What should the game do different?
Rubatin
Posts: 33Member Beginner
Just a discussion thread about the game, starting with a few questions.
What issues did you have in the past server?
What do you think made players leave?
Was the game too difficult?
Is a new start going to resolve anything?
What should the game do to fix said issues?
Comments
(ノ◕ヮ◕)ノ*:・゚✧augustine✧゚・: *ヽ(◕ヮ◕ヽ)
I always wondered why the acquired EXP for instanced dungeons in the early 200s range (like Roads, Odin, etc.) was so low, excluding Sky Coli. Many early 200'ers were discouraged from actually partying together to conquer these dungeons because of how bad the EXP was, and buying leech was far more favorable since the main purpose of these dungeons is either for Legends quests or gear.
(ノ◕ヮ◕)ノ*:・゚✧augustine✧゚・: *ヽ(◕ヮ◕ヽ)
I mean, even if dungeons like Odin and Roads are just for the rep and gear, there still aren't many early 200'ers doing these dungeons because it might seem like a waste of time due to them being inefficient leveling places. It wouldn't hurt to make these dungeons slightly more rewarding considering how difficult they are for players without perfectly enchanted gear.
1. The influx of new players lowered a lot as years passed, there were many factors that caused this going from the lack of advertisement for the game to the bad decisions OGP made over the years.
We can also drop in the problem that it actually was P2W, do not lie to yourselves, to actually play the game you require pets and you have to pay for pets, pets are the damage of players and you see people hoarding them in most game servers, but it wouldn't be a problem if we had better ways to access pets other than just gambling our lives with Infinity Chests and Boxes, LaDeck or flash sales, and you sure can get a good stock of Champion pets but they will run out at some point, and your damage with them.
2. Mentioned above, some of the decisions OGP took weren't... popular at all, but that also had an unseen side-effect, with players leaving the game, what was left was the most hardcore of the player base, leaving the community into the hands of elitists that would weight your value with how much damage you did or how much you had to sell. This is not all, the modification to the exp curve and the huge exp wall at level 200 really discouraged new players from continuing once they hit level 180, this is specially true for the most casual of players who just simply wanted to have fun or see what else the game had to offer, more when they could get to level 140 in a matter of hours.
3. Not that much if you knew what you were doing.
4. I am with @AugistineVil there, fresh starts are a good way to give a game new life and many players who didn't like what happened to the game get their hopes up for something different. As long as Papaya Play... play their cards well and give the game the treatment that it deserves (advertisement, events, constant updates), this could be the definitive version of NA LaTale, but we have to be a better community and help keep the game as friendly as it used to be years ago.
5. The best way to fix most of the issues players voice about the previous host is... to read what they are saying because if you ignore history, you are bound to repeat it. We don't want a perfect game, we just want a game we can enjoy and a host that doesn't see us just as sea animals... at least not all of the time.
Btw, why are these topics still popping? I know what happened just as much as the next guy but it's been 12 days now. I am curious about that.
a) Clique elitist parties. Since I lived most of my in-game life as a lone wolf there was absolutely no way for me to conquer such places us Palace, Canyon, Hidden Cave and Manastone Lab. I was making threads on forums, I was using server mics, I was asking my guild to carry me... All for nothing. Should I even tell you how unpleasant and bitter it was to realize that nobody will ever give you a hand; that you will never have a party to go with; that you are forever bond to buying leeches?
b) Never-ending farm for ely. Because item supply was artificially choked and minimized I had to run Ymir/Odin/Roads every single day to afford buying pets or exp boosters for my alt. But before I hit 220 on my main character it was even worse: I had to farm over 1b ely first, then I would stop farming, buy exp boosters and do Sky/Aurora/Rivera. Once I ran dry on ely I had to stop grinding and go back to farming.
What do you think made players leave?
a) Artificial difficulty. LaTale, owing to the behind the scenes conspirancy, was artificially made
a difficult game. GMs were chocking and cutting down supply of
necessary items such as pets, syrups, auxiliary exp and damage boosters.
I sincerely believe that the only reason they hosted Easter Egg event,
which was extremely generous in terms of rewards, was that they knew LT
is done for.
b) No player to GM communication. [GM]FlipSide was
playing Gods and peasants with the players and many left because of it.
He would first ban the players and then post PSA. No amount of new players would save OGP LT with this kind of client treatment.
It was not difficult in itself but it was made difficult. There were players pushing for "everything must be acquired by hard and tedious work" and [GM]FlipSide was stupid enough to listen to them.
It depends on two factors: a) what stance new GM team will choose and b) will the transferring players cling to their old mindset and clique parties.
a) Friendly, open and welcoming community.
b) Open communication between GMs and the players.
c) Easy access to necessities.
d) Bring back [GA] team.
I mean, even if dungeons like Odin and Roads are just for the rep and gear, there still aren't many early 200'ers doing these dungeons because it might seem like a waste of time due to them being inefficient leveling places. It wouldn't hurt to make these dungeons slightly more rewarding considering how difficult they are for players without perfectly enchanted gear."
(ノ◕ヮ◕)ノ*:・゚✧augustine✧゚・: *ヽ(◕ヮ◕ヽ)
(ノ◕ヮ◕)ノ*:・゚✧augustine✧゚・: *ヽ(◕ヮ◕ヽ)
(ノ◕ヮ◕)ノ*:・゚✧augustine✧゚・: *ヽ(◕ヮ◕ヽ)
I cannot disagree with you that most early 200 players often lack essential increases to their stats such as Codex and Monster Cards, but even with these boosts, it's nearly impossible to solo these dungeons unless you're just decked out rich with godly enchanted items. When I played my second character, I already had most of my Codex and Monster Cards completed (I would say around 70-75%). Yet, even with the best-in-slot gear for my level with enchants(100+ stat, 120%+ crit, some enchanted gems, etc.), and lots of food buffs, it was still a huge challenge to go through these dungeons (such as Roads/Odin). It seems unreasonable for these dungeons to not at least grant some EXP that reflects their difficulty. And I'm not even saying that the EXP gained per run for these dungeons should comprise the majority of a leveling 200er, even like 0.3-5%/run with Prime is very reasonable seeing how Sky Coli can easily give 20% daily.
(ノ◕ヮ◕)ノ*:・゚✧augustine✧゚・: *ヽ(◕ヮ◕ヽ)
I would also advise looking into how SUCCESSFUL video game developers and managers interact with their communities in order to minimize probable mistakes.
A healthy and open communication process has helped games with bigger titles not only garner attention, but gain and retain popularity. I can only hope this change is going to turn to having a similar pattern of transparency with the players.
One other thing that might be cool is if they interacted with our community outside of the game, like at a gaming convention.... Things like that would also help to grow the playerbase~