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[Feedback] to the Management - part 1

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Hello,

I catch up this post here:
Keep in mind that KR/JP games are not the same to ours in many aspects. The Westernization of ROI has lead to an ever increasing amount of changes and we need the community to help us tackle this changes onto the right direction.

We want your input and ideas in order to make RoI what you expect it to be and even more. So please, leave feedback either positive or negative it only helps, regardless.
[...]
Let's talk about RoI.
«Cream» meant with RoI "Rider of Icarus", but in a very convenient way, one can read RoI as "Return of Investment" and that is, what i would like to talk about and give some feedback from my point of view as a plyer.

"Westernization"
I don't have any idea, what that means, except the translation. But this "westernized" game is one of the worst example of how game design can work against the player. If you made changes to the original game design, you did that not well (why: see below)

Grind, Luck, RGN
The RoI (return of investment): The grind to get your equipment/mounts etc. is one of the highest i ever see in a "western" game.
The ingame revards are simple and plain not worth to play the game.
For example: we have done the Lava Light Cave on Legendary Level 3 a couple of times. Regarding the effort we have to put in our equipment, pets. potions etc., the revard (aka loot) is just a shame. We do expect a bit more than some elite and heroic seal stones or (craftable!) elite taming marks for Hakanas Highlands.
Our Roi (the return of our investment of time and effort) is actualy zero in legendary instances.

RNG as a principe of game design
While some RGN is fine and necessary in a game, you use the RNG as part of your game desing in an unacceptable meanly way.
Examples:
1) the totally mix & match of all possible stats (attributes) on equipment. I never see a game with such a bad design, where stats for tank, healer etc. are mixed up in the way you do it on the equipment. This just forcing the player to more grind and more and more frustration because the player can not see his RoI of time in the revards he get.
2) the luck-factor: there is very little respectively no pridictable way in the game, where a player could see to reach his goals for the game. Like the barter tokens you get if you done an intance on heroic level. There is no way a player could see a timeframe in which he could get an appropiate equipmet because of the above described mix&match. (say: a player can not say, "if i do intance x 2 more times, i can buy/exchange one pice of equipment with appropiate stats for my class)
3) negating player's effort this is the worst and it should be a 100% no go! Take the crafting of level 40 armours: a player have to put time & effort to get his materials and then the crafing can fail and he can lose all materials. Sorry to say it so hard, but this is just a blatant nonsense.

Class-balancing
Befor the next major update you will need to look at the classes regarding of class balance. While it is a nice idea/tactic to kite some legendary instance end boss mobs, it is a bad game desing if all legendary instance bosses have to use this tactic because of the tank class inability to tank a boss. Also you will have to take a closer look to threat generation of the gardians and other classes. While you give for example the mages a good AoE DPS you totally forget the tank class by holding aggro against a grup of mobs of even on just one mob against high DPS classes.

Selling false hope, crafting and taming
Some of your good-in-mathematic developer should take a look to the potions like the hardening, taming, triumphal crafting potion and to the other similar items with plus percentage. It seems that some of these items aply rather a negative value than a postive effect.
Also you have to better describe what this postions do. like the triumphal crafting potion have no effect (except you got 2 points for crafting) on armours, weapons, jewels & harness crafing (exept some of the materials like ingot etc.) At this moment for me: non of the buff you sell ingame apply the correct effect. The only exception is the triumphal crafting potion on alchemy and cooking, but also here the effect seems to be less than the advertised percentage.

Taming Tritael heroics
This is onec agin and extrem grind & luck gamble.
1) to use a pvp mount as material to craft a taming mark for a pve mount is a very bad idea. many players just don't do pvp, not even enter the pvp area. for this players is the only option to get a taming mark is to buy for an incredible amount of gold or the hope to get some for some daily revard chest etc.
2) the effort to craft the taming marks are in no relation how easy the teaming attempt fails on this heroics.
Here my own experiences
- with void-letonsia (1 try): i crafted the taming mark, collecting everything by myself for it. it needed many days to collect the 1775 orbs, tame all the 100 necessary mounts etc. Then my attempt to tame: jump on: red to 50%, red to 95%, green to 5%, fail. needed time: 11 seconds.
- I had the same experience with Karasha which is hard enough to not to kill him (2 tries), the two Kargyles (2 tries) and Lunafont (2 tries).
I gave it up. This is definitely only stealing my liftime. You understand very good how to generate frustration and demotivation to log in and play the game.
(i'm not takling about 1 try = succes, i'm takling about to have at least a chance! it was in all my tries just insane how fast and how far every red bar was going without to have any chance. in all my tries i never had a green bar over 15-20% and that sometimes even after i could press 3 times for green)

==/==
post to log, i have to part it

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