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naru

more pve content  

7 members have voted

  1. 1. yes or no for more content

    • yes for content like this
    • no more content in this level cap


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currently gearing new ppl is very annyoing because, 110 gold sets are not enough, 110 awa is good but still not good enough and 115 sets need lot lot lot lot of time and if youre ungeared its even more delusional to go for them instant. 113 orange sets is what i recommend for new players but since its orange ppl dont want to go for it... 

I also think most of the old players get bored by the current content since they nearly have everything after few months. My suggestion is making lv 120 trials and for the nostalgia i took old dungeons which were never be a trial dungeon. I also took the lv 63 sets and suggest just to take the lv 63 sets or 65 gold make it 120 but let the effects how they are (ofc increase them to 120 standards but i mean dont add stuff like +5% dmg dealt or +10 % matk or what ever). I suggest to let the set effects how theyre and just make those sets easier accessable for new players. I made some mechanics in the dungeon but theyre not that hard expect for bosses which deal maybe HP dmg but its still just a suggestion jordan wont copy this here anyways. 

The lv 63 orange / 65 gold sets or the content of aeria not vendetta werent that fancy like the new content we have here with lot of dmg dealt and +x% matk/patk or what ever thats why i think this sets as lv 120 are still worse than 115 abyss sets but better than 110 gold, 113 orange (because of the level and stat diff) and for the weapons, yes they are in the suggestion lv 120 too and would reach more patk at 120% than 115 but the low level weps of lv 65 cap dont have fancy and strong effects like the 115 weps from hoO and thats why the real hardcore players would still go for hoO weps. 

 

i also might forgot some weapons/sets but its just a suggestion so who cares xd. Enjoy

 

 

 

 

Eden Eternal lv 120 trials

 

Bairas Chamber trial

1.       Boss Karis Amun

Skills

·         Spawns Ghouls which decrease enemies melee weapon attack by 100%

·         Gives players a debuff which decrease the HP by 10% for each hit they do against Karis Amun, can be removed.

·         Deals single target triple hit lightning dmg against the target he focus.

Passive buffs on the boss

·         Reduce gheal and pheal of all players by 10%

·         Reduce lightning resistance by 15%

·         Reduce acc by 20%

·         After 50% HP he will recive 20% less dmg and deal 20% more dmg

Drops

Drops blueprint formulas of weapons which are used in lv 65 cap, just in lv 120 gold version but with the same effects like the weapons in lv 65 Cap. The Weapons can only reach the power of a lv 115 weapon at 120% and the weapons which deal double dmg deal double hit/triple hit instead.

 

Cestus crit dmg blueprint

Dagger crit dmg blueprint

Sword blueprint

Cloth lv 63 heal set in 120 gold version glove blueprint

Light lv 63 fame mdps set in 120 gold version glove blueprint

Light lv 63 pdps set in 120 gold version body blueprint

Light lv 63 pdps set in 120 gold version boot blueprint

Trophy

White HP

All ele res +8

All p res +5

Attacks deal additional +250 dark dmg

5% chance of increasing matk by 15%, dmg taken -10% and phealing by +500

 

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2.       Olsin

Skills

 

·         Removes positive effects from the enemy

·         Deals quintuble slash dmg to all party members in a straight line

·         Stuns the enemies for 3 sec and deals double hit dark dmg

·         Casts a aoe where the players need to use the npc buffs to net get one shotted

 

Passive buffs on the boss

 

·         Dmg taken – 20%, Dmg dealt +20%

·         He will heal himself all 30 secs by 10% HP

·         Imune to slash dmg, dark dmg and pierce dmg

·         Cant be cced

NPC: One player takes a npc status where he needs to use a aoe skill to protect the party of getting one shot by the aoe Olsin casts

 

Drops

Drops blueprint formulas of weapons which are used in lv 65 cap, just in lv 120 gold version but with the same effects like the weapons in lv65  Cap. The Weapons can only reach the power of a lv 115 weapon at 120% and the weapons which deal double dmg deal double hit/triple hit instead.

Staff mcrit dmg blueprint

Axe pheal blueprint

sickle shot blueprint inspired by the first sickle shot the player can craft in this game

Cloth lv 63 mdps set in 120 gold version Robe blueprint

Cloth lv 63 mdps set in 120 gold version belt blueprint

Heavy lv 63 pdps set in 120 gold version helm blueprint

Heavy lv 63 pdps set in 120 gold version boot blueprint

Light lv 63 fame mdps set in 120 gold version boot blueprint

Light lv 63 fame mdps set in 120 gold version body blueprint

Trophy:

White HP

All ele res +8

All p res +5

Attacks have a 1% chance to remove ALL negative effects and reduce dmg taken by 20%.

 

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3.       Boss Kekabu

Skills

·         Turns players into bugs and make them lose 5% hp each second. Will be removed if kekabu uses his freeze skill.

·         Deals double hit ice dmg against enemies in a fan shaped line and freezes them. Freezed enemies cant attack, use items or move. Kekabus next attack will deal quadruple dmg if this effect wont be removed by the NPC player.

·         Reduce cast speed and attack speed of all enemies by 50% and deals nature dmg tot he targets.

Passive buffs on the boss

·         Imune to slash, imune to strike, imune to pierce

·         Reduce HP of enemies around him by 5% each second.

·         Each attack has a 5% chance of fearing the enemies (Npc player is imune against this). Can only be removed by the npc player.)

Drops

Drops blueprint formulas of weapons which are used in lv 65 cap, just in lv 120 gold version but with the same effects like the weapons in lv 65 Cap (ofc the effects are increased to lv 120 standarts). The Weapons which deal double dmg, deal double hit/triple hit instead.

Light lv 63 mdps set in lv 120 gold version hat blueprint

Light lv 63 mdps set in lv 120 gold version belt blueprint

Bow crit dmg blueprint

Cloth lv 63 fame mdps set in lv 120 gold version hat blueprint

Cloth lv 63 fame mdps set in lv 120 gold version boot blueprint

Gun crit dmg blueprint

Axe crit dmg blueprint

Heavy lv 63 tank set in lv 120 gold version belt blueprint

Heavy lv 63 tank set in lv 120 gold version body blueprint

 

Trophy:

White HP

All ele res +8

All p res +5

5% chance of increasing gheal + X and wis +x.

 

 

----------------------------------------------------------------------------------------------------------------------------------

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Barams Chasm Trial

1.       Boss Quiller

 

Skills

 

·         Reduces enemies flame resistance by 50. Can be removed by the heal

·         Deals double hit fire dmg against all enemies in 15 meters

·         Knock downs the enemy the boss faces, all 10 seconds for 4 seconds

·         Knock ups enemies and deals 5% HP dmg all 0.5 seconds. (Heal need to stay in the safe zone to not get hit )

 

Passive buffs on the boss

·         Reduce atk and cast speed by 30%

·         Increase the resistance oft he boss after 50% +30

·         All 10 seconds the boss will recive 20% more dmg but deal 20% more dmg.

 

2 safe zones like by nasci are at this boss. One behind and one in front of him.

 

Drops

Drops blueprint formulas of weapons which are used in lv 65 cap, just in lv 120 gold version but with the same effects like the weapons in lv 65 Cap (ofc the effects are increased to lv 120 standarts). The Weapons which deal double dmg, deal double hit/triple hit instead.

 

Grimoire mcrit dmg blueprint

Pike blueprint (inspired by the first pike the player can craft in this game)

Club pheal blueprint

Cloth lv 63mdps set in lv 120 version hat blueprint

Cloth lv 63 mdps set in lv 120 version glove blueprint

Heavy lv 63 fame set in lv 120 version glove blueprint

Heavy lv 63 fame set in lv 120 version hat blueprint

Cloth lv 63 heal set in lv 120 version hat blueprint

Cloth lv 63 heal set in lv 120 version boot blueprint

 

Trophy:

White HP

All ele res +8

All p res +5

1% chance of dealing triple hit dmg. 5% chance increasing critr +x and dmg taken oft he enemy +5%

 

 

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2.       Boss Miller

 

Skills

 

·         Knocks enemies back and deals holy dmg

·         Disarms the enemy which is in his target

·         Deals aoe triple hit holy dmg

·         Deals all 0.5 seconds 2% HP dmg in a fan shaped area

 

Passive buffs on the boss

·         Atk speed increased by 50%

·         Matk increased by 20%

·         Dmg taken decreased by 20% , dmg increased by 10%

 

Drops

Drops blueprint formulas of weapons which are used in lv 65 cap, just in lv 120 gold version but with the same effects like the weapons in lv 65 Cap (ofc the effects are increased to lv 120 standarts). The Weapons which deal double dmg, deal double hit/triple hit instead.

 

Grimoire blueprint

Pdps Pike blueprint (inspired by the first pike the player can craft in this game)

Club Pdps blueprint

Light lv 63 mdps set in lv 120 version body blueprint

light lv 63 mdps set in lv 120 version boot blueprint

Heavy lv 63 tank set in lv 120 version hat blueprint

Heavy lv 63 tank set in lv 120 version boot blueprint

Light lv 63 fame pdps set lv 120 gold version belt blueprint

Light lv 63 fame pdps set lv 120 gold version glove blueprint

 

Trophy:

White HP

All ele res +8

All p res +5

5% chance of decreasing dmg Taken -30% and gheal -50%.

 

 

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3.       Boss Silin

 

Skills

 

·         Reflect 10% oft the dmg dealt back tot he enemy

·         Increase dmg dealt of himself by 40% (can be removed)

·         Deals triple hit fire dmg to all enemies in 20 meters

·         Spawns a Miller and quiller phantom. Both phantoms have a buff on them which deals 10% HP dmg to the players until they kill the phantoms.

 

Passive buffs on the boss

·         Increase skill failure of nearby enemies by 15%

·         Decrease dmg taken by 30%

·         Reduce pheal of the players by 30%

 

Drops

Drops blueprint formulas of weapons which are used in lv 65 cap, just in lv 120 gold version but with the same effects like the weapons in lv 65 Cap (ofc the effects are increased to lv 120 standarts). The Weapons which deal double dmg, deal double hit/triple hit instead.

 

Mdps Mace blueprint

Mdps Pike blueprint (inspired by the first pike the player can craft in this game)

Club Tank blueprint

Atk speed bow blueprint

light lv 63 pdps set in lv 120 version hat blueprint

light lv 63 pdps set in lv 120 version glove blueprint

Heavy lv 63 pdps set in lv 120 version glove blueprint

Heavy lv 63 pdps set in lv 120 version belt blueprint

Light lv 63 heal set in lv 120 version hat blueprint

Light lv 63 heal set in lv 120 version glove blueprint

 

Trophy:

White HP

Ele res +8

P res +5

5% chance of decreasing dmg taken by 5000 and increasing all res by +5

 

 

 

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Mara Cult Altar trial

 

4.       Boss Jiku

Skills

·         Gives players a buff which heals him by 5% hp eachtime the player hit. Can be removed.

·         Deals triple hit nature dmg to all enemies in 15 meters

·         Deals double hit nature dmg to all enemies in 20 meters and decrease their acc by 50%. This buff cant be removed last 4 seconds.

Passive buffs on the boss

·         Reduce cast speed by 30%

·         Reduce nature res by 15

·         Imune to magical dmg

·         After 50% HP he will get 15% more dmg but deal 20% more dmg too

Drops

Drops blueprint formulas of weapons which are used in lv 65 cap, just in lv 120 gold version but with the same effects like the weapons in lv 65 Cap. The Weapons can only reach the power of a lv 115 weapon at 120% and the weapons which deal double dmg deal double hit/triple hit instead.

 

Cestus atk speed blueprint

Dagger atk speed blueprint

Sword mdps blueprint

Hammer blueprint

Cloth lv 63 heal set in 120 gold version robe blueprint

Cloth lv 63 heal set in 120 gold version belt blueprint

Light lv 63 pdps set in 120 gold version belt blueprint

Light lv 63 mdps set in 120 gold version glove blueprint

Heavy lv 63 pdps set in 120 gold version body blueprint

Heavy lv 63 fame pdps set in 120 gold version body blueprint

Heavy lv 63 fame pdps set in 120 gold version belt blueprint

Trophy

White HP

All ele res +8

All p res +5

1% chance of dealing double dmg (only for basic attacks)

10% chance of dealing triple hit dmg (only for basic attacks)

20% chance of dealing double hit dmg (only for basic attacks)

 

 

 

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5.       Boss Wushu

Skills

·         Buffs himself and gets for each attack 5% matk. Stacks up to 20 and can be removed.

·         Decreases the patk oft he players by 50%. Cant be removed lasts 10 seconds.

·         Deals dark dmg to all enemies in 30 meters and deals  10% dmg equal to wushus matk against his enemies.

Passive buffs on the boss

·         After 50%HP wushu reflects 5% dmg. (whole fight until he dies)

·         Wushu recives 20% less dmg and deals 10% less dmg.

·         All 30 seconds he heals himself by 10% HP

·         Decreases cast speed by 20%

 

Drops

Drops blueprint formulas of weapons which are used in lv 65 cap, just in lv 120 gold version but with the same effects like the weapons in lv 65 Cap. The Weapons can only reach the power of a lv 115 weapon at 120% and the weapons which deal double dmg deal double hit/triple hit instead.

 

Heal rapier blueprint

Katana blueprint

Mdps greatsword blueprint costomized since theres no mdps greatsword in lv 65

Light lv 63 heal set in 120 gold version glove blueprint

light lv 63 heal set in 120 gold version hat blueprint

cloth lv 63 mdps set in 120 gold version boots blueprint

cloth lv 63 fame mdps set in 120 gold version body blueprint

cloth lv 63 fame mdps set in 120 gold version belt blueprint

cloth lv 63 fame mdps set in 120 gold version glove blueprint

Heavy lv 63 tank set in lv 120 version glove blueprint

 

 

Trophy

White HP

All ele res +8

All p res +5

When attacked 1% chance of healing 5% HP all 2 seconds. Increase patk by 15% and deals additional ice dmg+ X.

 

 

 

 

 

 

 

 

 

 

 

 

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6.       Boss oberon

Skills

·         Deals Holy dmg against all enemies 15 meters range and dots them by 10k dmg each seconds. Stacks up to 5 times can be removed.

·         Increase his eva by 90%

·         Deals dmg to all enemies in 30 meters range and increase their dmg recive by 20%

Passive buffs on the boss

·         Atk speed increased by 30%

·         Oberon deals all 20 seconds 20% more dmg. His dmg taken is increased by 20% too

·         All 30 seconds he will remove all negative status from himself

 

Drops

Drops blueprint formulas of weapons which are used in lv 65 cap, just in lv 120 gold version but with the same effects like the weapons in lv 65 Cap. The Weapons can only reach the power of a lv 115 weapon at 120% and the weapons which deal double dmg deal double hit/triple hit instead.

 

Heal shield blueprint

Staff cast speed blueprint

Tank shield blueprint

pdps greatsword blueprint

Light lv 63 heal set in 120 gold version body blueprint

light lv 63 heal set in 120 gold version belt blueprint

cloth lv 63 mdps set in 120 gold version boots blueprint

Heavy lv 63 fame pdps set in 120 gold version boots blueprint

Light lv 63 fame mdps set in 120 gold version belt blueprint

Light lv 63 fame mdps set in 120 gold version hat blueprint

 

Trophy

White HP

All ele res +8

All p res +5

Decrease the dmg taken of the party by 10%

Increase the pdmg and mdmg dealt by 3%

5% chance of decreasing  all resistance by 5, stacks up 4 times.

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  • VGN GM

As I've mentioned on past threads Trial content is kinda bad because unless you shove something like World Bosses in them with worth while trophy combo's or something of that nature then the retention rate of the trials is very low (compared to something like HoO or Abyss). This is because unless the trials drop rates are abysmal then you're basically done with your gear within days and not only that you are also completing other gears on the way as they are after all just drops. Just saying with 110 Trial's for example which had a much stricter drop rate a lot of people ended up with their main gear completed with 2-3 days which was less time than it took me to make it which I hope as a player you'd understand that it's just not right.

Trials only really worked on Official Server because getting the formula was only half the battle. Getting the materials took time if you got them yourself and then forting them would take some time and/or some cash. Then you'd need other things such as gems and enchants and resetting the weapon with the general reset item and not the tier specific ones. Here you can just EP most materials or they drop in a high quantity. Forting is basically free as even if you spend 0 money on the game you can just farm palace and buy enough stones each day to fort one or two items to +14 (I remember spending 8 hours in DD on Official just to +6 to +8 1 item and my server was the cheap one lol).

So to be clear it's not really up for dicussion this is all based on data I have collected from years of experience as both a developer and a player, there is just no point making trials as the time it take vs the playtime gained just doesn't add up. However, if I was to make trial content again it would be in a different direction. Likely be some sort of extra way to farm the previous gear sets when new stuff is released so newer players can catch up.

5 hours ago, naru said:

currently gearing new ppl is very annyoing because, 110 gold sets are not enough, 110 awa is good but still not good enough and 115 sets need lot lot lot lot of time and if youre ungeared its even more delusional to go for them instant. 113 orange sets is what i recommend for new players but since its orange ppl dont want to go for it... 

The lv 63 orange / 65 gold sets or the content of aeria not vendetta werent that fancy like the new content we have here with lot of dmg dealt and +x% matk/patk or what ever thats why i think this sets as lv 120 are still worse than 115 abyss sets but better than 110 gold, 113 orange (because of the level and stat diff) and for the weapons, yes they are in the suggestion lv 120 too and would reach more patk at 120% than 115 but the low level weps of lv 65 cap dont have fancy and strong effects like the 115 weps from hoO and thats why the real hardcore players would still go for hoO weps.

I mean just to touch on this.

If you make gear that isn't better than the current gear then new people don't just go for that gear instead of the Abyss gear. That's not how it works even though you are right a 113 Orange should be fine for people to throw a couple stones at just to complete the content. But people are adamant about having the best available gear which gate keeps them from content. Throwing worse versions of something at them isn't going to change that and will just waste the games limited resources and waste my time when I could be working on content thats aimed for everyone and not just the handful of new players who choose not to use something that is perfectly fine to use because it isn't the best. It's nothing to do with it being Orange gear and there is also nothing wrong with the 110 Awaken's and of a matter of fact there is a number of players still forting this gear and working on this gear (Atleast from the Ticket's I get).

---

Nothing really wrong with the trial suggestions although I will admit it's a Sunday so I did breeze over the the finer details such as gear stats and boss skills.

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From my point of view, if we want new players to catch up better, instead of making whole new content, we can just ask Jordan to tone down what he considers super easy (even tho WB T drop rate is undeniably trash) to even easier levels, which simply is tinkering with some numbers instead of all this, as long as he is willing to.
For example, we can ask Jordan to buff 100/110 Trials again, buff the rates of WB T, maybe giving passive dmg reduction buffs in 100T, reducting coins needed for awkn gear, increasing number of coins per trial clear (again), there are many many ways, so long as he is willing to.

Also, if we just release more new content for new players, even if they wanted to, they now have even more things to learn and remember, a lot of them alrdy have trouble using simple things like the Map (sitting in Frostmorn Mountains and asking where Ice Crown Altar is) and gathering, or even reading items (example, ppl still ask how to get the free items, even though its clearly given a webpage on the H item thing that comes in the level up crystal that everyone gets).
So I suggest just make existing content even easier if the goal is truly to let ppl catch up.

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13 hours ago, SmolShibe said:

From my point of view, if we want new players to catch up better, instead of making whole new content, we can just ask Jordan to tone down what he considers super easy (even tho WB T drop rate is undeniably trash) to even easier levels, which simply is tinkering with some numbers instead of all this, as long as he is willing to.
For example, we can ask Jordan to buff 100/110 Trials again, buff the rates of WB T, maybe giving passive dmg reduction buffs in 100T, reducting coins needed for awkn gear, increasing number of coins per trial clear (again), there are many many ways, so long as he is willing to.

Also, if we just release more new content for new players, even if they wanted to, they now have even more things to learn and remember, a lot of them alrdy have trouble using simple things like the Map (sitting in Frostmorn Mountains and asking where Ice Crown Altar is) and gathering, or even reading items (example, ppl still ask how to get the free items, even though its clearly given a webpage on the H item thing that comes in the level up crystal that everyone gets).
So I suggest just make existing content even easier if the goal is truly to let ppl catch up.

Thats a nice idea too but wont happen, he decreased the amount of monsterfossil you need from 15 to 10 to make "110 awa gear easier to get". The thing about 110 awa gear is that if youre new you will probably have enough gold to buy 1 quest or 2 and then the farming takes days and if youre unlucky with the drops and worldboss spawns in trials/df maybe even weeks. 

A truely good buff for 110 trials would be if the Flame and Darkness stone droprate is allways 100% if you get the boss you need for the quest. Also the DF boss droprate of the quest item should be 100% at this point since 110 gold only is trash 110 awa with just one quest takes time which you could work on 115 set( and 115 sets takes weeks of farming too, i got my first 115 set in 5 weeks and i farmed every day after that i just bought the sets or the mats because i got tired of it). Lv 100 trials back then were the best. You were new and didnt want to spend lot of time for 95 awa sets then you could just ask your guild to take you in lv 100 trials and you had your classes geared in few days. Having the classes geared means that you can actually do more stuff like the hard content jordan released abyss and DS (yes i count abyss as hard content because for casual players it is hard). I started when the level cap was 120 on this server and the best sets were 95 awa or 100 gold. Getting gear to participate PvP or with good ppl trial were back then way easier. 

I also know old players from that time that log in sometimes to see whats going on rn in this server, they see how much they gonna need to farm and catch up as a old good player and then just quit again. Tbh if i wouldnt cash or play the whole time i would do that too. the amount of time you spend in HoO and abyss if you dont have the gold to buy the stuff as a newbie is INSANE. I also have all 110 t world boss sets since i played that content since its release except the kiriyata trophy. Imagine the content is out for over a YEAR and i still didnt finished it completely and im everyday on i just had a break for some time because of a other game but still. Im still not finished with fking 110t content and its out for over a year and thats just ridiculous. 

 

good buff would be :

Materials for 110t awa sets are 100% chance to drop if you encounter the right boss 

 

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20 hours ago, Jordan said:

As I've mentioned on past threads Trial content is kinda bad because unless you shove something like World Bosses in them with worth while trophy combo's or something of that nature then the retention rate of the trials is very low (compared to something like HoO or Abyss). This is because unless the trials drop rates are abysmal then you're basically done with your gear within days and not only that you are also completing other gears on the way as they are after all just drops. Just saying with 110 Trial's for example which had a much stricter drop rate a lot of people ended up with their main gear completed with 2-3 days which was less time than it took me to make it which I hope as a player you'd understand that it's just not right.

Trials only really worked on Official Server because getting the formula was only half the battle. Getting the materials took time if you got them yourself and then forting them would take some time and/or some cash. Then you'd need other things such as gems and enchants and resetting the weapon with the general reset item and not the tier specific ones. Here you can just EP most materials or they drop in a high quantity. Forting is basically free as even if you spend 0 money on the game you can just farm palace and buy enough stones each day to fort one or two items to +14 (I remember spending 8 hours in DD on Official just to +6 to +8 1 item and my server was the cheap one lol).

So to be clear it's not really up for dicussion this is all based on data I have collected from years of experience as both a developer and a player, there is just no point making trials as the time it take vs the playtime gained just doesn't add up. However, if I was to make trial content again it would be in a different direction. Likely be some sort of extra way to farm the previous gear sets when new stuff is released so newer players can catch up.

I mean just to touch on this.

If you make gear that isn't better than the current gear then new people don't just go for that gear instead of the Abyss gear. That's not how it works even though you are right a 113 Orange should be fine for people to throw a couple stones at just to complete the content. But people are adamant about having the best available gear which gate keeps them from content. Throwing worse versions of something at them isn't going to change that and will just waste the games limited resources and waste my time when I could be working on content thats aimed for everyone and not just the handful of new players who choose not to use something that is perfectly fine to use because it isn't the best. It's nothing to do with it being Orange gear and there is also nothing wrong with the 110 Awaken's and of a matter of fact there is a number of players still forting this gear and working on this gear (Atleast from the Ticket's I get).

---

Nothing really wrong with the trial suggestions although I will admit it's a Sunday so I did breeze over the the finer details such as gear stats and boss skills.

You have the experience but youre still not online everyday and play with players which dont actually cash a ton VGn in the game to get their gear. You just need to see how new players suffer to get their stuff done. Without help of others they will be never able to play the game correctly. TK gear is not enough to participate 110 trials, so they need a carry for 110t. I dont know many ppl which spend 5h a day like me to help new players and yes i only help my guildies. Im not even talking about randoms which whisper me when i search geared ppl for 110t. 

Experience and the reality are two different things. You may see ppl forting the 110 awa sets BUT you dont know how much unnecessary time they wasted on that content, you dont see how much HELP they needed to get that content and you need to seperate players who cash and players who just play casual because its obvious that the player with money will gear at the end faster than the casual player. 

113 Orange sets are HATED, none will go for them not even if a geared player advices it because its orange i dont need to discuss about that because its simply a fact i experienced the past few months with new players. Its orange so its not good. Even if i say 113 orange can compete with 110 awa statwise (ofc the passive effect of the 110 awa 5 piece is still better but statwise they arent that different). New players dont go for it and farm instead the 110 awas which take Ages of farming if you cant buy more than just 1 or 2 quests. 

 

 

Lets talk now about the future content and maybe you should do someday a teaser or idk a post about that, because there are only pve players on this server (dont count me to them even if i do pve most of the time just because im bored but i also try to participate pvp). Most of the good players are done with the pve. they simply got everything with money thay had from old content or with cashing and farming. Good players will go as 5 with their main peeps and just rush the content down and the majority of the high end players is done with the current content. I want to ask when you think there will be new content which isnt challenging for new players and when there will be content which is challenging for old players.

Im a fan of DS ngl, the dmg numbers of bosses are sometimes ridiculous ( Eis and Nasci every other boss is totally fine, i get one shot by Eis with 70 over capped Ice resistance but hey the boss dmg is balanced) but all in all its a great dungeon und makes the most fun in the game for me rn. I wish the content there would be harder to finish (droprate wise) so more player would actually do the dgn because most of the ppl just wanted to get their sets and never touched it again. So yeah when can we expect content which is doable for a new comer with Tk set and without 5 other geared player from the old content to gear up and when we can expect new challenging content for the geared player. around 2022? i dont mean that sarcastic i dont mind if its really 2022 aslong we get something new. 

 

or maybe even make a TK set lv 110 and make it +14 instant with random generated fortification stats, that set should be ofc worse than 110 gold but around 100 gold set statwise. That way new players could actually maybe do 110t properly.  

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1 hour ago, naru said:

You have the experience but youre still not online everyday and play with players which dont actually cash a ton VGn in the game to get their gear. You just need to see how new players suffer to get their stuff done. Without help of others they will be never able to play the game correctly. TK gear is not enough to participate 110 trials, so they need a carry for 110t. I dont know many ppl which spend 5h a day like me to help new players and yes i only help my guildies. Im not even talking about randoms which whisper me when i search geared ppl for 110t.

The original suggestion of level 120 trials wouldn't solve this issue either. As they would need more carrying. As Smol said the best solution to solve new players problems is to make new players lives easier. I disagree with the World Boss statement as this isn't really newbie gear and rather gear to farm after the fact. But most of what they said is true. What you've also gotta remember though is for new players it will always be an uphill battle. They're competiting people people who have put several years into their account. They're going to need a good amount of time to catch that up. I've experienced this myself.

1 hour ago, naru said:

Lets talk now about the future content and maybe you should do someday a teaser or idk a post about that, because there are only pve players on this server (dont count me to them even if i do pve most of the time just because im bored but i also try to participate pvp). Most of the good players are done with the pve. they simply got everything with money thay had from old content or with cashing and farming. Good players will go as 5 with their main peeps and just rush the content down and the majority of the high end players is done with the current content. I want to ask when you think there will be new content which isnt challenging for new players and when there will be content which is challenging for old players.

Im a fan of DS ngl, the dmg numbers of bosses are sometimes ridiculous ( Eis and Nasci every other boss is totally fine, i get one shot by Eis with 70 over capped Ice resistance but hey the boss dmg is balanced) but all in all its a great dungeon und makes the most fun in the game for me rn. I wish the content there would be harder to finish (droprate wise) so more player would actually do the dgn because most of the ppl just wanted to get their sets and never touched it again. So yeah when can we expect content which is doable for a new comer with Tk set and without 5 other geared player from the old content to gear up and when we can expect new challenging content for the geared player. around 2022? i dont mean that sarcastic i dont mind if its really 2022 aslong we get something new.

As for things about challenging content.

Challenging content gives the most feedback, a lot of positive and negative opinions. This is why things like Abyss and HoO are not quite copy and paste trials and have varying level's of difficulty from boss to boss. Obviously none of which is the DS level of difficulty but better than your average trial.

As for a new hard dungeon like DS. Well thats my next plan for content. I have some other things to take care of for Awaken like the updated Temple Arena system and Classic with it's GVG updates but thats what my next goal is and I already have some people helping with the planning for it. When it will come. Well that I don't know, I guess it would be this year but whether that be summer or winter that I cannot say as it just depends on how well development goes.

Making skills is taxing for me, I did so much skill work when doing the rebalance patch a few years ago that it's just mentally draining to work on them day after day. This is why dungeon's like HoO and DS took so long to make as I needed to take multiple breaks to reset my brain to ensure that the correct quality is given to each skill. So I'm glad that someone has assured me that this is the content that is wanted.

1 hour ago, naru said:

or maybe even make a TK set lv 110 and make it +14 instant with random generated fortification stats, that set should be ofc worse than 110 gold but around 100 gold set statwise. That way new players could actually maybe do 110t properly.  

The level 90 TK set has better stats than a level 100 gold set because it basically is a level 100 gold set with multiple stats in one as like legacy gear the 90 TK set levels up as you do. They are also free to fort to +14 you just need scrolls. Level 80 TK weapons also level up to 100 too and are also free to fortify.

People just need to stop being snobs about what gear they are using or what gear their party members are using. Theres nothing wrong with using an orange set and if they choose not to use one because they wanna wait for an Abyss set waving a level 120 set thats worse than an Abyss set in their nose isn't going to change that as they will still wanna wait for an Abyss set.

People need to realise that +14'ing gear isn't that expensive and can be achieved from dailys dungeons which are doable on TK gear. People can even use the free basic resistance gems to gem their set too so it's not like they have to burn too much money on sets. If people aren't willing to do that then nothing you can really suggest other than free gear for everyone will help anything.

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Okey nice to hear that we going to get something maybe this year, i have a second question, did you ever asked people which are actively playing RN, if they want new dungeons from other games (costom dungeons) or old dungeons from eden. Idk if im the only one here but tbh in costom dungeons i lag the whole time. the worse costom dungeon is dragonskeep thats for me the most laggy one and i think its because of all the small animations in the background of the dungeon. Aeria used back then old dungeons as trials too and it worked we all enjoyed it. they just changed ofc the boss mechanics and thats it.

There are dungeons which arent used yet by aeria or by vendetta as trials like those three i recommended and i bet there are others too which hadnt a comeback as trial for example. Im going to call it just trial but i mean as new content in general. Aeria even used whole maps as trial, like tranquil hill trial.

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1 hour ago, naru said:

Okey nice to hear that we going to get something maybe this year, i have a second question, did you ever asked people which are actively playing RN, if they want new dungeons from other games (costom dungeons) or old dungeons from eden. Idk if im the only one here but tbh in costom dungeons i lag the whole time. the worse costom dungeon is dragonskeep thats for me the most laggy one and i think its because of all the small animations in the background of the dungeon. Aeria used back then old dungeons as trials too and it worked we all enjoyed it. they just changed ofc the boss mechanics and thats it.

There are dungeons which arent used yet by aeria or by vendetta as trials like those three i recommended and i bet there are others too which hadnt a comeback as trial for example. Im going to call it just trial but i mean as new content in general. Aeria even used whole maps as trial, like tranquil hill trial.

Custom dungeons do not have an affect on the game anymore since I have fixed any outstanding issues with them. There is a stigma that they cause lag because they used to but I have done many hours of testing on 3 different systems to make sure that this problem is solved. Obviously there will be a difference in terms of the map size and as you quite rightly mentioned whats going on in the map such as effects and animations but it's no different than some of the maps already in the game. I would honestly say peoples custom pets will be more of a cause of lag than a dungeon would be. Especially the Aura Kingdom pets as they are very heavy in terms of size (Talking about 10x more detailed than one of the more detailed Eden Pets). However, even those i've optimized to a large degree to make them run smoother in game.

I'd also like to point out that for new content I like to go the full way on the custom sides of things and make the content feel as original as possible. Which means taking a new map that has not been used before to give the content a "Fresh" feeling. This doesn't mean I would rule out Eden Content. But if I'm sitting here thinking a concept of something fresh. Baram's Chasm does not spring to mind. That dungeon is dull and has so much wonkey collision.

Although I will admit there's a number of people who like the older style dungeons because they're nostalgic, I wouldn't use them for new custom content that I build from the ground up. I've also taken quite a liking to the Dragomon Hunter dungeons as they really fit Eden's art style. DS is a good example of this.

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