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Exeragon105

Well-known member
Hello everybody,

I want to start a little discussion about several things that have been bothering me lately.

And to be honest, it is not only high-level players who are concerned about the current situation of the server.

One thing I notice quite often is that mid-level players ask high-level players how the current situation looks. The problem is that many of those mid-level players don't even seem interested in reaching high level anymore once they understand what awaits them there.

Suggestions & Development Speed​


Just as a quick reminder: my suggestion regarding Suggestion: Streamlined Crafting for Vitality Stones was created on 3 August 2025 and accepted in October 2025.

We are now almost hitting the one-year mark since it was accepted.

I completely understand that different features require different amounts of development time. That's not the point.

But sometimes I genuinely don't understand the priorities.

For example, deleting banned characters from the ranking list was something that was accepted and implemented extremely quickly. And yes, I understand that this is probably a very simple database-related task.

But there are many other suggestions (not only from me) that have been accepted and then seemingly forgotten about, or at least haven't received any visible progress for most of us.

And that's frustrating.

Kingdom Imbalance​

The kingdom situation is another thing I find concerning.

It might look like Yellow has become healthier since we, as HighRolls, moved there.

But honestly, from what I see, the streets are still empty.

People are still moving towards Blue or Red, and from my personal perspective, especially towards Red because of farming opportunities such as Witch and Wubba.

I think we need to rethink how to make something like an underdog kingdom system actually work and, more importantly, make people want to move there.

Right now, there isn't enough incentive to do so.

I even had a conversation shared with me from a guild member who wanted to farm Wubba.

He wanted to farm there, but the problem is that we are not coming to Wubba.

Not because we don't like PvP, but because there are only around 4–6 strong PvP characters from our side who would realistically show up, and dealing with the sheer amount of players from the opposing kingdom simply isn't doable for that number of people.

So from his perspective, he basically had two options:

Stay in Yellow and give up on farming Wubba because there isn't enough support,

or move to Red, where there is already a massive amount of players farming there.

He ultimately asked me if I was okay with him moving to Red.

Of course I said yes. Everyone should be free to play wherever they want.

But that's exactly the problem I'm trying to point out.

The current system actively pushes players towards the already dominant kingdoms because that's where the content is actually accessible.

And don't get me wrong — we love PvP.

But getting Thunder Bolted by six Shamans at the same time, whether they are actual buff Shamans or just Orcs in equipment specifically there to milk Wubba, while being permanently stunned, isn't exactly the type of PvP anyone is having fun with.

And that's a shame, because Wubba could be one of the best PvP maps on the server.

The problem isn't PvP itself.

The problem is the massive imbalance surrounding it.

High-Level Gameplay​

And this brings me to another point.

It somehow feels like the game turns into a chore once you reach high level.

And unfortunately, this seems to be where a huge amount of players quit.

I see it basically every week.

The low- and mid-level experience is thriving. But once people reach high level, they realize that their available farming options basically require one or more of the following:

  • A second device
  • An insane amount of time
  • Being unemployed
  • A very deep wallet
  • Or, ideally, all of the above.
And I honestly find that concerning.

For me, this is the first server where I see so many completely unrelated players basically combining their characters into one character just to make progress.

And I understand why they do it.

This server is hard as ****.

But it sometimes feels like it has become unnaturally hard, rather than simply challenging.

For example, the last few items we worked on personally consumed at least 40k+ changers without even producing something where you could say:

"Yeah, okay. That's acceptable."

Of course, that's only my personal experience.

But when systems consistently require enormous amounts of time, money and resources just to make relatively small progress, eventually people stop asking:

"How can I progress?"

and start asking:

"Is this even worth my time anymore?"

Experimenting With Different Classes​

Another thing that bothers me personally is how difficult it has become to experiment.

Let's say I want to try another PvM class.

To completely disassemble the wheel from one character and rebuild it for another class, I would need roughly 100kkk.

That's basically a month of hardcore grinding just to experiment with another class under similar circumstances.

And I'm not saying:

"I can't play another class, therefore WoM2 is bad."

Obviously I could simply play something else.

But I think a lot of players want to experiment.

They want to try different builds, different classes and different playstyles.

And right now, systems such as Alchemic Scrolls make that process feel like a fucking nightmare.

There should be a way for high-level players to experiment without feeling like they just deleted a month of their life every time they want to try something different.

Update Cycle​

And finally, the bigger update cycle also concerns me.

It feels like major updates are roughly a one-year cycle.

Compare that to many other games where major content cycles happen every few months.

Of course, someone can say:

"Our team isn't big enough."

And maybe that's true.

But honestly, that explanation would feel more like an excuse than a transparent answer.

If the goal is to build something bigger and better, sometimes you have to invest first without immediately seeing a return.

The better the product becomes, the more people join.

The more people join, the more the non-profit investment can eventually turn into profit.

At this point I feel like I'm becoming some kind of financial company manager, so I'll stop before I start asking for quarterly reports. 😂


That being said, I'm actually surprised I even made this post.

Most of the time I'm either someone who doesn't care play something else and just waits, or I'm standing behind the WoM2 team.

I'm not making this post because I want to **** on the team.

I genuinely want to understand where we are heading and whether some of these problems are being recognized internally as well.

Because I still care about the server.

Otherwise I wouldn't bother writing all of this.

So, peace out, and I'm genuinely interested in hearing what you guys think.

Do you agree with some of these points?

Do you think I'm completely wrong?

Or do you see things differently from your own perspective?
 

hotpluggingmyself

New member
I think you're completely right. In the context of your suggestions for easy swapping for experiments with different characters, I already pretty much proposed the same thing here:

They literally said: " it doesn’t really align with the vision or identity of the game we’re building". I would really like to hear and see what is their vision and identity, aside from profiting from all of this like every other server.

In another game for premium members you had "Test Server" where you can actually build and test different strategies without farming anything since you have everything in quantity that you require, if the team of Wom2 can handle "special channel ch 7" where minority of ppl go there and test would be a feature to the game.
As for balancing the kingdoms, the team can simply implement drop rate bonus for 1 kingdom every month/week like 50% and the rest would be -10% for e.g, and make the items dropped by the player from that buffed kingdom unsellable in other kingdoms. That will slowly build diversified accounts and will populate towns, since imagine you have a whole week where the yellow town has 50% more items in shops due to the drop rate. I believe buying the scroll for town switching will get pretty expensive for most, and they will have to stick to their main towns so no way to move elsewhere in a sense unless they have bottomless pockets to move 2 accounts 1 farmer and 1 buffer to another town every week/month.
 

Exeragon105

Well-known member
As for balancing the kingdoms, the team can simply implement drop rate bonus for 1 kingdom every month/week like 50% and the rest would be -10% for e.g, and make the items dropped by the player from that buffed kingdom unsellable in other kingdoms. That will slowly build diversified accounts and will populate towns, since imagine you have a whole week where the yellow town has 50% more items in shops due to the drop rate. I believe buying the scroll for town switching will get pretty expensive for most, and they will have to stick to their main towns so no way to move elsewhere in a sense unless they have bottomless pockets to move 2 accounts 1 farmer and 1 buffer to another town every week/month.
I don't think this would help much in the long term, since you can already open shops in other kingdoms after level 75 and most people already have shops spread across different kingdoms mostly blue but i appreciate your input alot! :)
 

hotpluggingmyself

New member
I don't think this would help much in the long term, since you can already open shops in other kingdoms after level 75 and most people already have shops spread across different kingdoms mostly blue but i appreciate your input alot! :)
you're right but that can change, they pretty much have the functionality implemented, so they just need to restrict it the way I proposed. You will simply wont be able to make a shop unless you have ACC solely within the kingdom itself. They can also implement penalty system where for e.g if you're 40lvl and try to sell Death Reaper chest you get less money from the transaction or forbid even placing it in shop, since its simply not possible to drop it at this level, this way they can limit the people based on their levels from other kingdoms. It pretty simple and I doubt its a hard to implement, they already have such functionalities they just need to enforce it on ppl
 

PlaQ

Well-known member
What this server needs most right now is a revamp of existing systems and some catch-up features.

The slower pace at the beginning was understandable, but at this point, several processes need to be sped up significantly especially Bio, Skills, Alchemy removal, and the progression toward high-end PvP and PvM equipment.

We also need a substantial number of QoL updates. I wouldn't change the baseline or overall identity of the server, because I think the foundation is good. Instead, the focus should be on speeding up repetitive daily progression and implementing more of the features and improvements that players have been asking for. You need like just 6 months to make a char 1-105 and read all skills & bios.

Another important point is the implementation of accepted suggestions. If a suggestion has been discussed, accepted, and makes sense for the server, it shouldn't take too long before it actually makes its way into the game. Faster implementation would make the community feel like its feedback has a real impact.

Last but not least, if the main issue is that the team is too small, development capacity is limited, or running costs are becoming a problem, I would personally be completely fine with introducing additional Item Shop options (7 day PvM Push, Alchemy removal scrolls etc) or some form of Item Shop push to increase server revenue as long as it remains reasonable and doesn't negatively affect the core balance of the server.

Overall, I don't think the server needs to reinvent itself. Keep the foundation as it is, speed up the unnecessarily slow parts of progression, add meaningful QoL improvements, act faster on accepted community suggestions, and make sure the team has the resources needed to keep development moving.
 

Ozzy

Member
You have made many good points there. There is no point for alchemic scrolls to be so expensive... I know people who quit instead of taking down their cl4 s because its just not worth... the alchemic scroll system should be completely changed.. you shouldnt pay more than 300/400kk per try at most... considering the rates

And regarding UPDATE cycle..be careful what you write is all i can say :p:p:p:p
 

DeCiMaToR

Active member
Thank you for this in-depth post about this ongoing issue. You really hit the nail on the head with this one.
Sadly, most of these topics have been brought up time and time again, without any consequences.
How many times have we asked for more transparency, better communication, more frequent updates or roadmaps?
The answer is always the standard "we appreciate the feedback and always try to improve" bla bla, I don't even blame the GMs answering here as they don't have much influence in this, but I slowly arrive at a point where I just accept that the team does not care for the server health anymore. And it shouldn't be like this, because I really love this server, but knowing how much better it could be with just some small improvements is really sad honestly.

And about high level, I want to add that I generally love high level. To me, low/mid level seems more restricted in what you can farm, but I understand that it is still fun of course.
But overall, high level is where you can do most runs, can do stones on different maps, worldbosses etc.

And still, I also arrived at a point now, where my motivation gets lower and lower, because everything seems so far out of reach.
Endgame items should be hard to achieve, no question about this. I like that you have to work for them. But it is just blown out of proportion imo.
Not to mention the non-existant supply.

This especially applies to solo-players like myself. If you have one or more friends to play with, it gets easier of course. But even though I would call myself very advanced, and for the time I invest into the game I make good amounts of yang/items, still the effort I put in seems rather futile.

Let me put it into perspective:

I would like to get alraune accessories+9. The deceitful forest exists for over 1 year now, yet there are only a few of those on the entire server, and I have never seen a single one publically for sale.
IF someone would sell it, my guess it would cost in the range of 50-60kkk, maybe more.
But since there is nobody selling, I would be forced to try it myself.
And that is also not realistic really, since there are not enough materials on the market, even if I had the yang to buy them.

And, even then, there might be MASSIVE discrepencies. It is normal in metin that luck is a big factor, but with these expensive items, this gets also blown out of proportion. The same goes for nemere items.
One person might get a pair of nemere earrings, and alraune accessories to +9 combined within just a few kkk, being lucky with the upps. Another person might invest 200kkk, (which can be 6 months of farming or more, depending how much you play), and end up with the item +6.

Yes, metin is about gambling and spending, people will always be lucky and unlucky, I am fully aware. But at these scales, losing months of farm, or gaining months of farm compared to others is a very different thing than maybe days or a few weeks at most.
Not to mention that a single pvm item (clean without bonuses) being 60-100kkk is a complete joke anyway.
 

Synesthesia

Active member
Hello everybody,

I want to start a little discussion about several things that have been bothering me lately.

And to be honest, it is not only high-level players who are concerned about the current situation of the server.

One thing I notice quite often is that mid-level players ask high-level players how the current situation looks. The problem is that many of those mid-level players don't even seem interested in reaching high level anymore once they understand what awaits them there.

Suggestions & Development Speed​


Just as a quick reminder: my suggestion regarding Suggestion: Streamlined Crafting for Vitality Stones was created on 3 August 2025 and accepted in October 2025.

We are now almost hitting the one-year mark since it was accepted.

I completely understand that different features require different amounts of development time. That's not the point.

But sometimes I genuinely don't understand the priorities.

For example, deleting banned characters from the ranking list was something that was accepted and implemented extremely quickly. And yes, I understand that this is probably a very simple database-related task.

But there are many other suggestions (not only from me) that have been accepted and then seemingly forgotten about, or at least haven't received any visible progress for most of us.

And that's frustrating.

Kingdom Imbalance​

The kingdom situation is another thing I find concerning.

It might look like Yellow has become healthier since we, as HighRolls, moved there.

But honestly, from what I see, the streets are still empty.

People are still moving towards Blue or Red, and from my personal perspective, especially towards Red because of farming opportunities such as Witch and Wubba.

I think we need to rethink how to make something like an underdog kingdom system actually work and, more importantly, make people want to move there.

Right now, there isn't enough incentive to do so.

I even had a conversation shared with me from a guild member who wanted to farm Wubba.

He wanted to farm there, but the problem is that we are not coming to Wubba.

Not because we don't like PvP, but because there are only around 4–6 strong PvP characters from our side who would realistically show up, and dealing with the sheer amount of players from the opposing kingdom simply isn't doable for that number of people.

So from his perspective, he basically had two options:

Stay in Yellow and give up on farming Wubba because there isn't enough support,

or move to Red, where there is already a massive amount of players farming there.

He ultimately asked me if I was okay with him moving to Red.

Of course I said yes. Everyone should be free to play wherever they want.

But that's exactly the problem I'm trying to point out.

The current system actively pushes players towards the already dominant kingdoms because that's where the content is actually accessible.

And don't get me wrong — we love PvP.

But getting Thunder Bolted by six Shamans at the same time, whether they are actual buff Shamans or just Orcs in equipment specifically there to milk Wubba, while being permanently stunned, isn't exactly the type of PvP anyone is having fun with.

And that's a shame, because Wubba could be one of the best PvP maps on the server.

The problem isn't PvP itself.

The problem is the massive imbalance surrounding it.

High-Level Gameplay​

And this brings me to another point.

It somehow feels like the game turns into a chore once you reach high level.

And unfortunately, this seems to be where a huge amount of players quit.

I see it basically every week.

The low- and mid-level experience is thriving. But once people reach high level, they realize that their available farming options basically require one or more of the following:

  • A second device
  • An insane amount of time
  • Being unemployed
  • A very deep wallet
  • Or, ideally, all of the above.
And I honestly find that concerning.

For me, this is the first server where I see so many completely unrelated players basically combining their characters into one character just to make progress.

And I understand why they do it.

This server is hard as ****.

But it sometimes feels like it has become unnaturally hard, rather than simply challenging.

For example, the last few items we worked on personally consumed at least 40k+ changers without even producing something where you could say:

"Yeah, okay. That's acceptable."

Of course, that's only my personal experience.

But when systems consistently require enormous amounts of time, money and resources just to make relatively small progress, eventually people stop asking:

"How can I progress?"

and start asking:

"Is this even worth my time anymore?"

Experimenting With Different Classes​

Another thing that bothers me personally is how difficult it has become to experiment.

Let's say I want to try another PvM class.

To completely disassemble the wheel from one character and rebuild it for another class, I would need roughly 100kkk.

That's basically a month of hardcore grinding just to experiment with another class under similar circumstances.

And I'm not saying:

"I can't play another class, therefore WoM2 is bad."

Obviously I could simply play something else.

But I think a lot of players want to experiment.

They want to try different builds, different classes and different playstyles.

And right now, systems such as Alchemic Scrolls make that process feel like a fucking nightmare.

There should be a way for high-level players to experiment without feeling like they just deleted a month of their life every time they want to try something different.

Update Cycle​

And finally, the bigger update cycle also concerns me.

It feels like major updates are roughly a one-year cycle.

Compare that to many other games where major content cycles happen every few months.

Of course, someone can say:

"Our team isn't big enough."

And maybe that's true.

But honestly, that explanation would feel more like an excuse than a transparent answer.

If the goal is to build something bigger and better, sometimes you have to invest first without immediately seeing a return.

The better the product becomes, the more people join.

The more people join, the more the non-profit investment can eventually turn into profit.

At this point I feel like I'm becoming some kind of financial company manager, so I'll stop before I start asking for quarterly reports. 😂


That being said, I'm actually surprised I even made this post.

Most of the time I'm either someone who doesn't care play something else and just waits, or I'm standing behind the WoM2 team.

I'm not making this post because I want to **** on the team.

I genuinely want to understand where we are heading and whether some of these problems are being recognized internally as well.

Because I still care about the server.

Otherwise I wouldn't bother writing all of this.

So, peace out, and I'm genuinely interested in hearing what you guys think.

Do you agree with some of these points?

Do you think I'm completely wrong?

Or do you see things differently from your own perspective?
I absolutely agree with pretty much every single point you made.

I actually made a discussion a while ago that wasn't exactly the same, but it aligns very closely with what you're saying here.

As you know, I've been playing and investing time into WoM for around three years now. I built a big part of my community around this server, and I've always tried to promote it not only because of our partnership, but because I genuinely care about the project and have a real emotional connection to it. I put a lot of heart into what I do for WoM.

That's exactly why I'm concerned about where the server is heading.

Over the past year, I've personally noticed a decline in active players and in the overall in-game economy, including things like DC reselling. And while gameplay preferences will always be subjective, I think there are some structural issues that are becoming harder to overlook.

For example, with the new chapter, there were several features announced quite a long time ago the new pvp Arena, 2v2, 3v3, Royal Rumble and others that are still not available. I completely understand that development takes time and that the team has its own priorities and limitations. But from the perspective of a player, content creator and guild leader, it can sometimes feel like the server isn't moving forward as quickly as the community would hope.

And I think this is probably the most important part: I don't believe the solution is simply "make the game easier" or "add more content just for the sake of adding content."

I think we need to give players a reason to stay excited about WoM.

Fresh updates, more visible communication about what's being worked on, targeted social media marketing, maybe even marketing campaigns combined with a Speed Event, and above all, showing the existing player base that the staff is still actively investing time and effort into the future of the server.

I also think the point about high-level gameplay is extremely important. If reaching the endgame eventually means that progression becomes more of a second job than a game, it's understandable that some players will eventually ask themselves whether it's worth continuing. And once those players leave, bringing them back is obviously much harder.

I really hope none of this is taken as an attack against the team. That's genuinely not my intention.

I'm saying all of this precisely because I care about WoM. I've spent years here, built my community around it, promoted it countless times and met a lot of great people through this server. If I didn't care, I simply wouldn't bother writing any of this.

I really hope we can see some positive changes and, most importantly, some signs that the server still has a lot ahead of it.
Because I genuinely believe it does.
 

Ibertis

Member
Yes, the update cycle is probably the most concerning thing here. I still enjoy playing the game, I’m a very casual player who hasn’t even reached level 90 after three years. However, it’s still hard to watch such a great server, with such a nearly perfect foundation, slowly rotten away…

pls do something
IMG_1243.jpeg
 

PlaQ

Well-known member
Yes, the update cycle is probably the most concerning thing here. I still enjoy playing the game, I’m a very casual player who hasn’t even reached level 90 after three years. However, it’s still hard to watch such a great server, with such a nearly perfect foundation, slowly rotten away…

pls do something
View attachment 3632
It wouldn’t even be a problem if major content updates were slow. I personally actually like the slower pace. The issue is that, in between those larger updates, there also aren’t many smaller updates: QoL improvements, new world bosses, maybe 2–3 new systems, or other smaller additions that keep things fresh.
 

Ninacitomi

New member
I can agree with everything being said there, even though I haven't experienced the high lvl farming because it seems very expensive to get there, especially the alchemy and the items for lv 90+. I'm pretty sure those prices come from the low succes rates, doesn't matter if we talk about upgrading items, rolling or anything else.
I prefered to stay 55 to be honest, and I think that will be all I will do on WoM because it takes too long to grind and you have to invest too much time.
Considering that a normal person who is playing like 2-3 hours a day and makes let's say 100kk/h, results a 300kk profit for a day. To afford a SCE+9 with some decent bonuses I have to farm at least 25-30 days, for king fisher shoes would be almost the same, doesn't make sense to talk about alchemy (higher clarity, ofc).
The double hotmap was agreed a few months ago, still isn't active. I think low lvl players would need hotmaps more often so maybe we can grind faster and a bit easier. Also a higher succes rate maybe would work, just a bit of improvement. Maybe I'm wrong, or maybe not, that s just my opinion.
We would like to see more players, I think the server is 'slowly dying'. Sadly from december until now, a lot of players just left, I didn't really see new people there, probably because the server isn't really "friendly" with begginers, also, I think the server should be more hardly promoted, because it has good foundation.
 
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