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Considering Unbalanced kingdoms.

petreucv

New member
As the title says, this post is mostly about the equality of kingdoms.
I'm coming after a break of about 1 year on the server, and I'm pleasantly surprised by the evolution but also unpleasant in equal measure. Playing on the yellow kingdom, I don't really find players to be in a breastla with. The vast majority, after reaching a certain level and some decent equipment, migrate to blue or red (Hated or RedBastards). And that wouldn't be a problem, you can't force a player to stay in a certain kingdom, but you can offer them certain advantages, so that they don't have to move, or choose another kingdom, when they decide to play this server.
This is also very clearly seen in events like the fox hunt or the national war. Of course, there was also an attempt to balance the kingdoms in the past, but it seems that some players/guilds only moved until it was fixed, after which they returned to their kingdoms of origin, I think the procedure should be thought out differently, so that such incidents do not occur again.
The second option is to implement the 2 kingdoms, like in wom2 aurora (old players know what I'm talking about).
But here too there will be discussions, many will say "move to another kingdom if you don't like the atmosphere in Chunjo". You can't please everyone, but I think a middle ground can be reached.
Greetings. I wish you all the best.
 

Blasphem

Well-known member
I completely agree with your assessment regarding the necessity of kingdom balancing. In fact, a transition to a dual-kingdom architecture Aurora-like was formally proposed in the past, but the initiative was unfortunately rejected.
To address the root of the current systemic imbalance, we must analyze the "World Boss" (WB) ecosystem. Currently, these bosses disproportionately reward large-scale groups that can maintain map dominance. While some bosses allow for a more equitable competitive environment, others grant an absolute monopoly.

Specifically:
1. The Ice Witch is conceptually the most sound boss. Its design necessitates constant repositioning across the map, preventing the battle from becoming "stuck" in a single point. This dynamism allows for extended PvP engagements (sometimes exceeding 30 minutes), which is a positive indicator: it enables smaller groups to exert pressure, disrupt larger forces, and force rotations rather than being immediately liquidated. We are currently observing smaller groups from the Blue kingdom beginning to organize and effectively contest this boss despite the Red kingdom's numerical superiority. Obviously, numerical superiority still matters and continues to determine the position of dominance of one kingdom over others.
2. Wobba currently represents the most functional WB for PvP. Despite minor hitbox issues for melee classes and wall-bugs, the pacing of the encounter remains balanced, allowing for sustained engagement. As a boss that guarantees the participation of both level 90-95 and level 105 characters, it currently seems balanced between red and blue, although obviously if one faction shows up in greater numbers, it is difficult to oppose them. However, from this point of view, it is similar to the Witch for small numbers.
3. The Red Dragon appears structurally "unhealthy", due to a severe misalignment between its HP pool and players power and due to its stationary position. While the Drake shares the same ~20 million HP as the Ice Witch, the level of the participants is radically different. The Witch is designed for levels 75–95, whereas the Drake is exclusively contested by level 105 players whose damage output is exponentially higher.
In practice, this means that even with identical health pools, the Drake’s time-to-kill is drastically shorter. Moreover, its stationary position in the map’s center allows for a concentration of DPS: when the map is full, the Drake’s HP can drop from 100% to 80% in under 20 seconds. This hyper-accelerated pace compresses the competitive window to a point where a single death of the opponent effectively results in total exclusion from the event. Because the boss melts so quickly, it is nearly impossible for an opposing side to re-contest mid control once the dominant kingdom has established its position; by the time you respawn and travel back, the event is already over. Furthermore, for short-range classes, it becomes structurally impossible to even approach the centre of the map, where the resulting 'meat grinder' of hitters causes instantaneous death.

This structural disparity has triggered significant migratory trends:
  • Mid-level players are gravitating toward the Red kingdom to secure a foothold in the Witch encounters.
  • Level 105 players are concentrating (in last period we saw many of them moving from yellow/red to blue) within the Blue kingdom.
A potential solution (I remember there were similar suggestions made some time ago) would be to allow players to elect their participation mode:
  • PvP Mode: High difficulty and risk, but with premium rewards.
  • PvM Mode: Immunity from player-inflicted damage, but with reduced rewards.
This would allow players to engage with content without being forced to relocate their characters to the dominant kingdom simply to access core game features.
 
D

Deleted member 2771

Guest
  • PvM Mode: Immunity from player-inflicted damage, but with reduced rewards.

    -1
    This is just asking for trouble and chaos at WB maps, most people will go with pvm only and take what they can. This also means you can stuck your pvm char at the boss and not worry about anything which is just dumb if you ask me and was never the point of world bosses. You have to manage and try hard to get that minimum damage or top. And frankly idk how from unbalanced kingdoms you came to the conclusion that making pvm chars immortal at WB will fix this situation and not cause other problems. Also what stops a pvp char choosing PVM and killing others while they cant die? And what happens if everyone decides to just stick to the pvm aspect to get guaranteed rewards and not bother with PVP because bothering with PVP is also exhausting at times, then there would be no pvp at WB anymore.

    PVM immunity will also mean that 95% of the time its gonna be the same chars in the Top10 which is dumb, they cant die so they will focus all on raw dmg there and it will be the same guys all the time. Compared to now if you die at drake or wobba (I wont talk about witch because i never went there) there is a chance someone else can take your spot and they can get the chance to get more rewards.( If at Wobba they will bask in the glory of 4 epaulettes and some bars)

    Overall a bad suggestion in my opinion which can cause more problems then a solution.

    First and foremost what needs to be fixed at World Bosses is the abusing of Wings/Loaches/Flags and Mounts that's been going on everyday on every single Boss to make PVP mora engaging and fun, i liked PlaQ's posts regarding the PvP changes but to me it seems like no one else is on board with that hence the lack of comments to try and encourage the Staff to take action there
 
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Blasphem

Well-known member
And frankly idk how from unbalanced kingdoms you came to the conclusion that making pvm chars immortal at WB will fix this situation
  1. I feel like Don Chisciotte, but I believe I’ve already explained how I reached those conclusions. Let me rephrase: if World Bosses favor the dominance of large groups, the current incentive is to migrate toward the more populated Kingdoms or Guilds. Therefore, we should find a solution to encourage fragmentation and reverse the current migration trend. In my view, providing participation opportunities for players who lack the backing of major guilds or kingdoms (even if for scaled-down rewards) could have been a viable path forward.

    Overall a bad suggestion

  2. The idea of PvP and PvM modes was not my suggestion; as already stated, it was a proposal made by others in past that I mentioned as a "potential solution". The term "potential" implies that this is an open discussion to be evaluated, not a ready-to-use solution.

    i liked PlaQ's posts regarding the PvP changes but to me it seems like no one else is on board

  3. Regarding the "abuse of Wings/Loaches/Flags and Mounts," I suggested and encouraged it several times.

    what needs to be fixed at World Bosses is the abusing of Wings/Loaches/Flags and Mounts

  4. I fail to see the logical relationship between Unbalanced Kingdoms and "Wings/Loaches/Flags and Mounts."

I acknowledge the critiques raised about the PvM mode, which I share to some extent. Alternatively, DEVs could evaluate increasing the HP and/or mobility of certain bosses, while simultaneously reducing player respawn timers. As this was always intended as an open-ended discussion, let’s see if there are any further suggestions better than these.

p.s. this should be moved to general discussion imo
 

petreucv

New member
  • PvM Mode: Immunity from player-inflicted damage, but with reduced rewards.

    -1
    This is just asking for trouble and chaos at WB maps, most people will go with pvm only and take what they can. This also means you can stuck your pvm char at the boss and not worry about anything which is just dumb if you ask me and was never the point of world bosses. You have to manage and try hard to get that minimum damage or top. And frankly idk how from unbalanced kingdoms you came to the conclusion that making pvm chars immortal at WB will fix this situation and not cause other problems. Also what stops a pvp char choosing PVM and killing others while they cant die? And what happens if everyone decides to just stick to the pvm aspect to get guaranteed rewards and not bother with PVP because bothering with PVP is also exhausting at times, then there would be no pvp at WB anymore.

    PVM immunity will also mean that 95% of the time its gonna be the same chars in the Top10 which is dumb, they cant die so they will focus all on raw dmg there and it will be the same guys all the time. Compared to now if you die at drake or wobba (I wont talk about witch because i never went there) there is a chance someone else can take your spot and they can get the chance to get more rewards.( If at Wobba they will bask in the glory of 4 epaulettes and some bars)

    Overall a bad suggestion in my opinion which can cause more problems then a solution.

    First and foremost what needs to be fixed at World Bosses is the abusing of Wings/Loaches/Flags and Mounts that's been going on everyday on every single Boss to make PVP mora engaging and fun, i liked PlaQ's posts regarding the PvP changes but to me it seems like no one else is on board with that hence the lack of comments to try and encourage the Staff to take action there
The main idea is about the kingdoms being unbalanced, about the yellow kingdom being dead and about the need to give the chunjo players a little motivation to stay in the kingdom. The yellow kingdom currently has no future. There was an attempt in the past to stabilize the balance to some extent but certain players and guilds from Jino came here just to remove the transfer limit to blue.
As for WB (wubba, ice witch, red dragon) those things are legal and implemented in the game, meaning you can use certain advantages too, you just don't want to. It's like you want to ban gasoline cars just because you drive a Tesla, totally irrelevant.
In my opinion, WB is a big upgrade compared to a year ago when I stopped playing on the server, when people came to Ice Witch with 105 accounts (even me), and players of lvl 75-90 had no chance unless they were part of Hated-CoL-RedBastards.
Let's be serious, the server turns 3 this month, do you find the atmosphere captivating? Same monotony Hated vs RB.
A clear example, yesterday at the fox hunt, or last week at NW, was a total imbalance.
It's very easy to put in €100 and move my characters to blue or red (me and 2 other friends, approximately 10-14 accounts).
But does that solve the monotony? You have maybe hundreds of players who started the beginner event (gg for that), how many of them are still playing?
You, Blasphemy, Tasky, Exe. etc. as players already in the endgame should be interested in this too, for players to level up, to appear on WB and for new rivalries and fights to occur, you have profit, you have top accounts, but the eternal problem (someone used fish or white flag on WB and NW and I didn't), in the end you too will get bored of the same fight on WB with the same players and guilds day after day.
My suggestion is the following, facilitating the evolution of players from the dead kingdom, or returning to 2 kingdoms, where new players, but also the oldest ones, do not have to enter Hated-RB, you need dopamine when you play for pleasure (not in competition) not the same daily monotony, and no, I'm not referring to events, there are enough and Ramadan, 3y, Easter will come, the server does not lack this and I think the staff does their job when it comes to events.I don't want to be misunderstood.I wish you all the best, everyone. And until next time, I hope you realize that dopamine will keep you online on the server, not frustration and hatred towards others (some even if you don't say it, it can be seen by the way you express yourself, here or on discord).I hope this message reaches the attention of the staff, and they make the best decision. Happy birthday wom2.
 
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poloch

Member
what do we think about giving chunjo a raised exp bonus of around 5–15% instead of a drop bonus? it wouldn’t be too op to make people switch kingdoms, but it would still be good enough to encourage beginners to start in chunjo
 
D

Deleted member 2771

Guest
I feel like Don Chisciotte, but I believe I’ve already explained how I reached those conclusions. Let me rephrase: if World Bosses favor the dominance of large groups, the current incentive is to migrate toward the more populated Kingdoms or Guilds. Therefore, we should find a solution to encourage fragmentation and reverse the current migration trend. In my view, providing participation opportunities for players who lack the backing of major guilds or kingdoms (even if for scaled-down rewards) could have been a viable path forward.
And frankly idk how from unbalanced kingdoms you came to the conclusion that making pvm chars immortal at WB will fix this situation and not cause other problems
I didn't say that would not solve the problem, it might. But my concern was the other problems that can be caused by it which will lead to more imbalance at the end. And i'm afraid there is really no feasible solution to this without major backlash. It was always like this as far as i remember, Blue and Red. Yellow was in the picture some time ago when blue was locked for a brief moment and only because major players from Blue migrated there and the Italians were there at one time.
The idea of PvP and PvM modes was not my suggestion; as already stated, it was a proposal made by others in past that I mentioned as a "potential solution". The term "potential" implies that this is an open discussion to be evaluated, not a ready-to-use solution.
No problem, i didn't attack you personally here or say the suggestion was yours personally. Is just in my opinion that would be a bad change to WB, everyone is free to share their opinions.
I fail to see the logical relationship between Unbalanced Kingdoms and "Wings/Loaches/Flags and Mounts."
I just wanted to specify what needs to pushed on at WB maps, to make the pvp more engaging so more players would want to participate
The main idea is about the kingdoms being unbalanced, about the yellow kingdom being dead and about the need to give the chunjo players a little motivation to stay in the kingdom. The yellow kingdom currently has no future. There was an attempt in the past to stabilize the balance to some extent but certain players and guilds from Jino came here just to remove the transfer limit to blue.
As for WB (wubba, ice witch, red dragon) those things are legal and implemented in the game, meaning you can use certain advantages too, you just don't want to. It's like you want to ban gasoline cars just because you drive a Tesla, totally irrelevant.
In my opinion, WB is a big upgrade compared to a year ago when I stopped playing on the server, when people came to Ice Witch with 105 accounts (even me), and players of lvl 75-90 had no chance unless they were part of Hated-CoL-RedBastards.
Let's be serious, the server turns 3 this month, do you find the atmosphere captivating? Same monotony Hated vs RB.
A clear example, yesterday at the fox hunt, or last week at NW, was a total imbalance.
It's very easy to put in €100 and move my characters to blue or red (me and 2 other friends, approximately 10-14 accounts).
But does that solve the monotony? You have maybe hundreds of players who started the beginner event (gg for that), how many of them are still playing?
You, Blasphemy, Tasky, Exe. etc. as players already in the endgame should be interested in this too, for players to level up, to appear on WB and for new rivalries and fights to occur, you have profit, you have top accounts, but the eternal problem (someone used fish or white flag on WB and NW and I didn't), in the end you too will get bored of the same fight on WB with the same players and guilds day after day.
My suggestion is the following, facilitating the evolution of players from the dead kingdom, or returning to 2 kingdoms, where new players, but also the oldest ones, do not have to enter Hated-RB, you need dopamine when you play for pleasure (not in competition) not the same daily monotony, and no, I'm not referring to events, there are enough and Ramadan, 3y, Easter will come, the server does not lack this and I think the staff does their job when it comes to events.I don't want to be misunderstood.I wish you all the best, everyone. And until next time, I hope you realize that dopamine will keep you online on the server, not frustration and hatred towards others (some even if you don't say it, it can be seen by the way you express yourself, here or on discord).I hope this message reaches the attention of the staff, and they make the best decision. Happy birthday wom2.
Don't get me wrong, i would love to see Yellow alive and players from there participating and joining all kinds of activities but I don't think they can truly balance the kingdoms even if they wanted to. At some point for players its in their best interest to migrate or join bigger/stronger guilds to make their advancements smoother and imo that's normal. Of course there are players who prefer to play solo and not bother with any of this but that's a different story.

What Yellow truly lacks is consistent players who stay and evolve there and have a big guild (If my memory serves me right CoL was the bigger guild in Yellow until they migrated to Red and joined RB) , but that would already take a lot of time to achieve and the Staff would probably need to lock Blue again and add EXP or Drop bonuses there to motivate players just enough to stay in Yellow. But then again once they would reach a certain point they would just choose to migrate to Red for the sake of having a big Guild behind their back and its back to square one unless they leave only Yellow open and force players to play there. Even if by some miracle some guild appeared in Yellow housing 100 players lets say, they would need quite a bit of time to reach the level of World Bosses and properly participate there without getting deleted by Red or Blue. So i really don't see a solution for this without it breaking other parts of the game or taking an absurd amount of time to achieve.

Of course i might be wrong and might not see the bigger picture, but that's why we are here if anyone has something or any ideas to share i would gladly be on board to make Yellow great and see players from that kingdom at every level stage, but in my personal opinion i think the proposed "potential solution" of making PVM chars immortal at World Bosses wont be a true fix without breaking other parts of the gameplay there and causing further imbalance
 

petreucv

New member
What Yellow truly lacks is consistent players who stay and evolve there and have a big guild (If my memory serves me right CoL was the bigger guild in Yellow until they migrated to Red and joined RB) , but that would already take a lot of time to achieve and the Staff would probably need to lock Blue again and add EXP or Drop bonuses there to motivate players just enough to stay in Yellow. But then again once they would reach a certain point they would just choose to migrate to Red for the sake of having a big Guild behind their back and its back to square one unless they leave only Yellow open and force players to play there. Even if by some miracle some guild appeared in Yellow housing 100 players lets say, they would need quite a bit of time to reach the level of World Bosses and properly participate there without getting deleted by Red or Blue. So i really don't see a solution for this without it breaking other parts of the game or taking an absurd amount of time to achieve.
I think the best solution is that in events that involve the participation of the entire kingdom like NW or FH, the tasks should be easier for the yellow kingdom, or the rates after the event should be 15% 10% 10%, because neither in pvp nor in pvm chunjo has any chance, and is eternally condemned to 3rd place. I don't think it helps to increase the chance of drop or exp and block the blue kingdom, as you said, some would move just for this benefit, or they would only move the farm accounts.
solution" of making PVM chars immortal at World Bosses wont be a true fix without breaking other parts of the gameplay there and causing further imbalance
It would be a big failure if this happened, after all, among the only fights on the server are the World boss. Making pvm characters invincible would destroy the last competition on the server.
what do we think about giving chunjo a raised exp bonus of around 5–15% instead of a drop bonus? it wouldn’t be too op to make people switch kingdoms, but it would still be good enough to encourage beginners to start in chunjo
This doesn't solve anything. If we were from another kingdom, I would move my accounts to yellow just for the faster exp growth, and then move back. If solving one problem requires you to create another problem, then you haven't done anything.
 
D

Deleted member 2771

Guest
I think the best solution is that in events that involve the participation of the entire kingdom like NW or FH, the tasks should be easier for the yellow kingdom, or the rates after the event should be 15% 10% 10%, because neither in pvp nor in pvm chunjo has any chance, and is eternally condemned to 3rd place. I don't think it helps to increase the chance of drop or exp and block the blue kingdom, as you said, some would move just for this benefit, or they would only move the farm accounts.
Yes, but honestly thats the only solution i see for this at the moment. They would either force players to play and stay there or Yellow will always be behind the curtains. Maybe someone else can share something i'm missing.
It would be a big failure if this happened, after all, among the only fights on the server are the World boss. Making pvm characters invincible would destroy the last competition on the server.
i think the proposed "potential solution" of making PVM chars immortal at World Bosses wont be a true fix without breaking other parts of the gameplay there and causing further imbalance
PvM Mode: Immunity from player-inflicted damage, but with reduced rewards.

-1
This is just asking for trouble and chaos at WB maps
Yes i mentioned this already and it might look like a fix, but in the end it will be the downfall of World Bosses
 

HITM4RK

New member
As the title says, this post is mostly about the equality of kingdoms.
I'm coming after a break of about 1 year on the server, and I'm pleasantly surprised by the evolution but also unpleasant in equal measure. Playing on the yellow kingdom, I don't really find players to be in a breastla with. The vast majority, after reaching a certain level and some decent equipment, migrate to blue or red (Hated or RedBastards). And that wouldn't be a problem, you can't force a player to stay in a certain kingdom, but you can offer them certain advantages, so that they don't have to move, or choose another kingdom, when they decide to play this server.
This is also very clearly seen in events like the fox hunt or the national war. Of course, there was also an attempt to balance the kingdoms in the past, but it seems that some players/guilds only moved until it was fixed, after which they returned to their kingdoms of origin, I think the procedure should be thought out differently, so that such incidents do not occur again.
The second option is to implement the 2 kingdoms, like in wom2 aurora (old players know what I'm talking about).
But here too there will be discussions, many will say "move to another kingdom if you don't like the atmosphere in Chunjo". You can't please everyone, but I think a middle ground can be reached.
Greetings. I wish you all the best.
One solution would be to place the world bosses like the witch did before... that is, one per channel. Random drops and rankings only for PVP, not PVM.
And it would be enough to add just one super world boss with a 12-hour cooldown, and only this one would have the mechanics of the current world bosses, meaning a dedicated map and PVM/PVP rankings, but with super rewards.
Perhaps make sure there's the same super world boss for each level bracket. 55/74 75/89 90/105
 

Essence

Administrator
Staff member
Hi,

Thank you for your suggestion. I will move it to Considering for now.

Warm wishes,
Essence.
 

MaliPH

Member
The issue isn’t the existence of the three kingdoms, but rather player behavior and the lack of well-designed balancing mechanics. The classic charm of Metin comes exactly from this structure – Shinsoo, Chunjo, and Jinno, each with its own identity and community. Removing a kingdom or forcing migration would take away from the nostalgia and the original experience many of us grew up with.

Instead of reducing the game to two kingdoms or indirectly punishing players for their choice, the focus should be on:

  • encouraging balance, not enforcing it
  • dynamic bonuses for the weaker kingdom (drop, EXP, events)
  • limiting mass migration or adding real costs to switching kingdoms
  • helping communities grow organically, not artificially
A kingdom like Chunjo shouldn’t be seen as “weak,” but as an opportunity for growth. That classic image of a busy map1 full of shops and players is part of the game’s identity and should be preserved.

In short:
the classic structure shouldn’t be changed — instead, the mechanics should be improved so that all kingdoms remain alive, attractive, and balanced without discrimination.
 

Moozak

Member
Instead of reducing the game to two kingdoms or indirectly punishing players for their choice, the focus should be on:

  • encouraging balance, not enforcing it
  • dynamic bonuses for the weaker kingdom (drop, EXP, events)
  • limiting mass migration or adding real costs to switching kingdoms
  • helping communities grow organically, not artificially

the problem here is the number of big guilds / alliances
(2 at the moment )

If 1 of the 3 kingdoms would have an edge over the other in drop , exp , events

1 alliance would just move to that kingdom and we will be stuck once more with a bilateral monopoly
(This has happened in the past , everyone moved to yellow and then migrated back when the free rewards finished)
 

Exeragon105

Well-known member
I completely understand and support the general concern about kingdom balance. A healthy distribution of players is important for the long-term enjoyment of the server, especially for PvP, events, and overall activity.

From our side, as HighRolls, we would genuinely be open to the idea of moving to Chunjo and contributing to revitalizing the kingdom. However, there are several practical downsides that currently make such a move difficult to justify.

The biggest factor is the market situation. At the moment, the vast majority of shops and trading activity is concentrated in Blue. While this could be worked around by maintaining shop characters there, it still introduces additional inconvenience in daily gameplay.

Another important point is player recruitment. As a guild, we are constantly looking for new members, and most newer players naturally start in Blue because it is the most populated and active kingdom. Many of these players are below level 75 and therefore cannot easily set up shops in other kingdoms, nor are they willing to create separate accounts just for trading purposes. This naturally funnels growth toward Blue and makes it harder for other kingdoms to compete.

The current World Boss situation also plays a major role. Since Blue is currently the most crowded and strongest kingdom, it naturally has the highest presence at World Bosses. This creates a cycle where players who want consistent access to rewards and competition feel encouraged to join or stay in Blue. Moving to a weaker kingdom means significantly reduced chances to contest or benefit from World Bosses, which is a key part of endgame content.


Excluding the main group of HighRolls and speaking specifically for the newer beta players in our guild, this becomes even more relevant. For them, joining a weaker kingdom like Yellow would mean starting off at a clear disadvantage, with limited access to competitive World Boss participation and progression opportunities. As a result, it becomes far less appealing for fresh beta players or newly reached high-level players to consider joining Yellow in the first place.

Additionally, there are also personal preferences involved. Many of us originally come from the Red kingdom and feel more attached to Red and Blue environments overall, including aesthetics and familiarity. Chunjo, in comparison, is less appealing to some of us.

So while we are not against the idea of supporting a weaker kingdom, the current structural disadvantages make such a move feel more like a sacrifice than a strategic or enjoyable choice.

If there were systems in place that reduced these downsides, for example better distributed trading, incentives that do not create new problems, or improved accessibility for newer players, then a move like this would be much more realistic, not just for us but likely for other guilds as well.
 
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