Posts by Xanadú


    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 ?

    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....

    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.

    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

    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....


    Aber Queststate weist bei mir die gleichen offenen Questen auf wie bei Kleos. Keine weiteren. Gibt es noch eine andere Möglichkeit zum überprüfen, welche Questen noch nicht erledigt sind? Queststate bringt jedenfalls nichts brauchbares

    I am not sure if Queststate is 100% reliable. I had still quests to do in Rorazan and Chrysalia, even though Queststate tells no more quests. one of them was part of the big quest chains. Not a hidden quest (as far as i know).


    On Elven Island i did the quests long time ago, and I have 113/113, but I don't know of any specific mission that would be hidden. Maybe some of the elites drops an item which starts a quest, and this may not be shown in the queststate.

    Maybe, if considering, it could be a system where you could "upgrade" these items in arcane transmuter.

    e.g. 2 oe 3 purple upgrade items ==> 1 orange upgrade item.

    and the opposite way, disenchant an orange item gives 1 or 2 purple upgrade items.

    Just an idea.. :)

    Any official reaction on this ? Relating to quest-related mobs/cards.

    I know, in theory you can farm, but I did farm the Dreamland-Demon, and then you released it as 5-star default.

    So, I am asking about the same-kind-of-card issue with these cards/quests...

    thank you

    What will happen to some of the Prestige "Boost-Items" ?

    There are items to complete green, blue, purple etc. quests, and also items to give more XP or Coins for the quests.

    With the new design there seem to be different types of quests, no longer green, blue etc.


    Xana alle farmbar mit Geduld. Hab noch ein Mop gefunden ohne Karte in Talaghan.

    Den Traumland-Dämon hab eich auch "mit Geduld" manuell auf Grad 5 gefarmt, und nun wurde er auf "default 5 sterne" gesetzt. Deswegen wollte ich das mal anbringen bevor ich wieder Lebenszeit investiere...^^ Muss ja nicht alles unendlich kompliziert/langwierig sein.

    Wobei diese mobs in Chrysalia habe ich nie wieder gesehen und stunden dort verbracht in dem bereich, hast Du denn da einen Trick, oder muss man da mit nem Twink hin, der die Quest nicht abgeschlossen hat ?

    There are afew more cards related to quests, or questitems.

    Yrvantis

    Quest ID: 425020 [Gegenangreifer] - this quest is race dependend (dwarf only)

    Card ID: 771251 / Mob-ID: 106561 [Card - Auflauerer-Phantom]


    Coast of Opportunity

    Snakes

    Quest ID: 423834 (Gefährliche Mission)

    Card ID:771024 / Mob-ID: 105276

    Card ID:771025 / Mob-ID: 105277


    Chrysalia

    Quest-Item(random drop, quest then disappears, mob never respawns after quest completed)

    unfortunaletyl, i don't remember quest. But maybe you can check spawn conditions for these mobs

    Card ID: 778355 / Mob-ID:106874

    Card ID: 778349 / Mob-ID:106773

    Card ID: 778348 / Mob-ID:106772

    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....