Leaderboard
Popular Content
Showing content with the highest reputation since 07/02/2024 in Posts
-
Dear VGN GM and GS Team, First, I want to express my gratitude for your hard work in releasing new contents continously, which keeps the game exciting and engaging. As a long-time player who deeply loves this game—especially this server—I’m writing to share my concerns and suggestions to help improve the player experience and prevent the server from declining. Recently, I’ve noticed a drop in the player population since returning to the game. While I understand that updates are meant to balance and enhance gameplay, the recent patch reducing run speed from 200% to 100% has made the game feel less enjoyable and driven even more players away. I’d like to explain why this change is impacting the community and propose a solution. This game thrives on farming—whether it’s for money, ECs, class levels, or enchants etc. As a veteran player, I used to spend hours daily running dungeons to accumulate resources, leading to the current character strengths, and movement speed was a critical factor in making this process efficient and fun. The reduction to 100% run speed has made farming dungeons much slower and more tedious, which is frustrating for players who rely on consistent progress to stay motivated.While I agree that slower run speed might balance PvP, this game’s core appeal lies in its farming and progression systems. For example, tasks like gathering materials or grinding for gear now take significantly longer, which feels punishing rather than rewarding. New players, who are already learning the game’s mechanics, likely find this even more discouraging, as the slower pace makes it harder to catch up or feel accomplished. The movement speed change has created a vicious cycle: slower farming reduces player motivation, leading to less engagement and fewer active players. As someone who has played for a long time, I’m worried that this trend could push the server toward closure, which would be heartbreaking for the community Thank you for listening to the community’s feedback—I hope you’ll consider at least reverting the speed back in PVE to keep our server vibrant and fun. Sincerely, Kinong 25/4 2:25am (I really love this game so I typed my sincere thoughts even I'm sleepy af right now T.T)17 points
-
Greetings, As a long-time player who also cherishes the essence of this game, I would like to strongly support Kinong’s message and expand on some of the underlying issues that the recent movement speed reduction has made more noticeable. It’s been clearly felt across the community that the recent change to cap run speed at 100% has significantly diminished the sense of reward and progress, especially within PvE content. As Kinong rightly mentioned, farming and dungeon-running, core pillars of this game’s appeal, have become more time-consuming and far less enjoyable. Content that already required considerable time investment now feels increasingly tedious, more grindy, and, frankly, punishing. This is especially apparent in instances where mobility is integral to the gameplay experience. For example, dungeons like Viridian Gorge, Haven of Oblivion, Lv130 Trials, and even certain Celestial Corridor bosses such as Libra, Gemini and Capricorn (where players must move to the corners constantly), Aries (where a player acts as the “NPC”) are now hindered by this cap. Even with the recent adjustments to AT/DF, the speed cap continues to negatively affect the flow of these instances. Beyond dungeon content, class leveling and gear upgrading have also suffered. Prior to the introduction of Agent, capping all classes from scratch (including awakening) took an approximate amount of 70 hours for a geared and experienced runner with a highly optimized setup, using a geared battle pet (before pet changes), and the other player being fully CP charmed. With the new cap, leveling just one class from 100 to 130 took roughly about 1.5 times longer. With the addition of Agent and its awaken classes, as well as Wyvern Lord (soon with them too), new players are now realistically looking at over 100 hours (probably around 150 with the average setup) just to reach parity with the endgame players. On the other hand, I would like to argue that this change has affected long-time players the most. Years of progression and carefully built setups have been rendered less effective, or even obsolete. For example, Movement speed pets now have limited utility, or previously valuable market items like Zumi-made speed boots are now less relevant, and speed-related buffs—such as the Path of Destiny one (which was nerfed)—offer even less benefit in the current environment. Previously, and related to this topic in a way, I was hearing some concerns regarding healers struggling to keep up in PvE content due to the speed disparity between them and faster classes (In some instances, even blamed unfairly when DPS players engaged bosses too quickly, leading to deaths). Such issues, though, can be addressed through more targeted solutions rather than altering a fundamental gameplay mechanic like movement speed. For example, assigning the buffer role to a Blade Master, a class capable of self-casting speed buffs to stay in sync with others, or players just waiting for the healer before engaging bosses. I find these more reasonable workarounds that preserve gameplay integrity without negatively impacting the overall pace of the general PvE content. Looking at the current daily player activity, I would say that the player motivation has been on a steady decline for quite some time. Unfortunately, the recent movement speed cap has only accelerated this trend pointed out by Kinong, whick keeps discouraging players who were already feeling burnt out or disengaged. These were only some issues I could think of right now, but I strongly support the request to, at least, revert the movement speed cap in PvE content.13 points
-
Hi all! Firstly, thanks Kinong for starting this out and Hoshino to point out a very detailed issue that came with patch V128. Just like the both of them, I have been in the game for a long time and have also been through the ups and downs of this server but never have I thought that a patch would affect the very foundation of gearing up and being efficient by a large margin which is the movement speed cap. We love Eden eternal for its multi-class system and there are no other games out there that would have that hence we all still here despite of how old it gets and no matter how old we are due to its unique mechanic. The patch itself not only affected one but multiple essences of the game in which we have spent time, money and most importantly having an active community. Movement speed is a key factor in gameplay, with most classes having around 40% base speed. Players used to invest in alts to unlock buffs for their main characters, but recent changes to game mechanics have made these efforts feel less rewarding, especially for certain classes. What was once a long-term investment now feels like wasted time for many. Another point of concern I’d like to bring up is the recent Path of Destiny changes. Before the patch, it served a really important role. Not just for veteran players optimizing their setups, but also for newer players trying to break into dungeon content. It gave a decent stat boost that often meant the difference between getting invited to a party or getting ignored. Let’s be honest: unless you had a friend or guildmate who was already well-geared and willing to carry you, getting into runs was tough. Without that support, you were left to grind solo, and that kind of progression could take months maybe even years. By that point, it’s easy to burn out or lose the motivation to keep going. If the main issue was the duration of the buff, maybe instead of forcing players to log out to preserve what they’ve farmed, we could have just extended the duration. A 6–8-hour active window (instead of 4) would seem like a reasonable compromise, especially considering the effort it takes to farm the buffs in the first place. Also, a side note: this change has impacted Zumi racial crafting in a way that feels like a step backward. What used to be a “must have” for serious progression now feels more like a “nice to have.” It kind of takes away the unique identity and usefulness that Zumis brought to the table. I think everyone would agree nowadays that there are two kinds of "active players" in-game, which you can recognize straight away once you step foot in Aven. One group consists of people who remain in Aven to socialize only, or those who log in just to check if their friends are online. This also includes gamblers, which is a part of the game and by no means wrong. On the other hand, and this represents the majority of the community, there are players who actually want to engage with the content provided by the VGN team over the years through their hard work. This is why Patch V128 received a lot of criticism. Despite that, some players, including myself, who already have almost everything we need, still participate in the content. Why? Because it offers us healthy competition, a sense of challenge, and most importantly, rewards that feel worthwhile for the time spent traversing these contents. To sum it all up, I believe the changes in patch V128 had more of a negative impact on PVE than being a positive one. I hope everything will be taken accounted for by the VGN Team and reconsider our request as a community. OverLord11 points
-
Speaking from what I have seen, but I think a full on revert of the update is exactly what people want. The change is pretty significant in all aspects of content, and like Asunaa said many of the people who are upset by this change aren't even PvP players. Wouldn't it have been better to put something this significant to a community vote or something similar? The goal should be for people to enjoy the game, and the update seems to have the exact opposite effect. This is basically what I mean. If the game is not enjoyable, more people will leave. Nerfing movement speed overall is a negative thing. If this was supposed to be a fix for PvP, then it probably should have only applied to PvP zones, but PvP is already kinda dead anyway and this change wouldn't make more people want to PvP.10 points
-
New Adventures in the South East The latest content expansion has arrived! Three new world maps have been added to the game. Bleak Bog, Scorched Marsh and Wicked Chasm. Within the world maps four new dungeons have been added. Duskmire Crypt, Ruined Bloom Sanctuary, Crystalized Necropolis and Stormcliff Keep. Level 130 Trials In addition to creating world map content we have also create trials out of the four new dungeons added to the game. These trials contain new gold weapons, gold armors and gold accessories. The gold weapons and gold armor can have their percentage rerolled using Reroll Drivers. You can obtain Reroll Drivers by placing the new level 130 gear in the arcane box. Rerolling a weapon or armor will only refresh the percentage of the weapon or armor. Your fortifications, gems, enchants and gear upgrades will all remain. The available drivers are: - 1HD Weapon Reroll Driver Lv130 - 2HD Weapon Reroll Driver Lv130 - Heavy Armor Reroll Driver Lv130 - Light Armor Reroll Driver Lv130 - Cloth Armor Reroll Driver Lv130 Anniversary Nine Year Anniversary Happy Ninth Anniversary Eden Eternal Vendetta! We have prepared many different quests rewarding players for several different pieces of content such as Deep Abyss, Abyss, Angelic Temple and Demonic Fortress and more! There is also an alternating event boss that spawns in Singing Valley every 3 hours! The anniversary event will be active until October 10th 2024! Welcome to the Agency Introducing the brand new class Agent to Eden Eternal Vendetta! Unlocked upon reaching Character Level 100 the Agent class will be unlocked. The Agent class uses a brand new weapon type - The Dual Pistol! The class deals a mixture of Physical DMG and Magical DMG but also has supportive tendencies. The awaken classes are not available for the Agent yet. Note: The Vendetta Training Pistols are available along side the other 2HD weapons or for those who have already opened the chest can be purchased from the Loyalty Shop for 10 EP. Agent Skills Rakshasa Rework The Rakshasa has been updated! The gameplay of the class should feel very similar to the current version but much more consistent. Rakshasa Skills New Stat: Resistance Penetration Resistance Penetration is a new stat we have added to helps you deal damage to the target. Resistance Penetration works by taking the targets resistance and reducing it by the amount of Resistance Penetration you have. For example - If you have Fire Resistance Penetration +5 pts and the enemy has Fire Resistance +50 pts. Your attack will deal damage as if they had only Fire Resistance +45 pts. Currently there is only 2 methods to obtain this stat: The new Agent class certificates and new Pet Prays. More methods may be added in future updates. Note: Resistance Penetration will not reduce True Resistance. Game Updates Bears now have a level 110 racial crafts, the Agent glyph! Added a new Path of Destiny buff for the Agent class. We have reduced the Max HP DMG of Blood Knight's skill Bloodsword's Mark. Bloodsword's Curse: 2% -> 1%. Empowered Bloodsword's Curse: 5% -> 3%. Fixed the "You have acquired" chat spam on Gravity Manipulator when acquiring stacks. Optimized the following skills to reduce gameplay lag: - Shielder: Titan's Barrier. - Executioner: Offense not Defense. - Elegant Dancer: Swift Dancer. - Annihilator: Fire Support. -Time Manipulator: Rewind. - Adjudicator: Insight. - Life Worshipper: Song of Light. Note: These skills should be the exact same as before as it is only the logic that has changed. In an effort to reduce lag in the Elemental Battlefield we have disable battle pets. The Basic Class Level Stone now levels your classes to level 100. Vendetta Training Gear has been updated: - Now scales to level 130. - Fixed the defence values of Heavy Armor Boots and Gloves. - Added Cast SPD to the Cestus. - Fixed the AGI on the Axe - Added P-CRIT Rate and P-CRIT DMG to the Hammer. - Added M-CRIT Rate and M-CRIT DMG to the Gun. Fixed several stat issues with gear in the game: - Fixed the base stats of the Fame Gear from Enchanted Marsh, Scorched Marsh and Death Mountains. - Fixed the core stats for all 1HD level 125 weapons. - Fixed the M-CRIT Rate stat of all level 125 weapons. - Fixed the defence stat of the level 125 shields. - Fixed the base resistances of Elemental Battlefield Trophys. Cosmetic Updates We have added added the following cosmetics to the game: 💥 Happy Anniversary 💥10 points
-
Hi there *ribbit* I've decided to put an end to my contract as a Game Sage, and wanted to let y'all know. As much as I've enjoyed kind of working for y'all, and trying to make the game a better place for everyone, there are some things, I, as myself and only myself, cannot work correctly through, therefore, I will be retiring myself as my position as a GS, and already actively did ask for it. Consider me as another player that played Eden Eternal for a long time, and one that enjoyed most of his playtime, especially as a Game Sage. I'll still be available for y'all that want to ask me anything related to the game though, as that's how I want to end my Eden Eternal career if I'm allowed to call that, well that. I wish you all a great time playing that game that got us all addicted. *ribbit* Sincere kisses to y'all ! *ribbit*9 points
-
1. It Undermines Build Diversity in PvE Movement speed stacking was one of the few viable niche buildsthat didn't revolve purely around damage output. Players who invested heavily in gear, pets, trophies, and accessories specifically for this style now find their builds invalidated overnight. That removes build variety — a huge reason many players stick with MMOs for the long haul. Compelling alternative Cap movement speed only in instanced PvP. Let PvE content remain untouched where zipping around is part of the fun, or add diminishing returns instead of a hard cap. --- 2. Farming and Efficiency Are Gutted As you rightly mentioned, areas like Palace of Dreams, 75 Trials, and DV map farming heavily rely on efficient clears, which often means high movement speed. These activities are not just endgame content — they're vital for economy, mats, and gold flow. Slowing this down significantly has the **side effect of harming the in-game economy**, which could snowball into frustration, inflated markets, and player drop-off. --- 3. It Punishes Investment in Legacy Gear Movement speed-focused players likely spent years farming Zumi boots, refining pets, and chasing niche buffs. By reducing the effectiveness of their setups without compensation, you're effectively saying: *"You built wrong."* That’s a surefire way to alienate long-term players and create distrust in future content --- 4. New Players Are Caught in the Crossfire New or casual players who were previously carried through content thanks to high-movement teammates now find themselves slower and squishier — and sometimes left behind. The movement speed gap was *partially* bridging the gear/power gap. Taking that away widens the divide between new and veteran players, especially in solo or party dungeons. --- 5. It Reduces the Feeling of Progression MMOs thrive on the feeling of *growth and speed*. Movement speed is one of those instantly *visceral*, satisfying stats to increase. By hard-capping it, you remove that sense of power — **especially because MS is one of the only stats that affects how the game feels minute to minute. Even if balance is preserved, if the game *feels* worse to play, **people will log off**. --- 6. It Was a Blanket Change for a Niche Problem PvP balance is important, but most of the outcry isn’t from PvP players — it’s from PvE and farming players. It feels like a PvP-driven nerf that hit everyone, even those who never enter battlegrounds. That makes people feel like collateral damage instead of part of a balanced .9 points
-
Movement Speed Changes Based on the feedback from the previous update (Patch V128) we have made some further adjustments to the movement speed. We hope this is a step in the right direction to achieve a balanced environment but an enjoyable one for players. The new caps are: World Maps & Dungeons: Caps at 150%. Territory War & Battlegrounds: Caps at 100%. Guild vs Guild & Guild Arena: Caps at 100%. Elysian Island & Temple Arena: Caps at 100%. 3v3 Arena: Caps at 75%. Sakura Island: Caps at 100%. Mounts will still push past these new caps. However, there is still a hard cap at 200% so if you are using a +90% mount at 150% movement speed you will be capped at 200% like before Patch V128. Bug Fixes We have updated Angelic Reward Bag & Demonic Reward Bag to always give parchments x4 that was missed in the last update.7 points
-
Hi there! I'd like to provide some feedback on the latest content patch and offer some suggestions. I'm sharing these thoughts in the hope that they will be considered with an open mind and heart. I believe that making these changes to our server could benefit everyone and enhance the experience for new, returning, and existing players alike. Starting with the feedback on the most recent patch and the "problems" that I've noticed, I'll also provide suggestions for improvement. Patch v123 Feedback. Dungeons/Bosses: The idea behind the 0/10s | 0/2s content being tailored for beginners is fantastic. It is always amazing to see resources designed and meant to help newcomers. However, I feel the execution could be improved. Currently, most of the content seems to be focused on high HP mobs, which might not be the best for players who are just getting started. For someone starting and questing in Vendetta Gear, the World Bosses, 0/10s, and even 0/2s have incredibly high HP. As a “newcomer” using this gear and the Rifleteer class, it took nearly 9 minutes to clear a 0/2 dungeon run. Even for someone who is well-geared, clearing the 0/10s with reality potions still takes a considerable time—roughly around 4-5 minutes per run, depending on the dungeon and class. A common approach to expedite dungeon clears is to disregard the bosses' weaknesses, as it has been observed that nearly half of these can only be broken through elemental attacks. This, in my view, creates an imbalance—there should be a more equitable distribution between physical and elemental weaknesses. 130 Trials: : In terms of boss strength, I believe these trials are mostly balanced; however, I disagree with the only elemental breaks in general, as previously mentioned. On the other hand, I believe the class drop rate is considerably low and should be increased. To evaluate this, I have farmed the trials with a full party of characters while intentionally avoiding breaking the first boss in the Ruined Bloom Sanctuary trial. I did this on three different characters for more than a week, and only received the drop once. As a result, weapons hardly ever drop without breaking bosses. Reroll System:: I believe the 3:1 ratio for weapon rerolling is too costly and time-consuming. Although the team has indicated that these trials were primarily designed for new players, it takes an average of 60 weapons to achieve just one reroll for a single 120% weapon, which hinders their ability to acquire weapons effectively. This wraps up my feedback on the latest patch. Blood Knight Nerf: : I have some reservations regarding the nerf to the DOT skill in this class, as it seems to unfairly disadvantage new players and low-level camped characters like 120, 110, and 100 level runners. Given that this class lacks key performance (KP) for weapons like the guitar, staff, and hammer, yet still allows their use, players often approach the class in a less strategic (or “lazy”) manner rather than building it effectively. In my opinion, a more appropriate adjustment would have been to remove the ability to utilize these weapons altogether. I will include a screenshot as an example of my perspective while ensuring that players' names are blurred out of respect for their privacy. I will start providing suggestions for older content next. PvE Suggestions: Haven of Oblivion: The Haven of Oblivion has become largely underutilized content, primarily serving only to fulfill achievements, especially with the recent introduction of Accursed Weapons and 130-level weapons. While having a full party might make things easier, not everyone, particularly newcomers, have access to such teams. To enable newcomers to solo for their achievements, I would like to propose adjusting the difficulty of this content to align with that of the 100 trials. Alternatively, I would like to suggest that you increase the trophy drop rate to at least 75%, if not 100%. Currently, even when nine or more of 1/11 bosses spawn, trophies hardly ever drop, creating excessive randomness in the experience. Players face a 1/11 chance of encountering the desired boss, only to rely on further luck for the trophy to drop. 110 Trials: Since the content is outdated and anyone hoping to accomplish achievements will be spending more time trying to do so now, I think these should also be nerfed down, much like 100 trials. Partial Enchant Chest Lv9: : Since it takes more than two months to finish a single 125 set, I believe these enchants should not be locked in the abyss, as this content will remain accessible after the enchantments are gone. Recently, I have invested 6,000 souls and did not receive the specific enchant I desired from the box. I recommend that Lv9 enchantments should be added to 130 trials at a reasonable price, similar to 110 trials. Account Wide Achievements: Allowing players to obtain achievement titles on their alternate characters would encourage more individuals to explore and try out different races they may have always wanted to play but previously felt deterred by the achievement requirements. My suggestion is as follows: Upon completing the 1-65 or 1-90 shield achievements on our first character (“Main”), players would receive an "Achievement Title Voucher." All we need to do is show the voucher and the amount of gold that the achievement would have cost (including 129 eternal coin/stardust prices, which I believe is reasonable). Players could then either open it to receive the titles on their alts or trade it for titles at an NPC. Using an NPC would be beneficial, as it allows for the consolidation of multiple titles in one location. People will be able to find new motivation on Vendetta as a result, and new players will be able to quickly create alts for all the content grinding they will need to do. However, no one will be able to gain achievement points or rank leech by doing this, and the "gold sink" element of doing achievements stays in the game. Events: : I propose holding more frequent events on the website and in-game. Such holiday-related items were previously available under the "Events" tab, and I believe it would be cool to occasionally reinstate them in between in-game activities. And I'm not referring to the GS-hosted variety; rather, I'm referring to real NPCs, quests, and other activities that provide players with enjoyable activities and minor incentives. Potential rewards for these holiday events could include a complimentary Prime DA pet (NT version, if necessary), five event points, one free name change, or even free VGN. It would be fun to switch between these at random and during the holidays. Despite being "low effort," these are still a means to thank players for their devotion to the server and express gratitude to those who still support Vendetta. Necessary Bug Fixes: I would like to highlight two bugs that I believe should be prioritized due to their significant impact on gameplay. Firstly, there is a Lv92+ character certificate bug, which causes players to lose their certificates after a patch. Second, there is the bag bug, in which the inventory renders completely inaccessible, preventing players from seeing, using, or clicking on any items. These two issues severely hinder both PvE and PvP experiences. Koss Update: I propose removing the CP/EXP Buff from BG and make Koss work for Lv130+. I believe it would be great if the buff lasted at least 6 hours each day and could be claimed once daily so that everyone could get it, unlike BG buff that's only for 1 guild. Viridian Gorge: : It is sometimes very difficult to get 10 people on this server, especially during specific times of the day. I recommend introducing a five-man mode for this content. We went from being able to make one or two gems in a day (ST, DL, 4T, DF) to spending four to five days attempting to obtain enough crystals to make one gem. I would also like to discuss either buffing the viridian crystals we acquire or nerfing the amount that blueprints cost. Celestial Corridor 2 - Pisces: Similar to Gemini, this dungeon has two bosses, however the average party's runs are between 9 and 12m. I would like to request that the HP of both bosses be slightly decreased. The dungeon takes a very long time to finish because the bosses have a 12s sleep, a 5s stun (I believe 5s), a purification skill that destroys OUR positive buffs, and her own immunity skill that requires us to proc a trophy to remove it. Quests: As things stand, some maps are far too dense with mobs, and sharing drops for those mobs takes too long for group questing. I propose that quest drops be adjusted to have individual drops so that alts or questing together can be possible. PvP Changes: TW/GvG/GA: At the very least, I think it would be worthwhile to test this suggestion. Limiting guilds to 10–12 members at maximum within PvP maps, in my opinion, will encourage more PvP guilds and solve one of the main issues with this server. BG/NCTW: In light of the demise of classic vendetta, I propose reintroducing NCTW at 65 cap, to prevent too many broken items within loot pool. That being said, since our community is far too small, Battleground has not been fully tested and has never been enjoyed by anyone. As a result, it will be removed to make room for NCTW. Elysian Island: I believe that having this available every weekday at the same time, or even a bit later, can still be advantageous to everyone in need of the soul. I'd still like to propose another solution to address the elysian soul rate problems: consider allowing us to combine either 2 or 4 white items into an alpha, and 2 alphas into a prime. Additionally, it would be helpful to have the option to buy the prime version with PvP tokens from the NPC in Aven. This would help alleviate the issue since not everyone can consistently make the current time slot, and the drop rate is still too harsh. Though I think it's the best server (even better than Aeria), a lot of people think it's "too grindy." In my opinion, it's just that everything takes way too long, time that the vast majority of players no longer have. We all grew up playing this game, and since we started loving it fifteen years ago, we haven't been able to let go of it. As someone who sees the view of those who don't have a lot of time, kindly try to view it from the perspective of the community and widen your heart and mind to once again be more open and friendly to the player base, like during 100 cap days. We appreciate your efforts in maintaining the server for such a long time. Instead of the server feeling like a chore, as it does now, it would be really cool to see the staff taking care of it again. I hope this server continues to grow and that you have the best life has to offer, thank you.7 points
-
We are looking into the possibility of adding this class to the game. Although I'm not going to say yes or no at this point I'm going to try my best to bring it over to our server. As of the moment I'm currently waiting for them to finish adding it as although the base class is release at the moment the awaken classes are unfinished (primarily awaken class number 2). As with anything though the class will be completely reworked to fit into our server eco-system especially since as there is a number of things that are in this class that are concerning such as the new "extreme" resistances they added rather than addressing the issue of too much damage. What I will say though is it's a very weird class. It's base class is a mixture of a ranged dps and support with healing skills that scale like things such as cure. Then what is finished of Awaken 1 it only has 1 damage ability and the rest are all supportive skills such as a healing skill with debuff removal and various different P-ATK / M-ATK / ATK SPD / Cast SPD buffs across the kit (very much giving Life Worshipper vibes if I'm being honest). Along with that they also seem to have a Gravity Manipulator vibe where it has some sort of stacking aspect but its used in a way to basically say use 3 skills then you can use the 4th skill. It will be an interesting class to work with but as of the moment until its fully finished I cannot promise the class but you can bet once I'm happy with it MrDoudou will start releasing some teaser images along with the next content I'm currently working on.6 points
-
The Wyvern Lord The Wyvern Lord has arrived at Eden Eternal Vendetta! Weilding the new weapon type, Nunchaku this Heavy Armor magic class is the ultimate close range magic damage dealer. Step aside Dragon Knight and Luminary! This class has a brand new feature in the game. The basic attacks of the Wyvern Lord will scale using your M-ATK, M-CRIT Rate and M-CRIT DMG. The awaken classes are not available for the Wyvern Lord yet. Note: The Vendetta Training Nunchaku are available along side the other 2HD weapons or for those who have already opened the chest can be purchased from the Loyalty Shop for 10 EP. Wyvern Lord Skills Sammy & Syntha Sammy's Chamber and Syntha's Lair are now available to be entered. Take the fight to these two bosses in a small arena like battle to show them whos boss. Located in Death Mountains (X:798,Y:849). These dungeons are designed to be taken on in parties of 3-5 players and are relatively easy to defeat. You will be rewarded with progression items that will help progress your Angelic and Demonic weapons. Path of Destiny Updates We have made some adjustments to the Path of Destiny to improve the health of the system and the game. As of the moment the system is very unhealthy for the game as it promotes not attending certain activities when you do not have time to farm it or logging out of the game to prolong the effects to avoid farming it multiple times a day. So to improve the health of the system without completely removing it we have merged several of the buffs together reducing the total from 20 class based buffs to 8 blessing buffs. In addition to the reduction of the amount of buffs we have also reduced the stats each buffs give to reduce the gap between having the buffs and not having the buffs. We hope this reduces the need to have these buffs and pushes them more into the category of a its nice to have. The new and improved blessing buffs: Movement Speed Changes We know that this will be a sensitive issue / topic of discussion. However, it has been known for a while that there is a big issue across the game with how fast people are moving and while some people are happy with the game this way others are not happy. Part of the reason we do not have battlemounts within the game is to avoid such issues but over the last few years this has become a bigger issue across the game. So what we've done is applied several caps across the game depending what content you are currently participating in and what we think is fair for the size of the map. These new caps are: World Maps & Dungeons: Caps at 100%. Territory War & Battlegrounds: Caps at 60%. Guild vs Guild & Guild Arena: Caps at 60%. Elysian Island & Temple Arena: Caps at 75%. 3v3 Arena: Caps at 50%. Sakura Island: Caps at 60%. Now you're probably wondering... "Hmm, this is too low, my mount moves faster than most these speeds!". Well along side these changes mounts are not part of the movement speed cap anymore. So if you are using a Legendary Mount, no matter if you have 10% movement speed or 100% you will receive the full +90% that your mount gives bypassing any caps. Note: Class based mounts will behave in the same way as normal mounts. We hope this change brings more balance to the game as a whole. Equilibrian Update To better suit the class to the current game we have optimized the class and improved certain areas of the class to make it better all around. We are aware this class was already good in certain party setups and we feel like this is completely unchanged in that regard (maybe even slightly improved in those areas too). Due to the changes being so minimal there was no requirement to reset the Class Talent page. Game Updates Bears now have an additional level 110 racial craft, the Wyvern Lord glyph! We have normalized the values of the Quick Aim I & Quick Aim II certificates. Blade Acrobat skill Sword Dance range +5 meters. Sword of Elegance now gives Sword Dance DMG +20% instead of range +5 meters. The Vendetta Guide Book has received some updates! Bug Fixes Fixed an issue with the Agent class, Special Agent class and Gunslinger class where the Racial Passives where not being applied. Fixed an issue where the Agent class certificate combinations where not being applied. Fixed an visual issue with Inquisitor and Agent classes not visually updating the Class Weekly Performance numbers (Class stress). Fixed an issue with Dual Pistols not having all their intended weapon glows when fortified. Fixed an issue with Dragonridge Sanctuary gear not granting attack stats to Dual Pistols. 😝 Happy Easter 🤪5 points
-
Updates Increased the amount of Flame Elemental Stone's given from the Elemental Raid Reward Chest. We have adjusted the Max HP values of the bosses and their mechanics in Viridian Gorge. We have adjusted the Max HP values of the bosses and monsters in Abyss: Burning Crystal Pass. You can now sell items to Recruit Alvin in Abyss. Damaged Parchment Scroll's can now be used to level Mimic Skills to level 130. The Vendetta Guide Book has been updated. Bug Fixes Fixed Special Agent Skill Chain Reaction. Fixed the description of the Awakened Angelic Dragon Pistol. Fixed the description of Leg Gem: Ocean's Fury. Fixed various reported texture issues within the game.5 points
-
New Bosses have Arrived! Level 130 World Bosses have arrived in the level 130 Trials! Offering new world boss gear sets to acquire! Special Agent and the Gunslinger The Agent class now has its Awakened classes available! The Special Agent is a magic damage and support class providing debuffs for the enemies while providing damage buffs and heals for your allies. This class provides several ways to play it offering different forms to optimize your gameplay. The Gunslinger on the other hand is a lone wolf physical damage dealer. The Gunslinger doesn't need any backup because they are the backup providing combinations of debuffs and various different ways to play. Special Agent Skills Gunslinger Skills Awakened Weapons We have expanded Angelic Temple and Demonic Fortress content to include the Angelic Dragon Pistols and Demonic Dragon Pistols. These weapons can also be awakened providing the Agent class tree with more guns! Christmas Event Christmas Spirit Lumikki has arrived in Frostmorn Mountains! Take her down to recieve some rewards! The Snow Fortress Returns You can enter the Vendetta Snow Fortress by speaking with Snow Fortress Explorer Steven in Aven! Steven also has a selection of quests to give your character a boost when it comes to Awakened Weapons, Awakened Armors and Gems for your character. Note: All quests require an item located in the Loyalty shop limited to 1 per account. Select the character you purchase these items on wisely. You can exchange Christmas Token's obtained from Lumikki for various different rewards from Snow Fortress Explorer Roxanne in Aven! In addition, you will now recieve double Flame and Ocean Elemental Stone's from the Elemental Battlefield! The event is active between Thusday 19th of December and Thursday 16th of January! The Vendetta Guide Book We have created the Vendetta Guide Book to provide helpful information to new and existing players about the game. The guide book covers many aspects of the game and is still a work in progress. We expect this to be updated with more information in the future. We are aware there is some formatting issues and such so we're not looking for bug reports on that aspect as of the moment. However, if you information that is incorrect or have suggestions to make it better please do pass this information on to a member of staff who will note this information down. To access the Vendetta Guide Book you can press the (V) key or click the button located in the UI bar usually located in the bottom right of the screen. A special thanks to @MrDoudou who spent several years compiling the information and creating the entire thing from scratch. Bug Fixes We have fixed various text errors across the game. Fixed some issues with some of the base stats on the level 130 weapons. Fixed an issue with Libra's Understanding Stone Costume Updates We have added the following pets to the game: We have added the following star stones and luna rocks to the game: 🎅 Merry Christmas to you All! 🎅5 points
-
Quality of Life Updates Increased the drop rate of class drops within level 130 trials. Increased the amount of items you can list in a booth from 10 to 28. Updated the PVP ranking rewards to contain level 130 Corona items. Updated the Vendetta Guide Book. Updated all Armor Boxes to list what items they can contain. Changed the crafting time for all guild town blueprints from 5 seconds to 2 seconds. Altar summoning in guild town has been reduced from 5 seconds to 2 seconds. Farming and Mining commisions have been reduced from 30 minutes to 10 minutes. Frostmorn Mountains debuff effect has been significantly reduced. Increased the duration of the Hot Tea buff given within Frostmorn Mountains. Reduced the attack stat of overworld monsters in all maps starting at Whispering Woods and ending at Fallmyst Weald. Class Updates Reduced the MP cost of Beserker skill Frenzied Titan from 3% to 2%. Reduced the MP cost on Annihilator skill High-Precision Cannon. Removed the MP cost on Annihilator skill Fire Support. Note: This refers the casting cost and not the 1% per second. Reduced the MP cost on Annihilator skill Satellite Beam. Reduced the MP cost on Blade Master skill Swallowing Strike. Reduced the MP cost on Blade Master skill Oneiric Sword. Reduced the MP cost on Blade Master skill Steadfast. Reduced the MP cost on Blade Master skill Blade Master's Belief. Reduced the MP cost and increased the base P-ATK on Blade Master skill Power Draining Slash. New Player Updates You now get all 5 awaken classes on a new level 92 character. Note: The other 4 are given to you after you awaken your first class. Vendetta Training Gear no longer has a durability. Note: The shield still has durability but has been doubled from 200 to 400. Vendetta Training Heavy Armor and Cloth Armor has been given the ACC stat. Vendetta Starter accessories now give core stats, acc, eva, crit rate, attack speed and cast speed. The following items now give 15-Slot Pack (NT) instead of Mystical 7 Slot-Expansion (NT): Blessed Crystal Lv5 Blessed Crystal Lv15 Blessed Crystal Lv25 Blessed Crystal Lv92 Blessed Crystal Lv95 Blessed Crystal Lv98 😁 Have a nice day 😁4 points
-
I understand and completely agree with you. I also played during reflect and GM one shots, and can look back on it and say the game was in a worse state in terms of balance at the time. There will always be people who are unhappy if you nerf something they enjoyed, even if it's for the better of the game, there will always be people who will complain. I just don't think this is the same case, I personally can't imagine looking back in 6 months to a year and saying "wow, the game was so much worse when we were faster", and I imagine most people would feel the same. I understand the mount classes thing, though I don't think it has any actual benefit outside of PvP. If the Trainer or DE is the first person to get to a boss, it doesn't really mean anything. Regarding PvP though, this also indirectly nerfs some classes, namely ones that rely on stealth like Assassin or Devil Hunter. Probably a different conversation though. Regarding boss fights, I think the only ones I can think of that are really affected are certain bosses like Capricorn where you have to run to a mob, but that's maybe a one second difference, if that. The third point I really just don't agree with. Geared players are still skipping monsters, and undergeared players are even more likely to die to mobs now. I understand the concept behind this, but I can't think of any currently relevant bosses that are affected by this. Are there specific ones that were a problem? The only thing I can think of is Thundor's dragon form in DS, with the Rifle baiting bomb AoEs. Infecttado gave an example of Libra earlier, but I feel like it's not fair to count that. That's a split second adjustment that doesn't happen in many runs. Even then, other games have the same thing. I've adjusted and saved raid groups in plenty of other MMOs lol. ---------------------------------------------------- All in all, I can understand some of the reasons, but I (and apparently the vast majority of the population) do not see this as something that will better the game, or be in the game's best interest as you said. It just feels like a something that maybe one or two people complained about in a specific instance. It has some merit in PvP (though as I said before, this won't get more people to PvP. That's a different issue entirely), but the harm to PvE and general gameplay is just too much. DV runs taking significantly longer, dungeon runs taking longer, pretty much everything taking longer is just not something enjoyable. I respect what you do, I have for years. I just really don't think this change is a good one.4 points
-
4 points
-
I think mine counts as QoL (idk) Adding a Search Bar in the Loyalty Shop would be reaaaaaallly helpful. I've said this before, and I'll keep trying ;w; but, make Glyph's stackable (like the base ones, aka the gray ones) would leave more space on the bag (I know it has been denied because of difficulty, but at least try. because if the gray ones are stackable, the other ones should be able to). Make Guild Funds usable, once you reach lv 12, the gold is just chilling there. Make it that you can buy NPC's with the Guild Funds (ik this has been said before but (o( ). I also think it is NOT a good idea to add a new level cap atm. It is extremely hard to find runners now a days or to successfully run yourself without any difficulty (when it comes to the new plays). As shinntxz said, you will make the people that return or new players find it extremely overwhelming that they have to catch up to the geared up people to even be able to play/be accepted into pt's by the fully end geared players (I'm saying this because they are some people that don't accept you unless you have everything). Maybe focus this year on making adjustments for the new players so they can catch up. (Fix the pvp issue for those that do pvp). and maaaaaaybe in 2026, add a new cap, but not atm. But yeah if you DO end up adding a new cap, add a NEW running map with 3 alternative portals pls (people like to hog the channels for MANY hrs or days). If the new cap is added, you can add new content for the new cap after 3 or 6 months pass (to give people time to run and be ready for the new pve content without being left behind or unable to be accepted in pt's if you are not the correct level).4 points
-
Hey everyone! Due to the recent update Windows 11 24H2 the game could no longer launch. We have updated how the game launches to fix this issue for users who are on this version of Windows. This update can be done simply by opening the patcher and if it doesn't automatically update press Verify. Users who are on earlier versions of Windows will be uneffected by this change! Enjoy!4 points
-
4 points
-
4 points
-
I have plans for this that I made with MrDoudou but as of the current moment its on hold as a future QoL update since it would require a fair bit of work and the pay off for the community would only really be floor click AoE classes which in PvE are so few (mainly just healers).4 points
-
Hello! I'm here to ask the GM to think about the players who are still playing SB and prepare an Easter event this year. If you like bunnies and Easter eggs, like or comment on this post. PS. I spent a lot of gold on this bunny costume, give me a hand3 points
-
Game Updates Updated the EE MVP Award & Player of the Month Award to contain Corona's Heartflame Lv130. Increased the Drop Rate of Essences and Trophies in Angelic Temple and Demonic Fortress. Updated the Angelic Gift Bag and Demonic Gift Bag to always give parchments x4. Updated the Max HP of all bosses in Angelic Temple and Demonic Fortress. Spell Range Bug With last weeks update to the Blade Acrobat we noticed an inconsistency between the range a spell should have and the range a spell is getting when modified by a buff that gives spell range +x meters. This was a coding inconsistency affecting spells that are targeted towards a target (target aoe effects) and spells that have no target (self aoe effects). Other types of spells such as ground placement spells, line/cross shaped spells and fan shaped spells where all working as intended. So we have fixed the issue to improve consistency across the game so all the numbers match. As this would affect a number of spells across the game we have gone over each instance in which a spell would have been affected and evaluated if the range should remain, if we should fix the range to the intended range or if we should set it somewhere in the middle. Below is a full break down of everything that has been affected by this change with The original stated value (Stated), The actual value given (Was), The new value (Now). Bug Fixes Fixed an issue where Wyvern Lord was not being automatically unlocked for players from level 110 to level 119. Fixed an issue with Dragon Emperor Leadership not giving mount based movement speed with the class talent Dragon's Leader.3 points
-
Spring has Sprung in Scarlet Blade! Bunnies and various creatures have invaded Chromia and you are now tasked with getting rid of them! This event will last until May 1st, 2025! Defeat Mr. Bun Bun for a chance at some Easter themed costumes and achievement items. My fuzzy bunny will spawn outside of Enocia's base every 4 hours, starting at 00:20 server time. Note: Unfortunately, these bunny models do not have attack animations. As such, when you attack them or are attacked by them, they will not make any noticeable movements. Along with the chaos of our little bunny friends, eggs have begun appearing randomly in Enocia. We're still unsure where these eggs are coming from and where the bunnies are getting them. These nests will spawn at random times and in random places around the grasslands of Enocia. Defeat these eggs (which randomly spawn but will announce in Enocia when they do) for a chance at additional Easter costumes and achievement items!3 points
-
1st : Hello Filomena If you're reading this then I can't believe you're still playing this game. I was flinching back and forth to this game but when I see you, I remember you and I've made an account just to write this down. You're likely don't remember me anyway, but I do know you used to clone yourself and extracting golds ( people rarely do that back in the day ). One day you just leave your labor guild and I asked you to leave it to me ( as in 2nd commander ) 2nd : I can't believe this game still live, I've been checking the game several time over the years. And it's touchs me everytime, not a pain but as if it were a pain - a hopeful joy but glad and sorrow. Perhaps because a part of my life is a messing hell. Or because I've always been projecting a hope of love that I need into this very game. Anyway, I remember much of it ... I just wish it were more like Echo of Soul, less p2w game aspect. Everytime I just want to re-enter the game but it would be foolish and pointless. And FUCK Aerial Games aswell. I miss my creations, they're nothing but puppets and digital dolls. But they've been living forever. It has been 13 years maybe ? ... It feels like eons yet it just seems to be yesterday. Well, I hope this game is peaceful now. Or I will just ditch it in a flash, I might not even play it further ...3 points
-
Hello dear Eden Eternal Vendetta players! Today we want your opinions. We'd like to know what you'd like to see in the next patch. We're in the process of planning the patches for this year and would like to hear the community's opinion before anything is set in stone. We'd like to begin working on this as soon as possible. So any ideas you would like to submit, please do so soon! Note: We're looking for major content rather than QoLs, although QoLs are welcome. Thanks for all your help. ~V-Team3 points
-
@Jordan Not to discount what was said and what has already been done for game with regards to QoL. But the reality is that players are unfortunately still struggling. Perhaps this isn't the thread for this discussion. However, we cannot ignore that it is still one of the major issues most players face to date. "We're looking for major content rather than QoLs, although QoLs are welcome" unfortunately QoL will likely be the most popular response you will get, evidently. Again, probably not the thread to discuss this. From the responses i see here, it appears that most of them disagree with any major content update. However, i do understand that you are looking for ideas for furure updates, of which I have none. I will not stray too far from the topic and its main objective. Therefore, I will end here.3 points
-
1. Any QoL related patch with the intention to help new/returning players get “caught up” to what is considered endgame would be well received. 2. I disagree with new level cap raise and/or any other patches that will introduce new gears to the game RIGHT NOW for the same reason given by my peers above. I mean just a few weeks ago you added some new stuff. Let it marinate. 3. I don’t do any racial crafting, however, anything that can help the guys do it more efficiently would be well received. 4. I suggest an easy mode to be added to instances that require a full party to complete them at a timely pace. For example AT/DF, VG, Abyss and Deep Abyss. Often times it’s a hassle to get a party going at specific periods of the day for the DGNs mentioned. I believe others would agree.3 points
-
Happy Halloween! The Punk Pumpkin Kirt has been spotted in Bleak Bog! Every 3 hours he will spawn! Pumpkin Head Jackle has returned once again to exchange your Halloween Token's for some Halloween themed goodies! There is several new Halloween themed items that can be obtained! Event duration: October 24th 2024 ~ November 14th 2024! Game Updates We have reduced the amount of Essences required to create Abyssal Essence's from 3 to 2. We have added Partial Enchant boxes to the Deep Abyss bosses drops. We have fixed a texture issue with the Cute Halloween Twin Tail Hairdo costume. We have added several new Star Stones and Luna Rocks that will be made available over the next few weeks on the Crystal Altar! Game Optimizations It was reported to me that the new Rakshasa rework was causing a slight lag spike in certain scenarios. I have optimized the network code for the mechanism of this class and also the Gravity Manipulator class as the updates to the stacking mechanic made a while ago had the same potential lag spikes as the Rakshasa class did. We have also performed an optimization to the NPC skill Ice Barrier on the first boss of the Elemental Battlefield raid. This fix is similar to the fixes done to class skills that was implemented in Patch V123. 👻 Happy Spooky Season! 👻3 points
-
3 points
-
Hi i wont go deep into it since i'm not active anymore but at time i played, move speed was always a thing for me, but because it was broken. When it comes to pvp, battlefield poet as example during Draconem combo could reach 200% using class buffs and passive status only, this without sacrifice DMG. Nerfind speed is such a good change in multiple factors, DNG mechanic is most important, i remember Libra being super easy when you miss right element and could still go to other side with 140% speed. But still problem here, there's more resources for some classes to speed than others, this means classes that has passive will be able to skip some Move Speed items/enchants/certs. But in general its a optional status that people can have. Going to PvP again, classes that has slow now has much more advantage vs melee that has no gap close, i can see riffle slowing down player enough to stuck on ground after an immobilize, this talking about catching a capper or isolated players, as a party it wont do anything, which also bring the question, will you (Jordan) change amount of speed that classes have as debuffs, because specific races with specific classes can become a problem to fight against when having this, vallues has always been high. At all seems good, just hard to adapt, we were too used to Zoom Zoom gameplay. Even if was 200% speed wouldn't change anything, awaken pvp is more mechanic from player than skill spam and sadly players doesn't think about that. Sorry i can't argue much long time i don't have connected experience to this topic.2 points
-
2 points
-
2 points
-
2 points
-
IT WORKED OH MY GOD???? You have earned the title of My Hero, thank you so goddamn much!!! Now I don’t gotta be sad I can’t play it again anymore LOL SO, for anyone else who may end up here, this is what I did and the settings I had when it worked: Type “Performance” in Windows Search > Adjust the appearance and performance of Windows > Data Execution Prevention > Turn on DEP for all programs and services except those I select: > enter both SBLauncher and ScarletBlade exes I didn’t need to have a VPN, didn’t need Avast turned off, and I have compatibility mode set to Windows XP (Service Pack 3) :’D EDIT: I have the dreaded “Mother has disconnected you” problem, have gotten a paid VPN (Windscribe) so I can connect as close to the servers’ location as possible and it’s still happening, so RIP me I guess lol. I’m used to logging in over and over by now so I’m not too bothered by it but obviously it’s still not ideal so I’ll likely ask for help from someone with Windscribe at a later date, as I looked through the forums and there are a few who use/used it with no issues, but for now I’m just happy to be playing again tbh! EDIT EDIT: I just decided to try and see if mobile phone data works better and it totally does!! I haven’t gotten kicked off in a good while! So if anyone is struggling with the connection issues and has access to a suitable data plan I’d HIGHLY recommend doing so. Just obviously if it isn’t unlimited monitor that shit lmfao.2 points
-
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. The following changes have been made with this maintenance: Gunslinger skill "Secret Agent" now gives P-ATK instead of DEF as intended. Fixed the text on Gunslinger skill "Raining bullets". Trophy "Infernal Demon's Soul" now appears on the debuff bar. Various updates to the Guide Book. The Christmas Event has ended and has been removed 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.2 points
-
I didn't really want to comment on this thread but I'm going to have to because it has gone in the wrong way entirely (maybe down to Doudou's wording I don't really know). The main point of this topic was not to address quality of life changes but to decide the direction of the next big content update. This content wont be out within a month and could be any time in the next months (anywhere between 3 - 6 months time from now). This kind of content takes a lot of time and before we begin we wanted opinions to know what direction people want us to take. I understand there is a lot of Quality of Life people want and there always will be but we cannot just spend the year doing just Quality of Life as people will get really bored and leave until something comes out worth their time. One thing I will highlight since it has been mentioned a few times and will highlight the most clearest example is: It would be good for people to make suggestions on what to do for this rather than just say this. Because it is one of the biggest points of improvement that improves the game for everyone as it brings new people keeping the older people busy. The entire last "big" content was basically designed with this in mind. We tried our best to balance the trials around people who aslong as they have done some of the basics can easily do these dungeons with other people of the same level (even it it takes them twice as long). We made weapons and armor that for the most part are not the best but are good all rounders to act as gateways to the best armors. So it would be good to know from experienced people who have helped new people to point out what sort of "flaws" are currently around and what can be done to remedy these situations. I'm not highlighting this to call anyone whos mentioned it out or to cause a stir. I'm asking out of genuine "I don't really know what else I can do other than give people free stuff".2 points
-
I will probably be editing my post multiple times, you have been warned! :333 Content - Legendary achievements for CC1 and CC2 similar to the ones HoO had, or just an incentive for people to do all of CC2, without skipping out on any one boss. People always skip Pisces and Capricorn because apparently they're a hassle? Couldn't tell you, never been Capricorn and the one time I've been Pisces didn't seem that bad. - Some dagger weapon costumes. (Preferably dagger sized) Quality of Life - This would mostly benefit me and other high volume* racial crafters and the thing I wanna see most of all, but how about you make stack sizes of racial mats 9999, including Eden Amethysts and the yellows from Heirloom chests? Then I could get rid of Magic Glitter faster, too! - Add a search bar for Loyalty shop, if someone needs a Netherworld Emerald (page 34) for example, they've gotta click at least 32 times to even get there. Imagine doing that only to realise you don't have enough EP. If a search bar can't be done, consider a 'go to page' button, wouldn't be ideal but it'd be something. - Make AH's search not caps-sensitive. - Something similar to Nerdy's idea below, add a button to upgrade a skill to max, or as high as your remaining CP will let you. Also I'd 100% want The Fool set. - While I'm at it, texture fixes. Some* immediately come to mind.2 points
-
As it has been brought to my attention that you are infact a person and not a bot I have removed the bot marker from your account and unhid your post. You might wonder why I assumed you where a bot. Well lately we have been getting a lot of spam post from bot accounts that talk in the same way you have done on your suggestions which is saying stuff very generic that can be found online about the game. For example: "how about we completely separate our PvE and PvP instances". The only PvE / PvP instance in the game that is joined realistically is Temple Arena. Everything else is seporated and both have balances made towards both of them. Things such as HP thresh holds, certain stats being PvP or PvE only and certain buffs having reduced effects in PvP. This point is kinda moot and doesn't really have much substance which is one reason of many reasons why your post came across as AI and not a real person. I apologise for the mistake and would like to make it clear that you where not banned because I think your a conspiracy theorist. I always welcome suggestions but theres nothing here that has been suggested. Please provide examples such as what modes to update, what to systems to update and even what classes could be tweaked either way.2 points
-
Hello there, Regarding some of the already mentioned suggestions/issues and additional ones: Bag Bug: This bug has been around for some time, most likely since the Backpack UI changes were implemented. Its occurrence so far appears to be random, though it seems to happen more often when the player is dead and attempts to use an item, such as a leaf, to revive but is unable to do so. Elysian Island and Temple Arena: Viewing it from the perspective of a developer, a very low drop rate for the souls could potentially mean a better participance and retention ratio for these types of content. However, maintaining engagement becomes difficult in scenarios when players attempt to obtain these items for several or even months without noticeable progress. For now it seems not high priority, but once some changes are made, such as adding trading features for rarer souls, it could potentially boost player participation in the long term, giving players more incentive to engage due to the added sense of progression and reward. Loyalty Shop Search: This may not be high priority as well, and not sure how manageable it is to code, but adding a search feature for the loyalty shop would be a great QoL for people that are constantly crafting or making achievements for their characters. Along with the existing ability to buy specific material quantities, this enhancement would further optimize these procedures. In addition to this, I would like to share some ideas that might have been overlooked during the review of the recent feedback suggestions and address a few areas that might need further clarification. Another way to efficiently manage this without the need of nerfing is to tweak around the ability of PvE and PvP differentiated stats and buffs. Instead of weakening the current class, why not buff overshadowed or underused classes like Mecha Ares, Master Fencer or Arch-Elementalist to equalize or even surpass BK's performance in terms of mob killing, since they take more time to build than the latter, and it would be more rewarding for players who invest in them. If this is a concern for PvP, make this change only effective in PvE environments. I believe it's fair to consider, and would add more dynamism with these features. From my understanding, the idea of promoting more frequent events is not only focus in-game and the forums, but rather basic events done via the official website. Low effort not meaning events in-game, but more specifically just logging into the website, click on the "Events" tab, and get a variety of potential rewards. I believe the website hasn't been active in this aspect for a very long time, and it would definitely take no effort to manage and avoid the necessity of manually delivering rewards to specific winners. A good balance between these, and normal in-game and forum activities would encourage an overall greater interaction with the player base, and would definitely serve as an additional way to show appreciation for those who still stick around. A natural aspect of any video game is the constant shift in its player base. For instance, the player base has significantly reduced since cap 100, for example. Back then, even if one day your guild ended up against 4+ guilds in TW, there was still a chance to win depending if you were lucky enough to be on the winner side and more possibly win that way by capping. Nowadays, with significantly less amount of players and far more destructive damage and crowd control saturation, even just two additional players can tip the scales significantly. It can be frustrating to be consistently on the ground, with limited options to adapt through class or party composition, as player numbers now have a greater impact on outcomes, considering today's mechanics. Probably not a plain 10v10 or so, but I believe adjusting the cap in the number of players a guild can have during battlefield would certainly benefit smaller guilds and incentive them to participate, as there are more options to work with, and probably not win, but now they have a slightly bigger chance to do. This change would also add an interesting dynamic for larger guilds, as now they have to carefully decide which players are best suited to attend and probably incentive the less geared players for a chance to be on the "team". It may or may not solve the "attitude" of everyone, but I think it's an idea that could be considered, maybe tweak around a little, and who knows, maybe a step of the right direction. In my perspective, this approach only widens the gap between new players and endgame content. I can agree that if the content is too easy, you would see scenarios where people complain about the patch being too easy after a week, but I believe we are now reaching the other extreme. Personally, I no longer have enough time to play the game as I used to, naturally because of life changes, so viewing the amount of time required to effectively utilize a specific role feels quite discouraging for me and likely for many other players as well that want to come back. I appreciate the efforts to maintain the player base and create a sense of "meaning" with each login, I just believe this ratio, if not constant, will gradually decrease over time, with less chance of new players to engage in the game.2 points
-
Greetings, I'm not gonna beat around the bush, here are the suggestions : First one is to add lvl 9 enchants to 130 trials, as lvl 8 are on 110 Trials, that would actually give more use / longevity to the trial 130, and will motivate people to actually farm them. Second one is more specific, after opening quite a lot of boxes last week, i ended up with 4 of the same legendary one (which i didn't want) and none of the one I wanted, to which I know you're gonna say "yeah it's the gamble of mystery box". And while I'd usually agree, the market for box costumes is... low, let's be honest. I still have them & even lowering the price, nobody want to buy them, which is why I'd like to suggest that we be able to trade (either with ticket or so) 2-3 of a box legendary for the another box legendary (same box or not, you decide). That'd maybe motivate people opening more boxes, though another way would be to go back to ancient box system, which, for players, was way better rentability wise, and while I don't remember why it was changed, i'm pretty sure nobody wouldn't want previous system to come back, at least on the player side. Thank you for reading, and have a nice day2 points
-
2 points
-
Rare Costume + Unique Costume = 1 Unique Grafting Tool Rare Item + Rare Item = 1 Rare Grafting Tool Always need 1 to craft 1 Item.2 points
-
You need to install the Microsoft Visual Runtimes for 2010, install the x86 32 bit and the 64 bit.2 points
-
Personally, I would LOVE to see new classes added to the VGN servers, but of course, it would require a lot of work and balancing. https://www.youtube.com/watch?v=-sf-9Jsvz6A2 points
-
Ah, no. I am actually just a fan of the Tarot Card. But I have played disciples II, cant say I remember much about it though.1 point
-
Hi hi~ I'd like to take the opportunitty to raise some points that could, in my opinion, benefit the overall experience. Starting with some that are more misc to more dng/pve specific things. That being said, I will also take the occasion to say that I agree with pretty much all of the suggestions by Nanami So, here we go uvu. I'm going to say the mechanic and also a solution in the same point as I believe this will show the logic behind each one. Since we had the blood knight nerfed, as I take it the change was to motivate the players to use other classes, I do think this could have been done way more efficiently. And since this is the most noticeable in places where one lvl's up classes, one of the "fixes" I thought of that would not change the idea behind the nerf would be to get rid of the stun in normal & elite mobs in battle maps, this way we could build/explore some other classes to run. With the arcane box now making some items by 9 & 90 at a time I believe items such as: Rose Milk, Wine Braised Pork Chop, Organic Juice, etc... should be able to be made by 9 & 90 at a time. As the way it currently is, with 2s for one item, to get a stack (999) we waste exactly 33 min in arcane box. The time consumal of this feat is why I believe quite a few players never even explore the things we have in arcane box. Semi on-topic with Organic Juices and Eyebloom bread, if these two items and particular could be crafted withouth the need to take the quest for the base item to drop and also change the mob for the bread to the one that is on surface and not underground would be a saver. Currently the unidentified maps take 3s to open, if this was changed to instantaneous it would also be helpful. While not making the achievement related to them any easier. Items such as Snipers Patch, Strike Patch, Malice Up and Malice Down potions to overwrite each other or have the player be able to remove the buff manually. Pretty straightforward imo :0 the patchs are a nuisance and the potions can have quite the dramatic effect on bosses like Fox and Aquarius where we have a role designed to take agro and sometimes we want to rotate the person that does so, and the swap would be easier this way. Hoo weapons & trophies; so uh while Hoo is way easier now that it once was, both of this achievements have pretty much gone stale, so quite a few people dont have of them. Now this is not really an issue but it would be nice to see some parties hunt for it so to incentivate this Hoo weapons could ask for 5 essences (2 specific and 3 blent) or make them 50% base. And for trophies to make the drop rate higher. Regading some other stackables, things such as Dragon souls, Carnage potions are currently only to a 100 the stack and guard/power scrolls to 250, if this could get changed to 999 it would be very much appreciated. And while in this topic, like the trophy enchants getting the gem bps to stack even to 20 would be really, really helpful. Currently CC is also kinda dead, even CC2. To change this it would help making CC gems tradeable again as this did motivate quite a few geared players to go again to this dng. Regarding CC gems. As it is now we have to hover mouse over the active gem to know which one is active, and as some decisions depend on which is the gem active at the time the situation is less than desirable, an easy fix to this would be to replace the Icon shown in buffs to be that of the achievement of killing it, for example: Sagittarius in the case of a Sagi gem, and the way to differentiate between 1H, 2H and Off-hand would be a little 1, 2 and O (for off hand) in the bottom right. The rest I had thought of has already been said by Nanami, as it was regarding drops in Trial 130 being too low and adding enchant boxes to either npc and/or to bosses in the trials. Thats all \o\ Thanks for reading.1 point
-
My absolute favorite team -> ME + PU = Burn anything down fast with their Buffs. Good for any PvE content as killing mobs,grind exp,daylies in lower tiers and especially in DG that are worth to play in Team mode. (Need good gear to avoid dying to fast). But You and your friend should play the class that you like the most and if you don't like it it's no fun, and it also depends on what you want to do in the game. Which level cap ; only pve or also pvp ; farm open ground ; Farm dungeons and so forth1 point
-
EDEN SPECIFIC RULES Section A - Stealing/Resetting Bosses/Mob runs This rule includes, but is not limited to attempting to stop runs such as: Petra, etc. Any attempt to try and steal a run or boss from a player (by any means such as killing or resetting the boss) will fall under this rule. Attempts listed below are ones included in this rule, but this rule is not limited to the following conditions: Using monsters to kill the person attacking the boss Using any skill to be able to pull the monster away from the attacker in an attempt to reset the boss. Section B - Safe Zone Camping This includes, but is not limited to: Trapping your opponent in base and making it impossible for them to leave Note: This does not apply once they've left the spawn area as the game has counter measures inplace to prevent this (One Of A Kind Buff). Killing them while inside a Safe zone in TW Any form of forced spawn/safe zone camping that is found and reported will start with a week ban and continue up from there. Section C - Territory Wars This rule is being added to address the alt killing that has been going on in Territory Wars. Its now getting out of hand and from this post on, we will be banning alts and/or main accounts that are found to be breaking this rule. These bans will range from 1 week to 2 weeks for first punishment, with repeat offenders getting a longer ban.1 point
-
1 point