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  1. Petition to Revert Patch v136 & Patch v137 Patches v136 and v137 feel extremely rushed and insufficiently thought through. Over the years, the community has provided extensive feedback and suggestions regarding QoL and content changes, many of which focused on reducing unnecessary time investment in PvE content already present on the server. Unfortunately, these patches appear to have had the opposite effect, significantly increasing completion times across all PvE activities. Abyss and Deep Abyss previously took around 20–30 minutes total; they now require 1 to 1.5 hours. CC1 runs that once took 1 minute for Libra and 2 minutes for Sagittarius now take 4–5 minutes each, even with a strong party. CC2 (Pisces) is effectively no longer viable. Even before patch v136, Pisces runs already took 10–12 minutes per run. Expedition 120 has become unreasonable, and Viridian Gorge, once a 40–50 minute run (or 30 minutes with a solid party) now takes nearly twice as long. "Issue 1: Party Composition Restrictions There is now an overwhelming reliance on very specific class combinations, where replacing even a single class can make content significantly harder or unplayable. This includes rigid requirements such as mandatory Trainers, or strict Slash-only or Pierce-only party compositions. This issue has steadily grown since the release of Dragonridge Sanctuary and has continued to worsen over time. As it stands, this design direction is unwelcoming to new players, returning players, and players who may not be deeply familiar with optimal party setups." Our “strict Slash-only and Pierce-only party compositions” were a direct result of the unwelcoming content design. The resistances, mechanics, and health values assigned to bosses left players little choice but to adopt these restrictive setups. 😶 This patch is particularly unfriendly to new players. Debuff-oriented roles such as Trainer and Serker were previously the most accessible and cost-effective way for new players to begin contributing in PvE while gearing up. With debuffers effectively removed, new players now struggle to participate at all without already having significant gear. Ironically, instead of encouraging diverse party compositions, the current state of PvE has resulted in parties stacking two to three of the same DPS class. This seems to directly conflict with past design goals that emphasized avoiding repeated roles. Trainers, in particular, were never viewed as unwelcoming; they were one of the most effective ways to help newer players participate in CC1–CC2, AT/DF, Abyss, and Deep Abyss on a daily basis. Concerns With Patch Direction and Execution While these changes may have been intended to move the game in a “new direction,” the execution has been poor. The patch feels incomplete and rushed, having been released after roughly one week rather than being refined over a longer development period. Greater transparency regarding the intended long-term direction of PvE would be appreciated, as the current implementation feels unclear and unfinished. Bosses require more meaningful mechanical adjustments rather than blanket solutions such as true resistance "fixes", which true resistance currently serves only to increase clear times without adding depth or challenge. This is especially problematic now that players can no longer optimize parties around a single damage type. Additionally, the combined impact of losing debuffs and damage dealt from trophies, pets, accessories, glyphs, skills, and other systems alongside nerfs to damage increasers has exacerbated the issue. Time Investment and Community Impact Most players simply do not have the time to spend multiple hours each day on PvE content. This is especially true given the server’s low population, where peer formed parties are rare nowadays for things like Hoo, full CC runs and most of the time you will only see pre made groups of 5/5 from a single guild doing this. While it may be said that players are not required to complete all PvE daily, progression systems such as CC make that impractical. With 3,140 sparkles required for a single CC set, missing daily runs significantly delays progression though this gear has arguably lost much of its value under the current patch. Given these changes, reimbursement for gems, fortification scrolls, and stones spent on items that now require re-fortification (such as PDPS hammers converted to MDPS) or entirely new sets to "fit the new meta" would be a reasonable consideration. Closing: I hope that the development team takes the time to reassess these patches with the broader community’s experience and feedback in mind. Many players can no longer invest the same amount of time they once could since we are no longer children, and PvE should reflect that reality. I recommend reverting patches V136–137 and exploring an alternative approach to address the issues referred to as 'No. 1' and 'No. 2' that you previously mentioned, such as rebalancing and restoring classes to the same level as others prior to the nerf, and adjusting the mechanical structures and stats of bosses. Thank you for your time and consideration. Happy Holidays, and wish you the best.
  2. Hello everyone, I would like to respectfully share a set of suggestions and observations regarding several PvE, PvP, and quality-of-life aspects of the game. These points are based on personal experience and ongoing discussions within the community, with the goal of improving overall gameplay balance, accessibility, and long-term enjoyment for players of varying playstyles and time availability. PvE-related Suggestions: Running feels like a part-time job: At present, leveling all awaken and normal classes of a Lv130 character from Lv100 to Lv130 (including Mimic, using a Lv120 runner, a 115% CP pet, charm 1–3, a 20% event booster, a 15% marriage buff, and a 10% pod buff) takes an average of approximately 65 hours. This effectively requires running around 4–5 hours per day to maintain steady progress and avoid “wasting” blockade jewels, which are limited to AP usage. This level of commitment can be quite exhausting, especially for players with jobs and other real-life responsibilities. With this in mind, I would like to respectfully propose a few possible adjustments to make this process less demanding and more accessible. Allow the Basic Class Level Stone to raise both awaken and normal classes up to Lv120. This could serve as a temporary measure if the level cap is increased in the future, at which point the stone’s cap could be adjusted accordingly. Halve the CP cost per level for all awaken and normal classes. Increase the CP gained from monsters in Demonic Valley. Allowing the Basic Class Level Stone to reach Lv120 alone would reduce roughly one-third of the current time required to level all classes from scratch. A combination of suggestions (2) and (3) could further reduce the total time investment to around 20 hours. HoO is largely inactive at present: This content has been effectively inactive since the introduction of Lv125 awakened weapons, and even more so following the addition of accursed variants that are relatively easy to obtain. I would like to suggest reworking these dungeons to a difficulty comparable to Lv100 trials, along with an increase in trophy drop rates. If necessary, reducing the daily entry limit from 4 runs to 2 could be a reasonable compromise. Currently, the trophy drop rate is highly RNG-dependent, in addition to requiring specific bosses. Increasing the drop rate would be especially helpful for players pursuing legendary achievements. At the moment, these dungeons are primarily used for achievements, and parties are typically pre-made groups consisting of players who are either finished or nearly finished, and assisting guildmates. Adjusting the difficulty and rewards would allow less-geared players to complete achievements together, while enabling geared players to solo or duo their runs. Alternatively, a solo version of this content (like solo Abyss), could be considered. Lv92 starter characters and Meteors: Lv92 characters are generally created to bypass questing; however, because they do not start with Meteors, players are still required to complete quests. Providing Meteors upon creation for Lv92 characters would be a welcome quality-of-life improvement. Wyvern glyph consistency: With the introduction of the Wyvern Lord class, four out of five glyphs were made available. All normal classes in the game except Wyvern Lord have five glyphs (including Agent, which was released prior to Wyvern), so adding a fifth glyph would help maintain consistency. Additionally, while Wyvern’s class expertise grants HP, there is currently no glyph that does so. A fifth HP-focused glyph could also improve synergy within the Ursun racial. Lv120 Expedition performance and usability: There was a previous patch intended to address issues with this content, but the improvements seem to not be enough, and in some cases the instance feels more laggy. Revisiting skills such as Cure or mechanics like Totem placement may help, as these seem to be among the main contributors to the issue (for some reason, Totem Master using the skill “Totem Surge” adds an exponential amount of lag”). In addition, allowing reality potions to be used inside the Lv120 Expedition would be helpful. This dungeon is very time-consuming, and reality potions cannot be used in other PvE endgame content. Coordinating enough players to complete the expedition, especially filling all 25 slots with players and/or alts, already requires a significant amount of time. Trial Medal adjustments: Lv65 trials allow up to 10 runs per day per trial, enabling players to obtain up to 400 trial medals for artisan blueprints. Other trials, however, are limited to three runs. I would like to propose increasing the medal rewards for Lv50, 55, 60, 70, 70-S, and 75 trials from 10 to 30 per quest. Cosmetics & Pets: Some time ago, it was mentioned that alpha costumes and pets would no longer be up in altars. With that in mind, I would like to suggest removing all alpha costumes and pets, and potentially reusing their ID slots to create space for future legendary costumes. Recycling the slots used by the white/alpha costumes and pets could also be good addition, as long as useful and available options like Starter Pets, Arena Pets, Lost City Costumes, CCM, etc, are left intact. Additionally, introducing prime variants of certain legendary costumes could add more variety to altars. Examples could include prime versions of Blazeblight Cestus, Glowsticks, Sparklers, Lifesabers, Aurora Lances, and Angel Rapiers. PvP-related Suggestions: One possible adjustment would be to have both 1st- and 2nd-place rewards include GGBs (with the current quantities remaining unchanged) and Lv95 expedition statues. At present, 1st place receives a Lv65 statue, which offers limited benefit in the current state of the game. Class balance considerations: With the introduction of a 100% movement speed cap in PvP environments, certain classes have been significantly impacted. In addition, the current behavior of Smoke Bombs allows all classes to remain permanently invisible, which minimizes Assassin’s core strength. Some possible alternatives include: Paladin currently suffers an 80% movement speed reduction, which is quite severe given the 100% cap. This reduction could be adjusted accordingly. Assassin skills such as Night Walk, Ethereal, and Camouflage could function similarly to mounts, allowing them to bypass the movement speed cap. If this approach is considered too controversial, an alternative could be to enhance another aspect of the kit, such as increasing ATK, physical damage dealt, or resistances. These are only a couple of examples, but a broader re-evaluation of all classes in light of the movement speed changes could be beneficial.
  3. 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.
  4. I’d like to present a suggestion concerning the rewards players get from Battlefield PvP. (Territory War, Guild Elimination, Guild Arena, Battlegrounds) It is well known that there is little incentive for players who are not optimally geared to participate in Battlefield PvP. If players receive some sort of benefit to being active in PvP, I think it’s likely we’ll see an increase in participation at least on some level. I’m aware that Eden Eternal is not some hardcore PvP game and players should not have to go to Battlefield PvP to get exclusive items they can only get from there. Right now, the main reward that a player gets from participating in Battlefield PvP is war stones. Unfortunately, for the Awaken VGN server at 130 cap, this reward is quite insignificant. In the “classic” era of the game, war stones were a reasonable and useful item to obtain over time for players to gear themselves, but I think the reward system should be modernized and fit into the actual meta of the “awakened” server we play on. The Battlefield Reward Chest’s reward outcomes should be changed. Unless there is a new method implemented for players to obtain war stones over time, then the chests should probably continue to give war stones in addition to the below. I think we can accomplish this in one of the two ways. Allow these items to randomly come directly from the chest. Incorporate a new currency (or rework PvP Tokens) into the game that you would get from the chests and have these items bought from an NPC. The new items we should be getting from participating in Battlefield PvP are: · Zodiac Sparkles · Abyssal Soul · Fragmented Abyssal Soul · Azure Crystal · Viridian Crystal Fragment · Empty Parchment · Angelic Parchment · Demonic Parchment · Blessed EXP Jar · Cursed EXP Jar · Abyssal EXP Jar · Viroona Godstone · Event buffs such as: o Mulled Wine o Abyss Flower Charm o Abyss Grown Mushroom o Corrupted Crystal There are probably other items that would be nice to add, but I decided to be a bit conservative on this suggestion to start. I would be interested in hearing community opinion on the above and if anyone has any ideas of what reward would make a good incentive for players that I have not yet considered. I'm sure someone out there has a great suggestion to add. Thanks for reading.
  5. Firstly, I want to thank you for all your hard work in continuing to update this server for Eden as it has been my favorite and imo the best server of all of the eden servers thus far, so for that I thank you for all your dedication on patches @Jordan. As a long-term player of this server for many consistent years, I'd like to just give my feedback on the latest patch. I am in NO WAY complaining about anything, I merely making some suggestions that I truly hope finally reach unlike any of my other suggestions. Lv125 Armor/Awakened Armor Sets As A Whole: I believe that it would be more beneficial to especially newcomers but older players as well if you would decrease the total amount of Abyssal Essences needed for an entire set. As it stands currently we need 39 of any of the Lv115 dungeon essences just to make the set gold and after that we must collect another 39 to craft tablets for awakening tablets as a material, but to top it off we must collect another 90 to enhance new essences; making the grand total 168. Current total cost needed for 1 set should roughly be: Abyssal Soul x830 Frosty Essence x10 Vicious Essence x10 Shocking Essence x10 Abyss Head Armor Fragment x18 Abyss Body Armor Fragment x18 Abyss Waist Armor Fragment x18 Abyss Hand Armor Fragment x18 Abyss Foot Armor Fragment x18 Abyssal Essence x56 (Needs 168 of any abyss essence) Fragmented Abyssal Souls x1000 This is everything needed to go from an orange Lv123 set to a fully awakened set (material cost). I'd ultimately like to ask that the cost of abyssal essences be reduced per enhanced essence or the cost of essences needed to make abyssal essences be reduced. With the current drop rate of essences and even with farming multiple characters a day, it'll roughly be a month to awaken 1 set from 0 essences to 168. Partial Enchant Box Lv9: My final suggestion is that the cost of these be lowered to 25 souls each and can be obtained on drops from the new deep abyss dungeons. It's kind of (really imo) unfair to people who want to do sets and achievements to have to choose 1 or the other, not to mention on release of Lv8 when they were brand new and a far bigger stat jump than Lv7s they dropped on bosses. Lv8 boxes are also purchasable for 5 tokens per box with a maximum of 40 coins obtained per day in 1 character, unlike souls where we on average gain roughly 30 a day. I'd also like to ask that you yet again take a look at the last two suggestion posts and truly consider some of the QoL suggestions, we're long overdue for anything QoL and quite frankly, I will be honest. People are quitting, people are tired of grindy content, no QoL, just stuff that we HAVE to farm daily and if we miss something we're super set back. It's exhausting to have to be in this loop. Thanks for reading, good luck with all your future endeavors, take care and happy new year.
  6. Bruh , am tired of having to spend two weeks or more just to level up a pet to level 40 , what is the argument here for it to take so long ? for newbies to get to know the process ? its all the same , i could counter argument and say it would do newbies good , since they might lack gear and the bonus HP would help them make up for that a little bit. For veteran players , everybody got alts around , being able to lvl up a pet faster can mean people can play both faction and balance out pvp numbers easier . Same goes for the 21 days for major Mech unlock , makes no sense for it to be 21 days , a new player will 1000% not own a major mech in his first month of play , on the other hand , a veteran can do so instantly , why the 21 days wait ? The way am looking at objectively at the moment , there is no point in having such high bars for such things . Having the pet max EXP required from 0-40 cut down by half could prove even more efficient to the game's population , in hindsight and in long term , Also having the 21 days of RP farming cut down to 10 days(1million) is a very reasonable amount of RP for both newbies and veterans. These suggestions come at a critical time , where SB is having , for the most time , extremly unbalanced PvP daily events (AK/NB) where one faction dominates one event , while the other dominates the second event daily , and i think easing up these measures can lead to a healthier Balance between the two factions , since players will have an easier time swapping back and fourth , while playing classes they enjoy , or even trying out new classes they once wanted to try , but couldn't find the time to go through the whole process. if you have any further thoughts on this subject please do let me know in the comments ! ♥ -edit : Not all of us can afk all day for weeks in suer , a crucial argument for this whole thing .
  7. Demonic Valley QoL Suggestions: ‣Add MP/HP Potion VIII to monster drops. ‣Adjust the price of "Demonic MP/HP Potion" to be a more fair price. I believe it should be no more than x10 Polished Emeralds for x999 at the current rate of emeralds, even x999 for x5 Polished Emeralds is a decent trade price. The current price is x50 Polished Emeralds which takes hours to obtain. ‣Add a boss daily to Demonic Valley. People who have mistakenly or unknowingly turned in their main quest would appreciate this! ‣Increase "Raw Emerald" drops from x1 to x2. Much like DSR had it's adjusted Dragonside Soul drop, emeralds need the same change to even begin to purchase MP potions at the rate toggles suck them up. Here's the amount gained after 1 hour of running. Aven Fame Vendor Suggestions: ‣Add Baleful Will & Will of the Ancients to trading option. Currently it stops at Erebus' Will which means at cap level we receive 2/3 useless wills when we pod farm. The level cap was raised, however the fame cap was not raised for trades and I don't believe we should wait for new items to be sold at the NPCs just for the trades to be upgraded, the fame cap should be raised with level cap! \o/ ‣Add new M-DPS and P-DPS orange shields. The last one we had was Lv110, it would be cool to receive a new one that we can purchase orange version of from fame vendors and gold from Honor Star NPC again since we did not receive either of this with the new awaken weapons. PS: I do believe the ATK gear upgrades might still be bugged on these types of shields. Login Reward Change Suggestions: ‣Remove Pickaxe/Ball/Glove boxes and replace with respective coins. The crystal altar currently has Glove/Ball/Pickaxe reward coins these in the login reward would be nice, it would free up more codes for you as well to get rid of the random boxes and benefit racial crafters a lot more by being able to choose the tools they need most! ‣Add Lv3 Charms To Login Reward. Right now the only way to get them in-game is a 2:1 trade for a 1/3 chance to even get the charm we're after, it would be nice to have them in the login reward itself or have the trade be a 1:2 ratio for the exact charm we want. Here's rough draft of some suggestions. Day 2 is a box containing 1 Heroic Trait Tome (NT) and 1 Memory Tome (NT). Day 6 is a Ball Reward Coin. Day 9 is a box containing CP Charm Lv1, Lv2, Lv3 (NT). Day 13 is a Glove Reward Coin. Day 16 is a box containing EXP Charm Lv1, Lv2, Lv3 (NT). Day 20 is a Pickaxe Reward Coin. Day 23 is a box containing Awakening CP Charm Lv1, Lv2, Lv3 (NT). Days 3, 10, 17, 24, 27 I leave open to you or anyone else's ideas as I couldn't think of anything else at this moment to put there. I think that the login coins are the most valuable part of the login rewards currently and my only issue with them is the Lv3 charms. With this change the heroic trait/memory tome chance in weekly day 6 slot can be removed from the box, I also would like to ask that the CHF and Corona Stardust be upgraded to Lv120 instead so newer people who get it may also have a opportunity to use it in crafting their Abyss sets. Miscellaneous Suggestions: ‣Add an option to be able to purchase guild statues with GUILD funds via a NPC, including elemental statues and Lv95 expedition statues. I think this would be a nice way to use guild funds as many if not all active guilds and even a number of inactive alt guilds have capped funds, but currently funds have no purpose. You can decide the gold amount if you do agree to doing this, it would be beneficial to all the smaller guilds who cannot do Elemental Battlefield on their own. ‣Change the current GA/GvG winner to receive a random Elemental's Battlefield statue. ‣Give the 2nd place of GA/GvG a random Bash/Vivi/Jordan statue. Getting rid of the useless door, etc ‣Open Elysian Island on more than Mondays and Fridays. Currently these are the only two days to farm this for elysian devil souls and with the rng/luck of some people and newer players who also have jobs, it can be quite hard to obtain. Not to mention currently pretty much all types of arena are dead so swapping the time slot around for something like this wouldn't be too bad. PS: Consider adding the soul to be exchanged for "PvP Tokens" in Aven. ‣Consider a daily for Angelic Temple/Demonic Fortress. A daily similar to HoO's, it can consist of a random amount of any of the 3 Parchments and have a chance at either Demonic or Angelic Essence's, as well as the EXP shells and/or Jars. This kind of box would help not only people with 1 character and no time to farm 0/10s, but also people with general bad luck and rank crafters. ‣Consider making a "Mysterious Gem Pouch". This pouch can be obtained through the same method as Gem Pouch but give Lv1-5 Elemental and Physical Resistance gems. Removing "Swift Collect" scrolls from the loot pool as they are not used at all and this will help gem crafters out a lot. ‣Finally I know it might be a long shot but multiple bank tabs would be nice and if lucky enough an account shared bank! I know many people who would love and appreciate these, including myself 🙏 I put a lot of time and thought into this so I hope you will consider some or most of these suggestions in the future patches to come, thanks for taking the time to read!
  8. Hi, Is it possible to add filters to Achievements similar to the archive? So it would be easier to filter those that we've completed and those that aren't, or any way to make it easier to check which one needs to be completed. Currently, I have to manually scroll through the list and make a list on Notepad/Excel to easily track which ones I've done vs those that need to be completed. Thanks
  9. @JordanI just have some small QoL changes and a few suggestions since a racial patch was possibly in the works, mentioned a few forums ago. QoL Changes: 1. Remove captcha from guild towns and player housing. It's not really a place it should be popping up in my opinion, especially when trying to summon 100+ mobs at an altar or 80+ baby phoenix the old fashioned way after the Sakura Island nerf to them, it'd be nice to at least not have to deal with captcha ruining the mood more. 2. Make Lv20+ summoning blueprints purchasable in stacks of 100+ if possible, the Lv95?+ ones can be purchased in higher amounts but not the low level ones and I think this change would be a nice change to accompany the guild town leveling changes. 3. Portable Bank and Portable Auction time be extended to be at least 2 weeks, giving us good rotation with our Daily Login rewards since they are every 2 weeks for one Bank and one AH. 4. To help with bringing back arena, I have a few reward suggestions. Rank 1: Eden Crystal x30(NT), Corona's Heartflame Lv120 x1, PvP Token x5, Honor Star x1500 and similar to 1v1 a "Rank 1 Arena" type of title that will last for the entire month and have an icon over their head with a special glow. Only 1st rank in every arena bracket can obtain this title, so 3v3 will have it's own and MBA it's own, etc. The rewards for 2-5 will be similar to 1st place but dimmed down on the EC/HS amounts and so forth and so on. 5. Add 115 bloods/cores to the loyalty item mall. I see all the other Lv115 materials however the bloods were left out and they are useful whereas the cores are not currently. 6. Change the 3v3 and 10v10 and MBA maps to new ones, spice it up for us or give us a chance to be in a new one or the old one similar to how TW maps rotate. 7. Let us be able to queue up in our own set parties before entering 3v3 or 10v0, we should be able to que as 2 and get a random solo or que as 3 and fight vs another 3, etc like this. 8. Heroic Trait Tome and Memory tomes available for login reward coin trade. 9. Stack CC formula boxes like DS boxes. - I'd ask for gem BPs too but I feel you won't, but if you do yay. Suggestions for Racial Patch: 1. Anuran can craft "Enhance Essence Powder Lv120" making another use of Lv120 Corona's Essences. 2. Zumi can craft "Wonderous Pouch" A sort of Lv110+ wonder pocket/4th dimension bag that can have NEW items in it such as Lv110 and 120 pet weapons and accessories, a chance to obtain Lv14 enchants crafted or blueprints, the other misc items the old ones consisted of but new and improved. 3. Human can craft physical, mana and claret fusion resist gems similar to our courage/compassion resistance.
  10. So it's been actually a while now , but everyone i met who had catherine as a pet said the same thing : " too smol" , so am making this thread in hopes she get her size increased , she too smol you can't see her details at all unless you zoom in and it's such a good skin my fav of all time , am not saying make her super big , but anthing beyond a 30% size increase is fine with me ! ty
  11. Yep SA2 Server
  12. Would it be possible to raise the level cap to where it was on official when it shut down? I believe the cap was level 54 when the aeria server closed down
  13. Now I know that this is going to be a long rant (possibly rant?) and I'm aware that this will probably just be closed, archived or thrown away after a bit of time. But I am here to give it a go at my thoughts and hopefully bring out other peoples thoughts/feelings on the same matter. Vendetta has been an amazing network for quite a few years now, have had a few ups and downs as anyone would, but you guys are holding strong and retain the BEST Eden Eternal server of all time, as well as the best (and only?) Scarlet Blade server. I believe in the staff and the capability of you guys, I also highly respect the GMs most of all for their hard work in running and taking care of these games as just a hobby between your busy IRL lives, so for that I want to say thank you and let you know I appreciated it all. Now, for the matter that will be shot down 😂 I'd like to ask that for your 4th game you consider giving Twin Saga a second chance. Vendetta had the most amazing TS server of all and I did try/play on the others, but always stuck to Vendetta and even played all alone for a long time until you guys closed. I know the server stability was bumpy and had 3 rollbacks so the server came off to a bad start with that, as well as having Aeria/To servers come out at the same time. But I believe you guys can make it popular and run it better than anyone else could, Jordan himself in charge of it would make it awesome just like he's done with Eden! (I think it'd be cooler if you guys picked it up again under it's original name: Astral Realm.) I truly miss playing Twin Saga on Vendetta's server a lot so I have a little bit of hope that if anyone else misses it too it might be enough to convince you guys to give it a second try. Thanks for reading/considering.
  14. The recent discussion over gloria (That i'm still not happy I was posted about..) had me thinking.. The current BGs AK and NB have alot of issues we all know this. Most of the time its 40 RG's vs 13 FKs (or as recent numbers have shown 2FKs) Biggest reason as we all know is looting, If you win you get safe guards and during the BG your gonna (if your lucky) get loot from the bosses inside. In my opinion the reason for so few FK's and so many of then going to the RG side is because with their current numbers its impossible for them to contest the bosses and even harder to win the BG. This is their own fault of course but I can see why they do it, if you always lose then of course your going to want the winning side. Now what if the BG's were less "fight for the dungeon" type and more "Fight to the death type" In a PVP battle your supposed to be trying to win against the enemy faction through Killing them and the objectives which yes we do have but its not how it should be. Nuclear Bunker is literally just a Dungeon raid for your faction to clear it feels like PVE instead of PVP. What if we had a BG were it was the last person standing? or maybe try to get as many kills as you can in the time frame for your faction? AK is a good PVP battle because its a mix of capture the flag and siege but the looting is still an issue from the bosses. I feel like the bosses are out of place, they hold no real purpose to the PVP side of the BG aside from giving you loot which is not what a PVP should be for. If you want loot it should be obtained through dungeons in the game like TA or BC. AKA PVP is for PVP not PVE. This is just an idea to consider of course but if we improve the looting system of actual dungeons and move the PVP BGs to focus more on PVP only and an end of BG reward that can benefit you and only you (like the wings from AK) then it might help. I know alot of us like the loot from BGs but like I said before that's not what PVP is for. I think it would also be cool if there was an end of week reward for the amount of wins a Faction gets which would make people want their faction to win. Or maybe for the top players each week in PVP for the kills they get and their performance (less deaths, lots of kills etc etc) ALSO LASTLY! can we PLEASE think about making a PVP thing with the race track in mereholt?! that would be so cool Thanks for reading! and if you comment please keep it clean and sensible thank you
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