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.
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.
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.
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:
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?"
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.
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 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.
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?
