Posts by Xanadú

    I think this problem is already in the base game, and always was. There are not many occasions when so many players gather...

    However, it is really paingful.

    I did not even see the Boss, the screen just freezes, no movement, no reaction from game client.

    might not affect all players, as many player do damage and can play, but it is unplayable for many as well.

    You should maybe consider deactivate all effects from skills/char modification, in this specific zone/area.


    Well, let's say "nice try".

    but 0.5fpm is the result of players participating. And I am not saying many players like 1k-2k, just maybe 100 ppl, and it is absolutely unplayable.

    I am actually in Wodjin kill raid, and for the last 2.5 minutes the client does not even respond anymore....

    I suggested/reported to balance the Yrvantis dungeon lvl 8-10 to have the same card rearities, as they should have compared to other dungeaons, especially to the samel lvl 8-10 range dungeon in howling mountains.

    Yrvantis has green trash mob cards, boss is blue, meaning, it requires at least 485 kills of the boss hence dungeon runs to bring the card to lvl 5. whereas Anglo, the ebd boss in the same lvl dungeon in howling mountains is purple, requires "only" 243 kills a t least.

    My suggestions was "put down" because it would be unfair to other players who might have done this before, although i doubt many people did 485 dungeon runs in yrvantis....

    This "issue" is real, but, n the other hand, all other players in the passing years had to farm these mobs with exact this low respawn rate. So i think it might que quite unfair to change/reduce the respawn time for players who farms these mobs now. It is time consuming, yes, and i wished the respawn would be better, but... from the beginning, not now.


    You could consider to analyze this for the zones, which are not yet changed to the new card system and make adjustments BEFORE you implement the new system, to have fair chance for everybody.


    In this game, not all is really standard as it should be, or as you would assume it should be....

    With most recent patch there were some changes to monster card compendium.

    First, all cards seem to show 4 attributes, when in reality most of them do not have 4. also for red cards shows 4 attributes. this is not helpful when sorting by attribute number^^


    second observation:

    when using item 1244417 - it should usually just change the number of attributes (randomly) on the card, without asking

    annoying confirm dialogue. recently, there is a dialogue, this is annoying, as the chance to get a desired outcome is very low, it is necessery to use it MANY times, always having this dialogue is extremely annoying.

    so, please remove this dialogue, or make at least a checkbox so people can decide if the want to see this.


    There was a condirmation in the past, when the attribute had MAX vakue, but this is for all values, no matter what....


    also the info shown... does not even show the attribute for which this dialogue may appear^^


    edit: the same applies to itemd 1244419, this is intended to change a random attribute, gives same dialogue, again, without telling the attribute's name (the space is empty).

    Same for me, i only clicked "take gold", takes all items nontheless. Deleting mails, results in deleting mails WITH attachment, item gone. Something might nit yet been optimized....

    I think this is the reason for the additional "decks", so you can set up different preferred attributes, dependng on the class you want to play, so you can swith between these settings, without always rerolling the attributes on certain cards.

    What exactly do you mean with "server drop rates" ?

    Base drop chance for new cards ar elike

    green 1% ==> max 10%, so with 1000% drop bonus from buffs/pet/potions etc. will give a max 10% drop rate, correct ?

    blue 2% ==> max 20% so with 1000% drop rate bonsu will givethis ? In practise, this also caps aout at 10% i think, never ever get to 20%.

    and what exactly are server drop rates in this regard ?

    I have 2 more (monster) Cards, that I assume, are quest dependend, maybe you can check these cards/mobs.

    I guess they are related to the stone monument in basilisk pit ID 117605.


    I have those cards in my compendium, but for upgrade resaons. to 5-star, you know^^ , i will require to kill them like 605 times^^


    They do not spawn in the nearby serpent's event, at least after weeks of checking this event several times, they never appear at no time. So, my guess is, they are related to quests that i did "long time ago"....


    Thank you


    Monster IDs:

    105276

    105277

    Card-IDs:

    771024

    771025



    Another suggestion:


    I came back to the game, because of the great new card system, so, once again, i really like it :)


    but upgrading each individual card to 5 star is immensely time consuming - but, this is part of the game!

    For green cards, as an example, you need 605 kills and 64 monster card enchants (+ the base card of course).


    In most cases this is just a long time grind and...some day it will be completed.


    There are of course sme exceptions, related to the festivals.


    First: As some GM (or other game responsible) once confirmed, the drop rates for monster cards are intentionally reduced (massively) in specific zomes (like silverspring/dust devi canyon). As of my experience it is a massive 50% reduce.

    ==> This results in almost 1200 kills for the rrequired card drops. (normal zone drops)

    ==> Again, this takes long time, but eventually also this will be accomplished one day (although i have doubts rregarding "Tatus" monster card and one other^^)


    BUT: The festival cards themselves are far from being farmable.

    Some of the festival cards i have never seen, and most are super rare.

    This, by itself, may be a good thing.

    BUT if you consider, you need 65 of them cards to upgrade to 5 star, this will not be possible in a lifetime I guess^^


    ==> So, here is my suggestion.

    Bring a new card colour/type for all festival cards. Maybe turquoise, or brown, something different form the rest of the colours.

    And either lowe the requirements for upgrading, or change the way to upgrade.

    For the new cards you can bring "turquisee monster card dust" when disenchanting festival cards. And use this to upgrade to higher stardom.


    I want to point out, that i am not interested in the max attributes, i know, i can simply push the button and bring the attributes to max values.

    For me, as a collector, it is about the (real) possibility to bring all cards to 5 stars :)


    Thank you, for your attention

    Ok, so i understand the message that you give.

    the new monster card system is a great idea and great implementation in my opinion, but it has some minor weakness or faults, anyways, i undersatand that there is no will to improve or correct this. got it!


    but, as you have a vast understanding of the game, maybe you can enlighten me, and tell me, from a game design point of view, how am i supposed to bring these cards, let's take ID 100560 as an example, to stardom 5.


    Can you please describe the process, what is from game design intended to do ?

    For my character, it is impossible to do, if not using alt chars, just as a hint.


    So, please enlighten me, what is the "plan" ...

    With the new card system, some of the monster cards, especially quest dependent monster cards were given a special rarity.

    This makes sense to me.

    However, some monster cards which require a (low lvl) quest, still need kills and card enchants to upgrade to stardom (*5).

    I suggest changing these cards, at least removing the kill requirement, and/or changing the monster card rarity. If not to special, then maybe to purple.


    There may be more monster cards, but i am still busy with others^^

    Hello Dev-Team,


    i have a suggestin regarding some monster cards.


    First.

    Lvl 8 Dungeon in dwarf starting zone.

    This dungeaon is quite corresponding to the lvl 8 starting dungeon in howling montains. In my opinion, there is no difference in lvl requiremnets and "sense of implementation", in these two.

    So, my guess is, that monster cards should have the same rarity in both dungeons. ==> blue (normal mobs) purple (endboss).


    I am not aiming on anhancement of the attributes, but in lowering the requirements for Yrvantis cards to get to stardom 5.

    The "problem" is, that purple cards "only" need 242 kills to get a card to lvl 5 stardom, whereas a blue card requires 484.

    ==> Meaning, double the amount of kills for just this endboss in Yrvantis.

    In comparison to the same lvl dungeon in Howling mountains, this makes not much sense to me, with the new card system.

    I think developers of Runewaker did not realy care about this, and afterwards it was never changed^^

    So please consider changing the rarity of these monster cards.

    AT LEAST the rarity of the endboss to purple^^

    As for now, the auction house is not too complicated, and rather easy to use, better than most other games.

    Although i have a few suggestions.


    1.) It would be nice to have an option to filter for different currenciy autcions. Maybe there is an option already ? but I can't find it.

    e.g. I want to see only auctions for diamonds, or only for gold currency


    2) When i get a list of several intersting iitems i would like to buy, i'd appreciate, if i could just click/mark (check button) all the items and then buy "all at once", like putting then with one-click into a basket and then checkout. As for now buying dozens of items is a rather painful activity^^


    3) Maybe one of you has heard and maybe also played EVE Online. The market design is that, you can also place BID orders/BUY Orders.

    So, my suggestion is, make it possible to not only set up items for sale, but also make possible to place orders for items that would be purchased. most items are standardized, and even monster card (although have different stats) are mostly standard.

    Special equipped items could be set up for buy, with standard "any type of this item serves" assumption.


    Let's make auction house great again^^

    A few years ago you implemented a change for some tiems, like resources, to stack not only until 99/100 but until 9999.

    This was a great change!


    My seggestion is, you apply this also to all kind of daily quest items.

    There are items that only stack to 5 or 10, some to 50 or 99 / 100.

    Some items can't even been looted more than 50 (once in your bag).

    Hello and thank you for the latest update to Prestige, and the extension of the season to 4 months, it will make most people able to reach higher ranks.


    I want to add an "issue" regarding the benefits we can activate through spending prestige coins.

    For me the major issue is, that you need to unlock many ( M A N Y !) so called benefits that do not really benefit my gameplay, so why do you lock some benefits behind others ? Why not make any benefit be possible to activate by itself.


    Example of useless benefits design structure:


    For this rank there is a benefit to increase courage coins by 3%, it is a nice-to-have benefit, so i might activate it.

    With one month remaining, i might get 30x 2k courage coins (maybe 2k is too much estimated..but anyways).

    That's 60k, and 3% would be the total benefit, this is 1800 courage coins. Not spectacular, but OK.


    BUT !!! To activate first need to activate ALL other benefits above, which will cost much more than the actual benefit would be, this is not the only one, also for diamond/cashback it is just "xxxxxxxxxxx" (description censored by myself).


    So please have a look, and consider changing this policy.



    About Mirrorworlds we are not planning adding card stones for it's currency.

    You could add these items to the monster card dust / soul stone shop

    It is related to monster cards by design, and it would limit the possibility to get these items, by the amount of soul stones in possession. Also, it could help new players to get ingame currencies, as they can farm monster cards from day 1 and sell soul stones. Actually the prices are quite low, but this could boost the demand a little bit.


    And there is a huge imbalance between availability of same colour cars.

    Some cards are farmable, just takes a lot of time, but others are almost impossible to get at all, and green cards require 65 cards to enchant to get to 5-star doing it the regular way.


    Some blue cards are only available through missions, and unless you have 800-100 alt chars to repeat the quests, or constantly abaondon/start new quest for these mobs/cards it is really not reasobable to get/farm these cards.

    e.g. Kasumille and rage goblin in aslan /red eyed bear in logar

    In other regions you replaced these cards with "red level" cards, but these are still blue cards...



    Example for "optimizable" prestige quest:


    This quest takes about 50-60 minutes to complete alone.

    There are 9 mobs in the area, with a respawn of about 5 minutes, need 85, means 10x rounds with a little delay in between.


    Maybe reduce respawn time, or make more mobs spawn, or require less...

    Also some collectable quests have the items respawn very slowly. not all of them, many quest items respwan quite good, but others...take a while. Maybe you can check these ... i have no example today, sorry^^


    The current season had a length of 90 days, is that correct ? It is almost finished, and i see no chance to get all 20 levels or ranks being completed in this time. Maybe if you boost all possible ways with diamonds, but then..where is the point if you spend al that, to reach the final benefit and... boom, the season is over and you will not benefit..from the highest benefits.


    So, maybe you can adjust the experience required for the ranks, or simply give more experience/coins per single quest.

    I think it should be possible to reach max rank when you complete all quests every days

    I just tried one similar item, and it works like Lutine described.

    Also, it gives a "warning" message when the max stardom is reached, that could be achieved with this item


    Example.

    Item says can increase 1 to 2.

    It was possible to go to stardom 2, but not further, additional try gave message "cannot continue / max stardom reached".


    So the only way to get to stardom 5 is actually having an item which can upgrade to 5, any other items will not work/help.

    Seriously ? Now you start to downgrade mnster cards ?

    And I still don't get the exact idea of that card.

    Does it upgrade an orange 1-star card (if successful) to 4-star ?

    And in unsuccessful try it will do what exactly ? downgrade to zero ?


    Or does it randomly upgrade/downgrade a random amount of stardom, like a 3-star card can go to 5 or can go down to zero ?

    Also the translation is english, for german client...