auto attacking with some random +dmg weapon or res drop weapon and marking but actually having someone on the newer side of things contribute to the party in a way thats enough that they're not just completely dead weight. Now I believe there is improvements that can be made for this still and as a returning player thats the angle I'd prefer feedback for as it's a lived experience. I believe the gap has greatly shortened but I believe improvements can be made. I also have somethings in mind to improve the pet experience as right now atleast one of the things I keep hearing is that pets are too expensive and you kinda need one for each resistance you play. So I believe working on this will solve problems but based on the VOD's you're kinda not even at this problem yet so I think other things to setup the gearing process for yourselfs would be the better goal to tackle first to imprve the game
  3. Time to advertise the server!
  4. Hello, it's me, Sirocco / Reikkan. I decided to create this topic to adress some concerns. My friends and I decided to come back to Eden Eternal together, and the only logical place to gather was Vendetta. This has always been our home, and we're happy to value this staff's work. After a couple of weeks of our return, though, we reached some conclusions regarding our time spent here, and would like to bring it to the table in hopes of contributing towards a healthy environment and a thriving future for our beloved server. Time spent on content We've got new content! Deep Abyss, new zodiacs on Celestial Corridor, LV130 trials, Colosseum... Since we stopped playing a couple of years ago, much content was added (to our enjoyment). The thing is, this content is time gated (as in: You should do it at least everyday if you hope to gear up), which is fine... if we don't consider that each content added was actually stacked up with the previous ones. Doing Deep Abyss doesn't allow you to ignore Abyss, so you effectively added playing time by creating stacking contents. Our group currently can't even "afford" doing the new Zodiacs because we decided to focus on building the new sets, and the available daily gaming time isn't enough to cover everything. If you consider AT/DF (and its new "easier" mode), CC1 and CC2, Abyss and Deep Abyss, Lv130 trials, Colosseum and maybe some source of gold farm (new dungeons, or even Palace of Dreams), that's easily 3 or 4 hours of constant jumping through content. And I say that based on a team of people who is returning, where each player has a myriad of outdated, but still strong gear to start with. I tried to bring new players in, people I found in other MMORPGs or coop games, but the amount of effort and daily commitment necessary to keep up was detrimental to the experience. I can't even begin to imagine the time spent by a group of 5 actual newcomers, who will probably struggle for more than a month doing subpar farming routines in order to do basic achievements and reach the aforementioned dungeons. Most of Eden Eternal's community is ranging around the ages of 30~40. This is an old game, that appeals to nostalgia and a core gameplay loop that is outdated, compared to the newer generation standards. Pretty much everyone playing is employed, having families and daily chores to attend in real life. Consider this paragraph when reading the next topics I'll adress. Changes to how classes interact: The "Targeted Resist Break" feature and changes to Damage Dealt formula This is a welcome feature. It adds depth and shows how much the VGN staff has improved on the programming side, opening room for a variety of ways to adress balancing the game. The issue on this, though, is that by having all classes being somewhat "independent" classes, we've guided players towards a META that favors repeating highest DMG output classes. Most of current content is being done with 1 Paladin, 1 Totem Master (for the very few selection of sources of party-wide RES Breaks) and 3 of the content highest DMG dealers (It's always Kage/Asura or something in this line). In a game with more than 60 classes, it's detrimental to its maintenance to have such a META. I've constantly pressed this button through my stay in VGN, pointing how people shouldn't be forced towards a specific type of DMG but rather have a range of possible classes to start picking from the very beginning. Even the class that you use for gold farming on such an easy dungeon like Palace of Dreams will change how you perceive the game as a new player, so if there is no wiggle room to start, then you'll start demotivated. If all you can do as a new player is sit on a Paladin and break RES, it's not much different than old Trainer gameplay. Old content is now taking longer to complete, which pours salt in the mentioned wound of "time spent doing content". New players might not see it, but returning players suffer the most with this change. While I am happy to have more meaningful content (time spent doing mechanics, enjoying the actual dungeon run instead of rushing through it in 5 minutes), adding extra time without compensation will turn the gameplay sessions into endurance tests. Specially if time spent ends up in no rewards at all. I remember the struggle of figuring out mechanics in Dragonridge Sanctuary without people telling me what to do, only to fail the dungeon after 3h of attempts. Losing the entire reward roster on Celestial Corridor because someone messed up once. This adds up and pushes players out. It's not a sustainable game design. Meaningful content: How we believe that we could tackle these issues while progressing towards a healthier game We believe these changes can be good to the game. Adding DMG back to the game won't solve the issues, and might ruin it in the long run. Our suggestion is towards quality of life while doing the daily routine of time gated content. First and most important one: Make it so that each endgame content is a single entrance, and turn it into a standard. AT/DF, each of CC's rooms, Abyss, Deep Abyss, even VGN exclusive trials (from LV95 and onwards). Change the loot accordingly, so players don't feel this change is a downgrade to how fast they gear up. This keeps the content meaningful (without being a speedrun) without making each game session a torture. Second: Targeted Resist Break should stay as a PVP feature for balancing purposes. On the PVP, repeating classes isn't really an issue and it never happens in a blatant way. We can see maybe 2 holy blades for the extra burst, but it's not common to see a party of 10 players where you have 4 of the same class, because in the PVP scenario, each class brings a specific feature to the formula. When we talk about PVE, all that matters is how fast you can clear content so you can actually do all the content. People WILL repeat 4 classes if it's absolutely faster. If there is no class variety, the "RP" aspect of MMORPG goes out of the window. Third: Resist Breaks should be more versatile on PVE if we don't want to lock teams into specific types of DMG. In fact, we could separate teams into Magical and Physical, where every Physical class that breaks Resists just breaks them all, even if on a lower amount. Same on MDPS side. There are 6 different elements, if we want more class variety, every magic class should just break all 6 instead of very specific ones, opening room for combinations based on buffs/utility and gameplay mechanics. For PVP, the classes could be locked into their own Targeted Resist Breaks for balance. Fourth: RES Break items have no room in the current game. Using a set of RES dropping gears to have a similar or even lower DPS output is absolute madness. Temple Knight's rings, Temple Arena trophies (and their enhanced versions), RES-breaking capes and other accessories should have party-wide effect at least on PVE. Could add the "PVP Changes" to it, making it be "Targeted Resist Break" on PVP maps. Before saying goodbye, I'd like to say that I have a couple of VODs of my own livestream showing our group doing content. I'm not aware if I can share it here, so i'll refrain from that. Still, people who watch it might say "oh well these noobs are using the wrong classes" but believe me, we've tested classes ourselves (and we're still doing it), and we did follow some tips from people who were still active in our absence. These VODs show the reality of what I've mentioned in this entire topic, so feel free to ask me for them if you want to suffer watch. This is a long post, written with care by a non-native english speaker without the use of helping tools. Please point out if anything is wrong or just hard to understand, but don't dismiss it entirely for my lack of ability. Thanks for reading, if you got to this point. I'm happy to be back here 😌 TL;DR> Game is currently a second job if you want to properly do content, would be good for its health to adjust it to actual, human and employed gaming hours @Edit: Formatting
  5. Essa página já não existe à um tempo. https://www.vendettagn.com/support.vgn Abre um ticket de suporte aqui. Faz login, lê todo texto em vermelho e clica em "click here" para abrir o ticket. Eles geralmente respondem mais fácil em dias de semana.
  6. Last week
  7. The ratio between Angelic/Demonic Parchments and EXP Shells/Jars should be a little bit in favor of EXP items which means on a regular roadmap, by the time you got enough parchments to awaken a weapon you already got enough exp items. But the regular roadmap is running normal AT/DF. Now, since the server is experiencing significant lack of activity at certain period, normal AT/DF can be hard to run because of the lack of players. Whether EE VGN should become more of a solo game to compensate for lack of activity or not is a much broader question. The same issue could be raised for other dgn like Abyss or even T110. Btw, around half the awakened lvl125 weapons are either very niche or PvP oriented, so you shouldn't focus on awakening them except if you don't have anything better to do.
  8. Derelict Tunnel overrun in enocia is also decent amd really fast. On top of that you get a lot of Hex which you will need along the way. Or you can try selling it. Tho i don't know how good things sell heard game pretty dead since i left, well more dead then it was before an i used to buy a lot of hex just for dumb things. If your lucky i will be back and buy some.
  9. Hehe make SP r2 build trust i run that shit for years now better than all the rest.
  10. Voltando a ajuda que solicitei a respeito do erro de login, fico agradecido para conseguir iniciar o jogo! Mas infelizmente o pin que solicita após o login, avia salvado em um bloco de notas mas creio que não atualizei quando troquei, se é que realmente fiz isso! Bom na hora de colocar a mensagem acima fala que se por ventura precisar recuperar é para entrar em contato neste link: https://sb.vendettagn.com/contactus.php porém o site não entra da esse aviso File not found, podem me ajudar novamente ?
  11. Drasilmarsh hard mode gives around 120 gold per run, and boss runs only last 4 minutes. You need level 54.
  12. I've played SB since the Aeria days and I took quite a long break on the Vendetta server too...Dont really remember much. Just wondering if there are any tips on how to get more gold in game? Like are there particular hotspots to kill enemies for gold or something besides selling stuff through Gloria
  13. Hello, I’d like to suggest some solutions for changing how you level up 125 weapons before awakening them. I just got back into the game with some level 115 gear and find myself in a tricky situation... I have all the level 125 weapons to awaken... The problem: groups. As you know, there are almost no groups in the game to do ATDF. You might say there’s ATDF Easy Mode, but more of 1 hour for 4 bosses is impossible... To get 700 weapon EXP (1,350 per boss), that’s 2 days of farming, which means going from 2 to 3 stars on a one-handed weapon takes over 10 days!! And I’m only talking about a single star on 1Hand weapon (not 2 hands)... In the Death Mountains dungeon, you can get EXP, but again, 10 per 10: 3 bosses = 30 per dungeon = 300 XP for 0/10 (1 hour of farming), so in 10 days you can get 10,000 weapon EXP (easy mode + dgn)—doing that for all weapons is impossible... Please help us by adding EXP elsewhere besides Atdf and the 0/10 (exemple in other map). But not 10 per 10 => 100 per 100 or more, but increase the number... For a player like me who’s just getting back into the game, finding a group is impossible, and on top of that, you then have to increase the stars using super-long methods... Try to make things easier for us, given how few players are currently in the game. Thank you
  14. Hello ! Can you put in mystrery box Magic and Robust Royal Blade Naga Thank you !
  15. Welcome back!
  16. Jordan

    Patch V141

    Changes Updated Assassin skill Deadly Slices so it now reduces Targeted Physical Resistance instead of Targeted Slash Resistance. Updated Annihilator skills Robot in a Box and Armor Breaker so they now also reduce Targeted Elemental Resistance. Fixed a handful of text issues across the game. Have a good day!
  17. Status: ONLINE The server is now coming back online. You may now log into the game again! Mystery Box items have been updated with a newly rotated set. Thank you for your patience! ~~~~ The server will be undergoing weekly maintenance at this time. During this period, you will be unable to log into the game. Mystery boxes will be unavailable during this time. The boxes will remain unavailable until Maintenance is over. The Mystery box changes will be posted on the forums after maintenance is complete.
  18. STATUS: ONLINE The server is now coming back online. You may now log into the game again! Altars have been updated as well as the in-game mystery boxes. These mystery boxes are located in the Item Mall on the "Limited" tab. Thank you for your patience! ~~~~ The server will be undergoing weekly maintenance at this time. During this period, you will be unable to log onto the servers. During this downtime, the Mystery Boxes, Crystal Altar and Gem Altar will be changed. Thank you for your patience while we complete our weekly fixes.
  19. hiii it's for prime ideas costums ty in advance Head prime : Angelic Sin Lucifer Headwings Mysterious Tip of the Hat Fedora (Prime) White Enchanting Wing Beret Mysterious Scent Sachet Mysterious Sprite Sachet Takoyaki Hat Mysterious Chubby Ghost (Prime) Brown Udder Delight Headdress (Prime) Face prime : Mysterious Innocent Panda Sleep Mask Mysterious Cunning Panda Sleep Mask Mysterious Glycol Mask Mysterious Jade Mask Mysterious Phoenix Tattoo (Prime) Wings prime : Midnight Resurrection Egg (Prime) Celeste Gossamer Fins (Prime) Steel Melded Marvel Wings (Prime) Serene Melded Marvel Wings (Prime) Majestic Melded Marvel Wings (Prime) Frost Crystal Wings (Prime) Phoenix Flame Wings (Prime) Weapons prime : Soul Sickle (Prime) Mediterranean Kebab (Prime) Mecha Light Beam Cannon (Prime) Legendary Intricate Painted drum Golden Sabreflame Slasher (Prime) Starlwart Oracle (Prime) Knife (Prime) Joyful Beer Can (Prime) Body prime : Mysterious olympics cheerio skirt and olympic Garb : British French Crimson German White German Crimson Korean Malysian Thai Chinese Portuguese Brazilian American Prime Magic Burger Bear and Robust Burger Bear (lightening Bolt and resistance collapse) and (Spirit scar and Heavy impact) Azure Ghost Luna Rock Cursed Ghost Luna Rock Crimson Fish Spirit Luna Rock Bright Leo Luna Rock Emerald Thunder Luna Rock Golden Thunder Luna Rock Golden World Star Stone Violet World Star Stone Crimson World Star Stone Blue Rose Star Stone Golden Spirit Star Stone Azure Spirit Star Stone
  20. Earlier
  21. PWV <3
  22. Dear VendettaGN Team, First of all, thank you for your continued work on Eden Eternal Vendetta. I am writing to share some constructive feedback regarding the current state of the Life Worshipper and Elegant Dancer classes. While I personally love the playstyle and aesthetics of these classes, they currently feel restricted to a very narrow niche. I would like to propose some adjustments to make them more viable in the current game environment. 1. Individual Viability and the Magic Meta Currently, Life Worshipper and Elegant Dancer are mostly effective when used together, but they struggle to provide enough value as individual picks. With the recent meta shift heavily favoring Magic classes, some of their buffs feel outdated. Suggestion: Could the Life Worshipper be adjusted to provide M-Crit buffs in addition to P-Crit? This would allow the class to remain relevant and supportive in the current Magic-dominated meta. 2. Addressing Redundant Stats (EVA) Many of the current buffs provided by these classes, such as Evasion (EVA), feel redundant because most players already reach the necessary caps through their gear. These "dead" buffs make the classes feel less impactful during high-end content. Suggestion: Replacing or augmenting these stats with more "active" utility would make the classes feel much more rewarding to play. 3. Defining the "Support" Role through Boss Debuffs Right now, the meta often revolves around stacking as many Damage Dealers as possible. I believe the game would benefit from a clearer distinction between roles. The Vision: Instead of having Supporters who only heal or deal mediocre damage, they could be redesigned to be force multipliers. Suggestion: Give Life Worshippers and Elegant Dancers stronger, more unique Boss Debuffs. If these classes could significantly weaken a boss’s defenses or increase the party's total damage window, they would become essential for efficient clears. 4. Encouraging Diverse Team Compositions My goal with this feedback is to see a shift toward a more structured party dynamic, such as: 1 Healer / 1 Support / 3 Damage Dealers In this scenario, the Damage Dealers focus purely on DPS, while the Support (LW/ED) focuses on maximizing that DPS through buffs and debuffs. This would make party coordination much more interesting and give support-main players a true sense of purpose. I believe these changes would make the gameplay more interactive and rewarding for everyone. Thank you for taking the time to read my suggestions and for your dedication to the game! Best regards, Yaroku
  23. This isn't a ranking of the best jewells or anything like that. It's just a guide to how much status each set of unique jewells can gives you. Look at the numbers and see what best fits your build. Jewell Rank 1 Rank 2 Max can use Total Crit-void 150 300 12 3600 EVA 63 126 12 1512 Crit-eva 50 100 12 1200 Ch-eva 113 226 12 2712 HP 50 100 12 1200 SP 50 100 12 1200 Crit-atk 150 300 9 2700 Ch-atk% 150 300 9 2700 ACC 100 200 9 1800 Crit-rate 50 100 9 900 Ch-atk 10 20 9 180 Ch-acc 113 226 9 2034
  24. Will look into the healing. Although primarily this class doesn't have healing as the healing on Insect Blood is to restore the HP gained and not really to heal you. These dots where kept this way because we don't want every class being indentical and this is a very different approach where the numbers kinda work as they are. I think the stacks are already high as they are, maybe the value can be increased if appropriate. As responded to your other post about Time Manipulator. Conjurer very much flourishes in PvP and has been viable in that sense pretty much the entire time the server has been open. It's not always been played but it has always been a perfectly acceptable option because of its controls and the dots help vs things like smoke bombs and other forms of out of combat to prevent revives. I will look into adjustments when I have some data (which we're looking into) but I doubt it will be aimed at the dots.
  25. Jordan

    Feedback

    The content was designed to take a fair bit of time so I feel like a single entry is sufficient otherwise it would take too much activity time and people are constantly providing feedback that they already have too much to do and not enough time. This was why other contents got reduced run counts in the patch V139. BK was intentionally this way as the class does not need further damage but a crowd control. It's a similar logic behind the marks having M-ATK scaling too. I will look into the BA skill and if it is broken it will be fixed asap. Time Manipulator will be looked at but its not really designed as a PvE class but rather fits better in PvP environments. Life Worshipper is strong when combined with the Elegant Dancer but again since this class is mostly designed around PvP and doesn't really have a good place in PvE, Life Worshipper kinda suffers as a side effect to this. Class skill damage and modifications where a big problem for the games balance previously so I would not be incorporating them any time soon unless in small quantities (such as the demonic gun and mecha's robot grenade). To touch on this further, you gotta remember many people will have an awaken armor set and awaken weapons that covers multiple classes. Such as a staff for example would cover all mages, all warlocks and other things such as druid and equilibrian. If we start making things very specific you've just made someone who would want to utilize 2-3 classes of that list now need 2-3 weapons. It's added hassle that I don't think is worth it. Guild Progression we will review this as we did recently change it not too long ago (maybe last year) so it would have to make sense to do this. However, I understand the current frustration.
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