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Considering Progression improvements for server

Acorn

Active member
I'm going to keep this suggestion short and sweet. The following things need to happen in order to allow a smooth progression for all players. ❌ or ✅ will suffice for each suggestion. If high level players are on board with everyone being able to reach high level and be competitive then please upvote.

1. Upgrade rate of Nemere items needs to improve SIGNIFICANTLY.

2. Upgrade rate of Dark Dragons (beta items including titan shield etc) items needs to improve SIGNIFICANTLY.

3. Upgrade rate of Soul Crystal items needs to improve SIGNIFICANTLY.

4. Alchemy upgrade rate needs to improve SIGNIFICANTLY.

These changes are needed to allow a linear progression and keep the content accessible to all players. As mentioned in a different thread, realistically in order to acquire any of the expensive items or to progress onto a high end pvp character several YEARS of investment is needed which is unsustainable and ridiculous.

Please treat this thread with the utmost respect and feel free to contribute any meaningful feedback. I'm sure staff can decide which points they can take forward from here.

EDIT: Reason why all points are in the same thread is to allow players to give an overall feedback to all suggestions as they all relate to progression improvements. It's much easier to have feedback in one thread than scattered across several threads.
 
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Exeragon105

Well-known member
You need to split it like I mentioned in DC, you cannot suggest 4 things in 1 post, nonetheless by giving people opportunity for cor farming in lower lvl for example, lvl 55 or 60 can have 20 a day and farm them quite fast in sd3 it would already help the market since then there would be more cars = more alchemy on the server but atm its almost useless to have core draconis farmers

Soul crystal seems kinda alright to be honest there are many affordable ways to upgrade it.

even tho I got for both pvp chars nemere gear +9 myself but its a pain in the a... to make it So a buff would be good if not pvp atleast for the pvm earrings since they are more needed for most of the people

Beta weapons already got a better uprate
 
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zapolox

New member
I got the Same Opinion as Exeragon, SoulCrystal Are more then affordable since we got the 100% Scrolls and Beta just got a Buff. I think Nemere Gear Need a Change at sucess Rates or an Scroll that we get better sucess Rate (Frozen Artisan +10%)
 

Exeragon105

Well-known member
What i would recommend aswell, buff other classes then BM so more people can Farm Nemere. Atm BM is S Tier and all other Are Like D Tier.
Big agreement on this. Back than first day of nemere I had way better gear for a heal shaman than for a BM. Still the BM with G1 skills was faster. This is ridiculous and keeps this run only for 1 class meanwhile not everybody can afford doing just 1 class that does nothing else than nemere.
 

PlaQ

Well-known member
The main priority should be to ensure a balanced linear progression.
With the recent changes and the introduction of upgrade scrolls, progressing through SCE / King Fischer and Rune / Solar items now feels achievable and reasonable. Based on current trends, if Nemere +9 is expected to reach around 30kkk instead of current 70-100kkk, then the following adjustments are necessary:




1. Nemere Items:
1. Upgrade rate of Nemere items needs to improve SIGNIFICANTLY.
➡ Suggested Change: Slightly increase success rates and introduce new upgrade scrolls tailored to Nemere items.




2. Dark Dragon Items, including Titan Shield, etc.:
2. Upgrade rate of Dark Dragons (beta items including titan shield etc) items needs to improve SIGNIFICANTLY.
The upgrade system is currently nonsensical and needs a complete overhaul.
➡ Suggested Change: Rework the entire progression, especially for weapons. Making them playable should cost around 7kkk to +9, ensuring they are viable for the playerbase that need them. No high lvl player even need it jet they are the only ones able to farm them




3. Soul Crystal Items:
3. Upgrade rate of Soul Crystal items needs to improve SIGNIFICANTLY.
➡ Suggested Change: No major changes needed to rates, but slightly reduce Azrael run duration to make farming more efficient. Currently the run does not benefit anyone who needs 20-30 min to run it.




4. Alchemy System:
4. Alchemy upgrade rate needs to improve SIGNIFICANTLY.
➡ Suggested Change: Increase the overall availability of Alchemy Cores through various activities and slightly boost the Changer drop rate in Meley.
 

Acorn

Active member
Just to add a note, the reason why I suggested Soul Crystal items upgrade rate needs an increase is that if there is a follow through with Nemere items upgrade rate buff, soul crystal items are necessary for crafting nemere items. At the moment the price is stable and achievable, but once nemere items are being crafted the price will shoot up making them hard to get again for the early-mid playerbase. I believe PlaQ's suggestion is good, but we need to consider that a nemere change will have a knock on effect on Soul Crystal items.
 

Blasphem

Well-known member
A server can advertise itself as “hard-mode PvM,” but that slogan alone doesn’t justify leaving yesterday’s hurdles untouched after new content lands. Picture the overall challenge level as a fixed benchmark - call it 10. Each time fresh end-game contents arrive, that benchmark effectively rises: 12, 15, 20… and it never stops. Unless we offset that climb by easing older tiers (dropping them to, say, 8 when the cap jumps to 12), the difficulty curve just keeps tilting upward.

This spiral is unsustainable and is relevat that even long-time players are starting to ask for catch-up mechanics. When the kings of the hill themselves call for change, it’s proof the ecosystem needs it.

So the principle is simple: every time the ceiling rises, the floor must rise with it - or rather, the older milestones must sink a bit - to keep the “difficulty constant” hovering around that original "10" (that we assume as fixed benchmark of challenge level of the server). This is the only way to preserve the hard-mode identity and keep the climb realistic for anyone who didn’t join on day one.
 

Vanity

Active member
I agree with most points... but they're not the core issue.

The core issue is that progression itself has to be balanced around the playstyle of most high-level/end-game people. You can make things easier for the majority of the playerbase who plays solo, but you can't do the same for accounts being shared by 5/10+ people.

Yes, we're all praying for easier progression overall, but if we get what we want, those who are ahead now will still be ahead and be able to boost ahead even further. It's like Ozzy said, as much as you'd like to disagree with him - CO-OP means fruitful. If you have a 100% solo dungeon, you can run it solo, but the people playing in CO-OP running it 24/7 will have the edge and there is nothing you can do about it. If you have a guild-dungeon requiring multiple players, people will still do it in 2-3 people with 8 characters.

This is the state of the game and the only thing that can actually change or trigger changes in terms of progression is a limit on account sharing. Of course, it also doesn't help at all that you can create an account for pretty much every level and become self-sustainable - if you solo can meet your own demand of a lower level upp item, for example, imagine how self-sufficient are those 3-5 people playing on the same accounts.

The gameplay itself would feel more rewarding and there would be a gradual progress, split into more or less equal increments if certain limits - mainly regarding account sharing - were in place. The DEVs could push towards guild-play, but it really doesn't make sense when you already have people with multiple machines that can bypass the account/farm block limit and all that.

All in all, the community is the main reason why we won't see any major improvements regarding progression.
This is the state of the game.
 
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IDemonI

Well-known member
People are guarding monkey dungeons with 105 accounts.. there must be some kind of problem
 
D

Deleted member 2771

Guest
1. Upgrade rate of Nemere items needs to improve SIGNIFICANTLY. ✅ A slight increase should be fine with an intorduction of a Frozen Compass

2. Upgrade rate of Dark Dragons (beta items including titan shield etc) items needs to improve SIGNIFICANTLY. I Belive this was already adressed

3. Upgrade rate of Soul Crystal items needs to improve SIGNIFICANTLY. ❌ These items are fine the way they are, as mentioned by others above there are affordable ways to upgrade these items, maybe LIGHTLY would be a better word, SIGNIFICANTLY i dont think so. Also im gonna agree with Plaq about Azrael Duration, that Dungeon feels like i've done one shift at work even tho it takes 20 minutes.

4. Alchemy upgrade rate needs to improve SIGNIFICANTLY. ✅ Im gonna agree with this but not SINGIFICANTLY, alchemy needs to stay some what hard to obtain but not almost impossible (At least CL5 Alchemy) , there are many ways to improve on this aspect whether it is by increasing the odds ligthly , increasing COR drops(Example like Exe said from 10 to 20 in the lvl 55 range and maybe in the other level ranges) or maybe even introduce some event that is related to this matter and make it like 1-2 times per month.


At the end of the day this is a Hard PVM server, i would understand if the team doesnt't want to adress these matters and keep the hard theme going. These items and alchemy have already been achived by others so its not impossible to do it
 

ThePlayer

Active member
A server can advertise itself as “hard-mode PvM,” but that slogan alone doesn’t justify leaving yesterday’s hurdles untouched after new content lands. Picture the overall challenge level as a fixed benchmark - call it 10. Each time fresh end-game contents arrive, that benchmark effectively rises: 12, 15, 20… and it never stops. Unless we offset that climb by easing older tiers (dropping them to, say, 8 when the cap jumps to 12), the difficulty curve just keeps tilting upward.

This spiral is unsustainable and is relevat that even long-time players are starting to ask for catch-up mechanics. When the kings of the hill themselves call for change, it’s proof the ecosystem needs it.

So the principle is simple: every time the ceiling rises, the floor must rise with it - or rather, the older milestones must sink a bit - to keep the “difficulty constant” hovering around that original "10" (that we assume as fixed benchmark of challenge level of the server). This is the only way to preserve the hard-mode identity and keep the climb realistic for anyone who didn’t join on day one.
they're actually doing quite the opposite of what you're saying here.... let's take a look at the new mining system for instance.
 

Essence

Administrator
Staff member
Hi,

Thank you for your suggestions, and a big thank you to everyone contributing to this thread and the broader discussion. While the conversation has branched into several topics and has started to drift a bit, I'm happy to let it continue for now, as it’s clearly generating some valuable ideas & insights.

I’ll move this thread to the 'Considering' status. Please know that we’re reading through your comments and reflecting on them, though that doesn’t necessarily mean every idea here will be implemented. That said, I encourage you to keep the conversation going. It’s genuinely appreciated.

Warm wishes,
Essence.
 
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