Posts by Ikaria

    It seems that something went wrong with the new titles from the collectable system "Ewiger Sammler...". They can be placed into title system but don't provide anything in there and also get unselected the second you enter instances inside the region. Would love to have the Sammelobjekt-Bonus inside the instances aswell.

    Hello


    As per the title description, they can only be used inside the active zone the title is for. This is intended behaviour and not planned to be adjusted.

    when you do the survival game the damage you get is received as a Dot (from staff explosion, bombs and mobs). meaning the time you can not do anything and just have to wait is increased further. this leads to more common situations where you keep getting knocked out of opening the same chests or tiles multiple times in a row. it was for gone for while, but came back. i did not keep track, so not sure when this was. i noticed one instance where the Dot problem disappeared during the minigame and came back again, but this was a one time occasion, that is why this stuck in my mind. since a while this bug is persistent and i would love to see this fixed.

    Hello


    As previously mentioned, this is due to survival instinct taking incoming damage and splitting it up. You may find it useful to remove this skill whilst playing the minigame.

    (which were not mentioned in all the posts)

    Hello


    You can find them mentioned below which were from original post.

    💡 Why the Change?

    Previously, stone prices increased after a few purchases. While some options were technically cheaper, finding the best deal often required careful calculation and, in practice, many players weren’t able to consistently get the optimal value.


    IF you wanted to help players, why didn't you try a different, more rational approach and give a better explanation to the shop, how to use it and how to optimize the usage ?

    You give very good wiki-explanations for many areas, really good in deed.

    So, it would have been worth a try, to FIRST explain players how to maximize the experience with the shop, that was WORKING as intended.


    Shop tabs could be enabled/disabled with just a checkbox "old system/new system", IF wanted.

    It's true, we didn't try other implementations before this approach, but over the last few years especially, we've tried to make the game more newplayer accessible, if using a shop requires doing multiple calculations, and/or reading the wiki, this doesn't feel very accessible. This is a direct result of feedback from newer players, as well as outsourced play testers feedback.


    Supporting two systems is removing any work done to try and simplify an already complex system (monster cards is very confusing for people not current invested into it), and work is being done to make it seem less daunting so more may get involved with it, not only with the shop, but in future the enhancements tab that will be activated.


    You implemented this shop with the tabs a while ago, and it was working as intended.

    But, many players did not "fully understand" how to optimize the usage of that system, right ?

    Your intention was to simplify things, which you did.

    Yes the old store was working as intended by original design, but as part of a live service game with frequent updates, these things may be changed at any time based on feedback, which is what happened here.


    Why do you think i am giving you my time and writing all this feedback ? Not because it is so super duper good and better and cheaper than before


    Ok, i'll give it a last try, although i should be aware of your maximized feedback-resistance....


    Feedback is always important, however feedback that is simply "revert xyz" will likely be ignored in most cases due to not being constructive, especially regarding system changes like this that is aimed towards being more accessible and not keeping same complexities.


    It is important to build on changes in a positive way, so if you have ideas that is not reverting a change that actively benefits new players, we'd be open to suggestions.

    Hello


    Reverting to old reset options is not planned. However as previously mentioned, there may be further adjustments in future based on feedback. The aim is to simplify the shop, having total of 9 tabs would not help with this.


    Reasons for change were already outlined in the first post.

    Hello


    As shown above, your progress in awakened was 97.05% not 100%. Your visual on world map was displaying normal mode, which we found a workaround to fix for awakened instances with previous patch.


    We will investigate Ghoul Duke in awakened mode not giving progress.


    In future, please use correct threads for giving reports, game guides collectibles locations is not the correct thread for reporting issues.

    Hello


    With next patch the following cards will be moved from Dark Will's Gift to their respective monster.


    • Forgotten Warrior
    • Captain of Undead Army
    • Mage of Undead Army
    • The Champion
    • Abyss Messenger

    However their base droprate has been reduced to ensure these cards still remain somewhat uncommon due to some players having previously obtained these by going out of their way to siding with the Dark Core.


    Phychic Orb will be also moved from Dark Will's Gift to Dark Core due to not being killable.

    will there also be sth to motivate players more to play pvp?

    From my observations most pvp currently is dead on the server because there simply is lake for reward.

    Most games have sth like season rewards that also benefit pve for example if there would be ranking and a season would run for 3 months the top 1 guild would receive 50k dias place 2 25k and so on, could be introduced for other battlefields aswell but proly guild war would be best fitting for this ^^


    Greetings

    Implementing improved rewards before addressing other issues in PvP first would be waste of time. You must also factor in that PvE rewards only end up "abused" by players trying to cheese systems to obtain them as fast as possible(no matter how much restrictions are put in place). New rewards will likely come in future, but not before other more important updates are done first.


    If you have ideas for rewards that are unique, you may suggest them in this thread. However giving raw currencies (like diamonds), is not planned.

    Hi Ikaria ,

    what about enabling all Item Setskills to all players inside battleground, that you can also use all ISS for it?

    I guess would be nice to have some ISS to use. In that case at least warlock shield (dmg mitigation) and priest shield (dmg mitigation) need to be adjusted for pvp (adjustment to skills are already in planning I guess, assuming planned patch notes?).

    Would be more work, but I think some ISS (even in weakened form) would make fights more dynamic (even though pvp is still not sooo attractive to most players :D)

    Hello


    You mean similar to how all elites are unlocked automatically and skills set to max level? It may be considered until PvP skills from notes is implemented.


    PvP skills on planned notes is not about reworking existing skills to suit PvP, but ensuring a full new skillset is available per class. Technical work is done since a while already, but time constraints to design it has delayed this significantly.


    Greetings

    Rarity of this item will be increased with next patch. Custom blacklist is not planned due to technical constraints.


    Greetings

    World Map inside Awakened instances is showing normal mode, tooltip shows Awakened progress.


    This is currently not possible to improve due to technical limitations, but % shown are still accurate.


    Greetings

    Hello


    It's not planned to adjust this currently due to this being temporary solution to help players in the mean time, as full frame is intended to be added in future where it will be displayed in much easier way.


    Greetings

    Hello


    This is already included, however it only shows current zone and doesn't list quests that are inside child zones, same as all other tooltips.


    Greetings.