#Additional Game System Suggestions That Should Be Fixed

1 messages · Page 1 of 1 (latest)

velvet dove
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  1. Player Retention Systems
    The game needs systems designed to keep players logging in consistently, such as:
    A monthly subscription/pass that provides daily rewards or resource income
    Weekly quests or instanced dungeons that offer strong incentives — whether that's high-value loot, significant EXP rewards, or exclusive items
    These kinds of systems give players a reason to log in regularly rather than burning out and quitting, which is especially important in the early stages after launch.

  2. Market System
    When setting up a shop to sell items, the game should display the current minimum, average, and maximum prices for that item. Right now, players have to repeatedly open and close the market just to check prices before listing — it's unnecessarily tedious and breaks the flow of gameplay.

  3. Inventory & UI Windows
    The inventory and item windows should be converted into floating, resizable mini-windows that keep the character fully mobile and functional while open. For example, being able to have the shop listing window and inventory open at the same time without being locked in place would make the experience significantly smoother. Most modern MMOs handle UI this way for good reason — it just makes everything more efficient.

This feedback comes from someone who genuinely fell in love with this game. The potential here is real, and that's exactly why these things matter. I want to see this game thrive — not just at Early Access launch, but for years to come. Please take care of it. 😊

velvet dove
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  1. Gear System
    The current gear system feels a bit off. Having only two equipment level thresholds — 50 and 100 — makes the progression feel too sparse. I'd suggest adding more level brackets, something like: 10–30, 30–60, 60–100, 101–149, and 150+.
    From personal experience, by the time I hit level 100 and bought gear with saved-up currency, I already felt somewhat capped. After continuing to farm, reset, and enhance until reaching best-in-slot, I was still only at level 132 — with nothing left to work toward except grinding currency to buy boss cards, since some bosses are too difficult to solo. It leaves the endgame feeling thin.
    A few suggestions:
    More frequent gear level brackets to give players a clearer sense of progression throughout the leveling journey
    More boss-exclusive equippable items to reward boss content — though what's currently in the game is already a decent start
    The goal is to make players feel like there's always a next step to work toward, rather than hitting a wall and just farming currency indefinitely.
heady fox
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how people suggest battle pass it’s actually insane imo

lament ember
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Dodge is a proper iframe. Gear is intended to not be vertical.

Most of your suggestions read like someone who played to one and didnt really interact with the game, because a lot of them are just wrong.

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and "These kinds of systems give players a reason to log in regularly rather than burning out and quitting, which is especially important in the early stages after launch."

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no

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they dont

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FF14 has proven this

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Its perfectly healthy if you dont want to play, to just stop playing till you want to play again. We don't need forced FOMO systems to make you have to log in everyday. A system that is what Actually causes burnout.