Maybe, a suggestion, could it be possible to have some check box feature to switch on, Elite visibility on map then ?
So people could swithc between show all "elite/boss" mobs or just boss mobs, and not elites.
Maybe, a suggestion, could it be possible to have some check box feature to switch on, Elite visibility on map then ?
So people could swithc between show all "elite/boss" mobs or just boss mobs, and not elites.
Thank you for clarification. This is what I experienced, so it works as intended.
Maybe for future you can think of chamging the german translation, I did not really understand the purpose form the description.
Can you please explain the exact requirements for this achievement ? or, what is intended to be the requirement ?
I think the description is not what is required.
I used different methods to enhance the attributes, and enhancing single attributes on the card did in NO case trigger the achievement.
Using the "boost card to max attributes" will trigger the achievement.
With my latest test, i upgraded all attributes step by step, meaning, one attribute by another.
Only with the very last attribute getting to max value, the achievement was triggered.
So maybe it is intended like this, but then, the description is misleading, at least for my understanding.
Sorry for empty quote^^ I did not want to repeat all...
Thank you for sharing the ideas.
In general i think it is a good solution, higher percentages on old cards, i assume, will give higher percentages on new as well.
as for the "complete random quest" .. i am usually not "complaining" when something is too good^^ but i think this new version could be really a bit more valuable than the old one.
The old one would complete a random daily quest, the new one would complete a random "permanent achievement",
i personally really like this, but maybe it is too much in some cases.
There are, of course, also specific old scrolls for green quests, blue quests.... orange quests.
Will they complete a specific 1 star .... 2 star ... or 5 star quest then ?
Again, thank you for sharing
Can you share your ideas for replacing the "old" scrolls, that gave the experience and courage coins bonusses, as well as the quest completion scrolls.
There were quite valuable scrolls, like "complete all daily quests".
So, it may be interesting to share your ideas, what these may look, after replacing, so people can give feedback, before it is "too late".
I recently got one of these scrolls into my seasonal tresor, is this intended ? Season is still going long time, so no problem, but all other scroll rewards were put into permanent tresor.
Display More✦ Introducing the All-New Card Enhancement System
The long-awaited upgrade to our card system is halfway here! We're thrilled to present a completely reimagined Monster Compendium featuring mass card enhancement capabilities in a streamlined, interactive interface. The redesigned frame is not only more visually appealing but also 25% more compact while retaining all functionality you rely on.
✦ The "Enhancements" Tab: Automation at Your Fingertips
The highly anticipated "Enhancements" tab will allow you to utilize all your stones automatically with complete efficiency. Best of all, this powerful functionality will be entirely free – you'll only need the stones themselves.
✦ Future Development Roadmap
Looking ahead, after the "Enhancements" tab release, we plan to phase out stones completely, transitioning to a system based solely on the four existing monster card currencies. Here's an exciting insider preview: we're working on an enhancement system where you'll no longer lose attributes during upgrades – either the enhancement succeeds, or it fails while preserving your current attribute values.
✦ Your Input Matters
We'll share more detailed information about the functionality soon, but we wanted to give you this early look at the core concept. Your feedback is invaluable – share your thoughts and suggestions with us, as your ideas could be incorporated into the final release!
Below you will find a prototype of the updated enhancement system.
Please note: all information, including numerical values, images, and icons, is presented solely for preliminary review. The final version may differ from what is shown here.
So, in this screen you have still the stones, but your plan is to remove the stones, and set some kind of "price" for each functionality the stones were offering, right ?
So the benefit is, no storage for the stones, and no variable price for the stones.
but, what price will you set ?
With current Prestige, you have an option to reduce the "reset tab price" by up to 15%, 30% with booster.
You will take this into consideration, right ? - Like Prestige allowing a overall price redution for card enhancement functions, correct ?
Will you show the chances in percent for the functions/stones in the interface ?
The most important detail, testing^^ Because...if thewre is a bug and we lose stones/materials/currency...it would be unfortunate^^
Display MoreWill there also be a approach to make card system less expensive?
As of rn and after ~ 6 weeks I grinded a lot inside the system (close to 5k dex/str + 15k patk )
I did it with most likely one of the cheapest ways and still this was ~ 150k dias so far.
This is insanely expensive and I would recommend a rethinking of the stone shop.
Tbh card system prices would be fine if the dia shop would not need 100000000 resets and the stone price would not increase after every 3-5 stones (purple/blue)
Also I don't rly get the point of green cost of 1 dia after purchasing 20 since even if you only buy 1 sort you are better with just resting for 17dias with max prestige instead of wasting even 1 dia on buying after the 20 free
This also applies to more or less any other shop but that the cost is increasing already is redicules.
You should reduce the cost of rerolling, especially if you are introduxing a system that makes you able to "mass" reroll cards.
I mean only rerolling alone rn for 2600 cards is insanly expensive and if you imagine the price of the boosts even with 5stars on each card well....
We speak of at least 1-2 million dias.
I understand that this system is not meant to be completed in weeks and is meant to be made in a year proly or longer but having it consum so many dias is just a bad joke.
But even if you would gain 1k dias f2p every day which is utopia you would need over 5 years just to make it if you would spend every single diamond you earn into the system
Don't get me wrong this is not meant to be offensive in any way, but I readed through all messages in this topic and most feedback I saw wasn't considered or straight up ignored if it was about the insane amount of dias needed for this system.
Greetings,
Miraiyu
I am doing it for like 2 years now, mainly focused on the card system. You will still have a lot to do
With the new - in this thread published - system, there might be a change to the stones/prices. Let's wait and see.
I understand, that the new Prestige system is a real big change, with a lot of dependencies, and a lot of effort put into.
I personally do a lot in prestige, and do not "buy" the steps for diamonds, so i am testing it intensely, and my opinion has not really changed, from what I posted in the beginning, especially regarding effort and total reward, i am pretty sure, the overall Coins will not rech, what we got in the previous season, maybe (in part) due to some high rewarding achievements being "pay-to-complete" achievements (hero destiny).
but this apart...
2 suggestions:
1. regarding the unusable items, you coud grant a 2 hour buff every day for extra prestige exp/coins, like the drop buff from NPCs in Atlas, for the time, the items do not work.
2. Consider for future adjustment one daily task to give courage coins, once people reach Demi-god.
In the above screenshot i tested in Yrvantis zone, ID 31, i think everything is correct there, it triggers all necessary prestige achievements. Also the "Candara/Taborea" Achievements.
==> Seelen-Sammler / Kartensucher = correct !
The second screenshot shows the Yrvantis dungeon, zone ID 212 (which is located within the Gnome region/zone).
Collecting these monster card triggers no Achievement for Candara/Taborea. (It would only trigger the dungeon ones).
The same is for disenchanting these cards, it does not count towards Candara/Taborea.
Geisterbrecher, Kartenzerstörer, Grüner Extraktor, Smaragdverstreuer.
Also upgrading to higher rank does not count towards
Pfad des Sternsuchers, Stellare Kartenbeherrschung
It might affect other achievements too, but i have not tested all.
I am not sure what was intended. If you say the gnome location should count like Elven island, than i might say it is a bug.
I tested today with "normal Yrvantis zone", these cards count for Candara/Taborea.
So i think it is only the dungeon, inside Yrvantis.
I upgraded cards from the dungeon, and they did not count towards the Candara/Taborea overall count.
It is no big deal, i now, just wanted to clarify where these cards should be "located" ....
I have another question regarding Prestige Monster Cards
There are categories for each zone, also for Yrvantis (dwarf) zone.
In total there are 15 zones actually implemented for Prestige.
There is also a major category for Taborea and Candara.
The respective monster card categories seem to implement an overall sum of all zones.
e.g. each zone has 5 monster cards to rank 1, 4 monster cards to rank 2 etc.
The overall category has 75 monster cards to rank 1, 60 monster fards to rank 2 etc.
I assume this is due to the 15 zones....
but, i think the Yrvantis zone monster cards (at least the dungeon i have checked) do not count towards this category, which is understandable as it is from a different continent/world.
With this in mind, would it be better to separate Yrvantis from Candara/Taborea and make a separate category ?
.....
But in one of the upcoming patches, we will remove this element so that the mount works like others.
why would you do this ? This is a feature of Perma VIP, right ? The instant summon is quite useful, so why would you consider removing this ?
Can you please check/reconsider the amount of monster cards required for each rank/zone, and the respective reward ?
Here is an example of Yrvantis and Aslan Valley, with the respective kill count task for this rank.
As mentioned by you several times, the experience would be rather "just play the game".
With this approach, i think a more correlated number of monster card drops should be considered.
48 monster card drops on this rank is a bit "insane", taking the drop rate into consideration, which is (not you theory drop chance) rather 1-4% or 5%. Comparing to 105 kills, this would rather give a number of 5-6 card drops, lets take 10.
In Yrvantis this number seems more realistic, and wow, the reward is also higher.
My thought is, to get the 48 cards drops, just for the rank 2, you will spend 5-10 times more for this taks alone, killing mobs (with the kill count taks already completed long time).
Also the overall reward for 48 card drops is so extreme low. With 5% drop rate it would lilely take 1000 mob kills.
This is 12-15 times the amount required for a kill quest in previous Prestige season, which gave at orange rank about 1.000 courage coins. Now we get 34 courage coins.
No matter how many other tasks get an update, they all have low coin reqrds, and the factor is double digits.
Card drops are not like quest item drops.
A remark to the comparison of Yrvantis and Aslan, it was taken randomly, because there were different values.
And I know Yrvantis has less mobs, is a smaller zone etc. but, one mob kill is still one mob kill, and card drop is also the same.....
You may take the numbers required and reward given also consider for the other zones.
==> I am not complaining about monster kill count task, just the card drops required and the related (extreme low) reward
I used to level all weapon skills, and by far not use most of the weapons, i just leveld them up "the old way".
If the explanation, and arguing of the devs would be true, and support players, there would have been 0% need to nerf the old afk way to obtain weapoin xp. Absolutely no reason.
The new, additional, way is a great add-on, and i appreciate, but again, why nerf the old way, if you want to help players ?
These changes follow the same pattern as most changes, one step into a good new feature, wich comes along with remove of long appreciated features.
I alway see this as PAF, player annoyance features. And I still don't get the reaosning.
Again, new way is a good idea, but why nerf the old way ?
I am not sure if the
As for Consumables, currently only approximately 10-20% of items in the game are functional and relevant. Later, we will provide detailed information about which items specifically are working. At this stage, we would like to note that achievements require the most valuable and relevant items designed for high-level heroes.
I think this is not 100% accurate. My guess it, only Items purchased, or purchasable for diamonds are teken into account.
There are some buff food items, that exist as Prestige reward and the same quality/attributes as a item shop (purchase) version.
Of course, only thew IS item counts.
EXP/TP potions, IS item counts, another item granting xp/tp buff (but from prestige) does not count.
I see a pattern.....not about highest value items, but about "money spent" items....
Display More
GreetingsRegarding issues concerning non-functional achievements, we need more information, like ID monster etc, especially when it comes to Monster Hunt and Monster Card.
As for Consumables, currently only approximately 10-20% of items in the game are functional and relevant. Later, we will provide detailed information about which items specifically are working. At this stage, we would like to note that achievements require the most valuable and relevant items designed for high-level heroes.
Regarding player coverage and the relevance of various achievements — we take into account the interests of all users. If you have already completed certain game actions and they are no longer interesting to you, unfortunately, this is just the current implementation, which will be expanded in the future. The system is already quite extensive — more than 2,000 achievements including star ratings. In future seasons, new achievements will appear that will primarily target high-level players.Just to get started.
I think all mobs that drop purple cards are not really considered in the system.
Blue card dropping mobs are, as i experienced, counting as Elite-Mobs.
But purple card mobs do not count as Elite, nor as Boss.
e.g. Axis, dragonfang, ID: 101791
In this area there is an achievement to kill Bosses in that zone, so if Axis (which seems to most powerful mob) is not a Boss, than who is ?
The same for Sascilia, there are several purple card dropping mobs, but none of them count towards Elite or Boss.
Though...there is also a Boss achievement.
e.g. mobs ids: 100821 100788 100893 100764
I think they do not count at all.
I guess only orange card dropping mobs count as Boss, but e.g. i sascilia and dragonFang there is no such mob.
I think the issue with non-existent Bosses (at least no mob that counts as Boss, purple card mobs could be the right mobs, but they don't count) still exists, and it affects more zones.
Dragonfang
Sascilia
Aotulia Volcano
Xaviera
Küste der Wehklagen
Strangely, there is a zone with bosses, but no task
Dust devil canyon
Missing Dungeon?
Cost of opportunity (there is also a dungeon task, i don't know wjhich dungeon should be there)
This affects higher ranked rewards, as they are locked, if not all tasks can be completed....
2.3. The old system had physical progression limitations — a fixed number of quests per day or using dias for acceleration. The new system doesn't limit progress — the choice between investing time or dias remains with the player.
So, when i fnish all the missions that we see at the moment, there will open up new missions, correct ? in the running season, correct ? This is what you are sayin "doesn't limit progress".
This could be a good way, thank you for this information, i thought, the actually displayed missions going up to 5 star are "all we can do".
2. Fundamental error experience calculations:
You're comparing quests 1-to-1 with the old system, which is methodologically incorrect. In the old system, completing one quest didn't affect the progress of others. In the new system, performing one action counts simultaneously in approximately ~10 different quests. Comparing these systems this way is like comparing "warm with soft."
I calculated all missions that i can see, this INCLUDES als secondary missions, giving a total of way less coins. but as referred in 2.3, if there is not limit and new missions will open up, than i might reconsider.
2.2. The star system rewards optimal completion. Thoughtful star completion leads to more valuable rewards from the right column. Additionally, players now receive unique rewards without using gems — a possibility that didn't exist in the previous system.
Honest feedback. i have not seen any reward. All items given are either worthless or not usable at the moment, with no information if or when and how they would be useful.
I am spending many hours ingame doing the new system, and i am now spending my time to give you ma personal feedback, as a player.
I understand, that you have a good theory of the sstem, and good intentions, and of course hundreds, if not thousands of hours working on this.
On the other hand, i give you the feedback, to illustrate how it feels and turns out to an actual (actively using this system) player.
I have no intention to do any offense or make your precious work less woth, by no means.
just telling you, how it really feels, playing.
Effort vs. reward feels by a factor over 10 worse than before.
Motivation to do the stuff is good, i like it ... but it is just too much effort for the low output .
I tried to estimate to total amount of available quest/tasks and camou about 1150-1200 over al sections and all ranks (1-Star to 5 star) and all zones.
With the old system we had 5 daily quests, times 120 days ... then we have 600 quests, which usually tokk me between 30-80 minutes daily completion time.
With the old system, we had different ranks (coloured from green to brown) quests, now we have 1-star to 5-star.
A rough estimate about xp/coins might lead to about 1/4 of total xp/coins with the new sysem and much more time consumed.
Maybe, you did not consider the upscale of XP/Coins with advancing in Prestige-levels. With prestige Level 1, the amount of coins (per task/day) was significantly lower than with the maximum Prestige level 20.
Did you consider this ?
The numbers i see ingame seem to not reflect this, but maybe it will show later ?
Can you comment on this ?
Well, it is too early to make a good based comment and final thoughts about it.
In general i like the idea and the implementation looks good.
But the amount of rewards compared to effort, i have really huge doubts that it compares at any level to the old system.
I think the reward is just a fraction for any task, than it was before, half at best, 10% for many of the beginner tasks.
The effort required is 4-5x higher than before.
And 95% of the activities are NOT just playing the game as usual, because i have some doubts that many players run Dungeons in Howling mountains, or any other of these zones on a regular daily basis and consider this the normal gameplay.
I personally have no problem with running the low level zones, but it takes MUCH more time for tasks to get a fraction of the previous rewards.
Example.
Sascilia: Task kill 175 Mobs, get 304 XP and 264 coins.
Before we had a daily quest giving up to 1000 coins and kill/collect between 45-90 mobs.
Kills 1 Boss (in Sascila i have not heard of any Boss that would count for this, but anyways.)
Gives a spectacular 38 xp and 33 coins.
In other zones, the time spent to kill a Boss is mostly running, searching, and do this many (MANY) times a day, to eventually one day find a Boss. Effort 10-20x higher than usual tasks before.
Reward 5% of previous rewards.
So, comparing old with new, in this extreme, old system was 200 times more rewarding.
General missions though, i think the factor is more like 5-10 more rewarding for the old system.
Minigames are part of it, and part of regular gameplay. This is no issue.
Using repeat tickets, or Mirrorworld tickets seems to have a really HUGE number required.
Like 60-90 just for the first star, i think this is also a bit improvable^^
A final remark, or suggestion:
To match "normal gameplay", i think a rather general approach would fit better.
Many players, many different playstyles.
But, why making everything so complicated and divide it into zomes?
Why not make
==> kill x amount of mobs in open world,
==> kill x amount in dungeons.
==> Enchant x amount of green cards anywhere etc.
==> kills x bosses
etc.
make 25 instead of 5 ranks
but any mobs from any zone, like lvl 90 zone or lvl 10 zone, should not matter.
Or you can make different type of mobs,
like ==> bears. no matter what zone, kill bears in logar, or kill bears in any high lvl zone (where bears are available).
I think this would rather suit a "usual gameplay" apporach, because everybody will just play in that zone he is doing his business.
Are there any plans to add some kind of repeatable content to the prestige pass?
Currently it seems very hard to progress past level 15, especially if you already upgraded the cards from certain zones.
I am also a bit "worried" about ongoing "flow of courage coins" after completing the majority of tasks offered. With the old system there were repetable missions every day granting about 3k courage coins per day on average, maybe a bit more. I don't see this towards the end, when most of the missions are completed, the overall sum of courage coins seems to fall a bit short. but maybe there will be an update soon.
Display More
GreetingsDisplay Morethe new Prestige looks pretty interesting, lot's of things to do, as I already posted on Discord.
With some of the categories, i am not sure, if all mobs/items are covered, though.
For example in Sascilia, i don't know about any Boss, but still, there is a category to kill a boss.
Mobs that drop purple cards, which I would consider, at least Elite mobs, do not count towards Elite category, and i think they do not even count towards normal mob count as well.
The category for usim Items (like enhance your attributes, restore your resources, enhance drop rate) Many items i used do not count.
So, if there are only some exclusive items that count, could you at least add a tooltip with the items ? Or check for other consumables to make them count ?
Gneral feedback to the amount and categories regarding mob kill/card drops/enhance etc.
I think the design and numbers are quite fair and overall good.
But one aspect might be kinda unfair for people that already have most or maybe all cards from lower zones already fully upgraded to 5 star and max attributes.
Still, there are categories which require update stardom and attributes.
Of course everybody can start new cards and enhance, but this was probably not the intention. Maybe it will only affect a small group of players...ah, I see, your recommendation might be "you do not need to do all the quests, you can choose, and skipp these..."^^
Regarding issues concerning non-functional achievements, we need more information, like ID monster etc, especially when it comes to Monster Hunt and Monster Card.
As for Consumables, currently only approximately 10-20% of items in the game are functional and relevant. Later, we will provide detailed information about which items specifically are working. At this stage, we would like to note that achievements require the most valuable and relevant items designed for high-level heroes.
Regarding player coverage and the relevance of various achievements — we take into account the interests of all users. If you have already completed certain game actions and they are no longer interesting to you, unfortunately, this is just the current implementation, which will be expanded in the future. The system is already quite extensive — more than 2,000 achievements including star ratings. In future seasons, new achievements will appear that will primarily target high-level players.
Just to get started.
I think all mobs that drop purple cards are not really considered in the system.
Blue card dropping mobs are, as i experienced, counting as Elite-Mobs.
But purple card mobs do not count as Elite, nor as Boss.
e.g. Axis, dragonfang, ID: 101791
In this area there is an achievement to kill Bosses in that zone, so if Axis (which seems to most powerful mob) is not a Boss, than who is ?
The same for Sascilia, there are several purple card dropping mobs, but none of them count towards Elite or Boss.
Though...there is also a Boss achievement.
e.g. mobs ids: 100821 100788 100893 100764
I think they do not count at all.
I guess only orange card dropping mobs count as Boss, but e.g. i sascilia and dragonFang there is no such mob.
the new Prestige looks pretty interesting, lot's of things to do, as I already posted on Discord.
With some of the categories, i am not sure, if all mobs/items are covered, though.
For example in Sascilia, i don't know about any Boss, but still, there is a category to kill a boss.
Mobs that drop purple cards, which I would consider, at least Elite mobs, do not count towards Elite category, and i think they do not even count towards normal mob count as well.
The category for usim Items (like enhance your attributes, restore your resources, enhance drop rate) Many items i used do not count.
So, if there are only some exclusive items that count, could you at least add a tooltip with the items ? Or check for other consumables to make them count ?
Gneral feedback to the amount and categories regarding mob kill/card drops/enhance etc.
I think the design and numbers are quite fair and overall good.
But one aspect might be kinda unfair for people that already have most or maybe all cards from lower zones already fully upgraded to 5 star and max attributes.
Still, there are categories which require update stardom and attributes.
Of course everybody can start new cards and enhance, but this was probably not the intention. Maybe it will only affect a small group of players...ah, I see, your recommendation might be "you do not need to do all the quests, you can choose, and skipp these..."^^
yeah, maybe it could have a red card like some other quest related mobs, or be given as quest completion reward.
I think there are quite some mobs out there that may have the same "characteristics"
I think, as the mob itself is rare to find, and is essential for some story quest, it would be challenging for people to complete the quest, when others are out to farm the card... but maybe there is a way to solve this
I think this mob never had a card and never was intended to have one. The mob is necessary for a quest.
The vast extent of these changes sounds really promising, let's see it soon.
For the Prestige-Quest-Section, there is a ranking, for completed Prestige Quests.
I surely have not completed all possible quests throuought all the seasons, but the ranking seems a bit strange to me. How is it possible to get so many quests done ? My approach would suggest, it could be rather a number between 2200 and 2500 or maximum of 3000 quests.
As yu can see in the screenshot, there are some entries with FAR more completed quests.
Will you review this ?
Or - is there a way to ckplete more quests on a daily basis than the 5 quests i can see ?
maybe there is an option I am not aware of....