#Can we get some good QOL updates to main server and stop splitting an already dwindling player base.

8 messages · Page 1 of 1 (latest)

silent trench
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Game has lost 25.92% of its player base in past 30 days.

Game is dying, good suggestions are there.
People have put in literal hundreds of hours grinding in your game but instead of keeping the game engaging with better QOL the solution seems to be releasing more servers and splitting up the players.

Some reasons why friends have quit MAIN PVP:

Big issue with PVP at least is the ease to buy towers from market and build heaps of spam wall during combat to just constantly keep people from progressing, its boring. This was raised a long time ago - still not fixed, people with a PVP focus arent getting that siege experience - They quit.

Big guilds that hold magistrate are just getting bulk coin and that is causing a massive inbalance in game(books,breakthroughs). Players cant compete - They quit.

The curve for combat skills is just too much. People with higher proficiencies should have an advantage but it should'nt be impossible for a newer player with skill to be able to defend themselves. Player cant compete.

My own experience is the above also but I found that many people in group would go hard grinding so that they can be relevent in combat. But then they burn themselves out because its just too much grind with no fun. New servers can offer fixes to this, but cant there be a middle ground where some of these issues can be addressed?? Example, cheaper breakthroughs for skills, books dropping more commonly. At least make core combat skills easier to achieve and more balanced so newer players will be able to play and compete with more established groups.

Otherwise main servers will have no new blood. You will continue to lose players and I know myself, players will be bitter that they put in all this time for the devs to just seemingly put thier efforts elsewhere

worldly hollow
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I think also important is to fix the lag when a server get more populated, It will be great instead of a lucky lag hit we could actually enjoy some PvP, as soon as a few Chinese players join the sv the ping goes from 200 (wish for a eu server is already a lot ) to 800 and makes its unplayable and unjoyable for both sides

fickle perch
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Or when they are far from you, the game is relatively playable. As soon as they come near you though, the lag and rubberbanding is ridiculous. When they die, it's magically fine again. Hmmm, why is that devs????

severe plover
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I think the best/biggest change would be to give exp to the weapon used to kill an NPC rather than how many times you have hit them using that weapon.

Right now I've got about 15 NPCs in a prison/gym and I'm hitting them over and over, there is no fun in the grind except from how much faster it goes up to killing them in camps

Make the game more fun, and less grindy. I'm about to hit 900 in all my melee stats but I wouldn't be annoyed if it was made easier for new players.

Or maybe give new players 1 week of double exp when joining a server that isn't brand new.

Maybe change the drill station thing that you can use to train npcs on to actually be worth having. As far as I'm aware it gives reserve proficiency, if that did actual proficiency then it would be a good help, especially with ranged proficiencies. Save me clicking 2,000,000 times for 900 archery 🤣

unique quest
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This issue of making the game viable for new players has been raised in multiple suggestions already. Could we please get some feedback from the side of the dev team (this goes for other topics and suggestions as well) on if the issue will get addressed and why/why not? It just looks like no one cares and nothing is happening.

bitter hatch
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QoL update is the most anticipated update in any game. If they decide to add QoL updates several times in a row, ppl will appreciate it more than keep throwing money grabbing updates in the form off dlcs which is just cosmetics.

With that being said, what I want for QoL update is :

FARMING

  • As of now using reinforced golden hoe , per swing adds more or less 2% porosity on Common Farmland. Later I upgraded to Advanced Farmland but very disappointing, per swing only adds 0.69% , meaning I have to swing the hoe THREE times than before. That's taking more durability from my hoe, and takes longer (3times longer) to hoe an advanced farmland than common farmland.
  • The biggest difference from common to advanced farmland is Higher Moisture (doesnt matter, coz we all use well), Higher Green Manure/Organic/Ash fertilizer points to 4x (from 30k to 120k each). BUT the number of times allowed to fertilize stays the same for both which is 400x. Did they expect us to WAIT until the fertilizers sink in so we can fill in the 4x higher points in manure/organic/ash fertilizer on advanced farmland ? The 4x higher points should be accompanied with 4x higher fertilizing times in my opinion. Even though there is a better quality fertilizer, that should only be for more option because it comes with a price.
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  • NPC AI for farming should be more advanced, they can now harvest seeds, but then they're adding different quality seeds in the inventory of farmland, so at some point they will start using other seed quality which is so bad because higher quality plants cannot substitute low quality plants for making various products that needs specific quality plant. Imo farmland or the npc should have filters when auto farming to use only specific seed quality
  • NPC should have the same capability as player's character in farming, like when using Fertilizer, 1 fertilizer is 300 points with high lv of planting, but npc only adds 100, that's only 1/3. So I always fertilize manually and there is no point in auto fertilizing using NPC. On top of that, they use fertilizer in order in the farmland inventory slots and not which fertilizer is too low.
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I usually like the farming aspect of the game even when using common farmland, but after I upgraded to advanced farmland I feel scammed when farming, I spent lots of monies and resources to upgrade to better farmland only to be disappinted putting more labor time, effort and cost to maintain and use.

This is probably different from what OP wants as QoL, but it's QoL nonetheless, and different folk will have different ideas on what they want the game to improve.