#Premiums QoL Suggestion

24 messages · Page 1 of 1 (latest)

pearl cave
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There are a ton of premium consumables with different durations in the game (5 min–3+ hours).
Some can be used simultaneously, while others from the same category cancel each other out.
This causes:
-Heavy inventory clutter
-Frequent mid-fight reuses (especially short-time premiums)
-Inefficient and stressful premium management

Suggestion:
Add a new in-game window called Premium Clock that stores and manages consumed premium items in one place.

It would work like this:
-Double-click the Item in your inventory
-items are added to the Premium Clock (Their duration is stored and accumulated)
-items are removed from the inventory once added to the Premium Clock

The Premium Clock allows players to:
-Toggle individual premiums on/off
-Start all compatible, selected premiums simultaneously
-Stop all active premiums at once
-Presets: save/load setups (e.g. Dungeons, PvP, Leveling)

If two premiums from the same exclusive category are toggled at the same time, the Start button is disabled, preventing invalid combinations.

Benefits:
-significant inventory space savings
-No more mid-fight reusing of short-time premiums
-Flexible and efficient premium usage
-Reduced frustration from 5-minute consumables (e.g. speed scrolls)
-Cleaner and more intuitive premium management

This feature does not increase power, but improves quality of life, usability, and consistency when handling premium consumables.
Premium-Items like Amps can be excluded from this Feature (or any other Premiums the DEVs don't see fit for this)

I'll add a Picture to show you how I would imagine a Feature like this. ( I used ChatGPT so the Icons look weird but you get the overall idea)

stark abyss
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Yes.

@carmine blade

raven finch
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I'd rather them let us stack prems over having an auto-prem system

carmine blade
# raven finch I'd rather them let us stack prems over having an auto-prem system

This won’t be implemented, it makes them no money. Imagine people who leave this feature on by mistake! PROFIT! 💸 Of course it depends on how they implemented.

I would like for this or some variation implemented for sure. Its very overwhelming when one is setting up to grind. Stacking doesn’t eliminate the need to click every single item on this list:

Party
Party lvl
Party skills
Couple skills
Fillers
Party scrolls
Prems… lots of prems…
What stacks with what…
Buffs
Self buffs
Rm
Set (1v1 or AoE)
Skill page
Stat page
Pets
Pet feed or more prems

Don’t even get me started on inventory space… 💀

stark abyss
gentle kestrel
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Just ditch all the useless few minute prems. Stop pretending we need those and should be happy with those as "rewards" for events.

The +1-3 fishball crap are THE worst inventory clutter there are. and get instantly deleted... All the 5 minute prems are pointless in the grand scheme of things.. other than maybe a max damage / buff attempt.

And everything is soul-linked.. but.. doesn't stack.. so you spend most of your ingame time "right click - convert to soul link" on all items in the hopes that they stack.

And it's the only place they stack, because most you can't actually use together if you are already using something else that boosts that stat.. so what’s the point?

Yes. a seperate prem screen or inventory, where i can favourite the ones i want, with a “start all” button, would certainly help to make this game about gameplay instead of inventory management. But in reality i think the game needs to be de-cluttered.

heavy bay
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This is a cool idea! It could definitely act like how housing NPCs work, where you can “open and store” them in a window and then activate them how/when you want.

I think one of the biggest issues/headaches is getting around the 50 different soul-linked versions. Sure, there’s the “right click and convert,” but there are still some prems that don’t do that (clovers for example).

gentle kestrel
primal igloo
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This also stops the need to log out between dungeon runs.

naive marsh
# pearl cave There are a ton of premium consumables with different durations in the game (5 m...

I think the idea itself is quite good — however, it absolutely does not align with what FlyFF Universe is trying to achieve with its cash shop.

If players can freely stop and start timers and only use premium effects exactly when they need them, the cash shop would inevitably lose revenue. From a business perspective, that would be hard to justify.

The fact that Housing NPCs currently allow similar behavior is, in my opinion, more a result of a rather lethargic approach to bug fixing and system consistency (see Battle Pass bugs) than a deliberate design decision.

From a player’s perspective, I completely understand why such a request comes up, and of course I would personally like it as well. At the same time, I honestly wouldn’t want to see how expensive premium items would become as a consequence — probably similar to what we’re already seeing with Housing NPCs.

safe quarry
pearl cave
# naive marsh I think the idea itself is quite good — however, it absolutely does not align wi...

Thats why I said, that Prems like Amps(or similar items) can be excluded from this feature, its really up to the DEVs.

For the Rest:
If a player has to choose between :

  • having to let a 1-hour prem run out
  • log out to save time on prems
    OR
  • forcing himself stay and finish the prem
    that’s not meaningful monetization, it’s friction.

Friction doesn’t scale and actively lowers trust in the cash shop.
Players don't buy prems to choose between three frustrating outcomes - they buy them to activate and use them for specific activities.

Allowing pause/start only aligns usage with intent — it doesn’t create more value per item, it just removes forced loss.
If revenue depended on players accidentally wasting timers, that would be a design problem, not a business model.

the system can be restricted.
• minimum runtime before stopping (e.g. 15min)
• excluding high-impact items (Amps,Balloons etc.)

QoL that respects player time increases retention — and retained players spend more long-term than frustrated ones.

About the people saying stacking the prems would solve the issue, please have in mind, that a feature like I suggested also prevents inventory cluttering and gives a way more comfortable start to any activity than handpicking the wanted prems in the inventory and clicking through them until wanted time is reached.

reef token
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i really hope they listen to this. Awesome idea

elfin stump
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u over-complicate things and make it hard for devs to agree to it, because it's so much work. A full auto-prem system is ridiculous and out of scope. Just allow stacking prems and pause their duration in safe zones, it's very easy to implement and the effective would be so massive, it would make the game much better to play.

stark abyss
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Over complicated? Too much work? What?

elfin stump
stark abyss
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more time to work on what? they had plenty of time and all we got was 1 dungeon and unfinished classes.

reef token
# elfin stump I know it can be implemented, I just think there are much simpler solutions to t...

I get your point about dev workload, but I think that’s kind of the wrong angle to judge a suggestion.
The purpose of suggestions shouldn’t be “what’s easiest to implement”, but “what actually solves the problem properly”.

Stacking + pausing in safe zones would help, sure – but it doesn’t really address things like category conflicts, mid-fight reuses, or general premium micromanagement & inventory cluttery. It’s more of a band-aid than a clean solution.

Also, calling it “auto-prem” feels a bit misleading. Nothing activates by itself, it just centralizes and manages stuff you already have to handle manually – without increasing power or reducing decision-making.

And honestly, “easy to implement” is pretty subjective. Even stacking + pausing needs a bunch of edge-case logic, so it’s not like that comes for free either.

I think it’s fine (and important) to suggest bigger, well-thought-out systems. What the devs end up doing with it – partial implementation, simplification, or rejection – is their call anyway.

Asking only for crumbs because we don’t expect cake doesn’t really move the game forward.

elfin stump
# reef token I get your point about dev workload, but I think that’s kind of the wrong angle ...

"category conflicts", I absolutely agree with you, mid-fight reuses can be fixed by allowing to stack. General premium micromanagement, idk about others, but I'm doing fairly well by having my taskbars i go through for certain events and situations, like pvp arena, pve dungeon, pve grinding, etc. we have so many taskbars available to solve this.

So to truly nail things down, I think the "category conflicts" are your strongest argument, and maybe also that the implementation can be subjective. However, if you come from this angle that it is about "what actually solves the problem properly", to me the right solution is to reduce the number of prems this game has and adjust stat bases. Obviously, they won't remove prems entirely, because it provides a solid income, but they could, at the very least, reduce the total prems of the game that there don't need to be any conflicts.

For instance, why giving out rice cake stuff, just give out flasks. Why providing Clover, they are rare and way too powerful for PvP anyways, they shouldn't exist. Why are there fishballs, they could've renamed and restyled the cotton to be the fishballs of the lifestyle system (with the same function, but different tiers).

To me the absolute best solution to handle "category conflicts" would be for them to learn to recycle and re-use prems in events, and somehow eliminate category conflicts. This proposed system looks like a solution around a problem that they introduced themselves, instead of tackling the actual problem of too many prems.

reef token
# elfin stump "category conflicts", I absolutely agree with you, mid-fight reuses can be fixed...

I think this is where your argument kind of contradicts itself.

You started from an implementation-simplicity angle, but then proposed a full rework of premiums, events, balance and monetization. That’s orders of magnitude more complex than adding a QoL management layer on top of existing systems.

I agree that fewer, cleaner premiums would be the ideal solution. I just don’t think it’s a realistic one for a live game that already built years of revenue and content around them.

Saying “taskbars solve it for me” is fair on a personal level, but it doesn’t mean the system itself is in a good state – it just means players adapted.

The Premium Clock isn’t about avoiding the core problem, it’s about giving players better tools to deal with a complexity that, realistically, isn’t going away.

So if the concern is dev effort and scope, a controlled QoL feature actually feels more consistent than hoping for a fundamental redesign of the entire premium ecosystem.

elfin stump
# reef token I think this is where your argument kind of contradicts itself. You started fro...

I know that both of my suggestions contradict each other, because they tackle the problem from different angles for different conditions. If you want to go for simplicity you do it this way, if you want to do it the "what actually solves the problem properly"-way you do it that way. I frankly don't care if these contradict each other, both are still better than putting a complex system on top that doesn't really justify its cost to the devs/maintainers. (Maybe there is a simple solution for the "category conflicts", that still need to be explored.)

OPs suggestion is neither "simple" nor "what actually solves the problem properly". Even if the intent of the "Premium Clock" is not to avoid the core problem and even if it is about "giving players better tools to deal with a complexity", it still is (by you admittedly) for a "complex" system.

You are trying to solve complexity with more complexity. Either do a "simple" band-aid for a complex system (stacking prems, safe areas pause prems), or you remove the complex system altogether (re-work of prems).

reef token
# elfin stump I know that both of my suggestions contradict each other, because they tackle th...

I think this is where I fundamentally disagree:
“solving complexity with more complexity” is only a problem if the added complexity is also exposed to the player.

Right now, the system is already complex – but the player has to manually handle all of it: conflicts, durations, re-use timing, short prems, mistakes. The Premium Clock doesn’t add complexity to the experience, it centralizes and abstracts it away.

That’s a very common design pattern: inventory systems, loadouts, talent presets, buff managers – internally more complex, externally simpler.

Your proposed extremes are:

a light band-aid that reduces some friction but leaves the core UX messy

or a full rework that removes complexity entirely (which I agree would be ideal, but realistically very unlikely)

The Premium Clock sits in the middle: it accepts that the complexity already exists and gives players proper tools to deal with it.

Also, saying it doesn’t “justify its cost to the devs” is speculative. A QoL system that improves premium usability can increase perceived value of premiums without touching balance – that’s not automatically a bad trade-off for maintainers.

So I don’t think the suggestion fails because it’s neither ultra-simple nor a full rework. It fails only if you assume that those are the only two valid approaches – and I don’t think they are.

elfin stump
# reef token I think this is where I fundamentally disagree: “solving complexity with more co...

is only a problem if the added complexity is also exposed to the player

And you don't think this will eventually result in consequences for the player? Someone is gonna pay to develop and maintain this long term and technical dept is a thing that can spiral out of control. Especially with them adding new prems it will require to touch the UI over and over again. It is things like that that justify cooperate greed in their terms and I hope they will at most get only inspired by this suggestion to think about a good solution themselves that makes the game better short and long term. It's good that we address the issues around the premium systems, but I doubt over-engineering something on top is the key solution. That's all I had to say, thank you.

reef token
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bump