@CYBETSTEP and fellow players
Posted: 04 Jul 2014, 06:09
In light of the recent game patch, two issues/changes that has been made is stirring up commotion among the Onigiri community. I know they have been mentioned in other post but I'm bringing them up again as an official enquiry to Cyberstep.
1. Move speed+ alcohol (Moon King) removed
I do not understand the logic behind this. If their goal was to keep players interested in the content, its a really horrible way to do it. Cyberstep reduced the experience gain rates but thats alright, some of us enjoy the challenge for playing content underleveled. However, removing an important game mechanic that existed originally within the game that is almost vital for boss slaying and covering huge areas without walking for minutes IS NOT going to keep the content interesting or rather, reduce it into a grindfest and even if you grind all the way to the suggested level of the dungeon, certain bosses that have superior movespeed compared to players will justwalk up to them and take them out in one attack or more, making dying unavoidable unless you are reasonably over-leveled or over-geared. I believe this change was not applied in the JP servers, so as to why it is implemented here, I can find no good reason (take for example, a squishy and already overpowered wand user, now forced to tank hits from bosses and the only way to not get hit and die, is to grind till he/she is able to OHKO the target before it does anything the player).
As to why this change will have absolutely no effect on keeping players interested and the duration a player would play, pre and post patch,consider the following scenarios :
a) Pre-patch - players rush main quest and finishes at say level 30 while the game cap is 50, they would still play to hit level cap and gear up end game.
b)Post patch - Players now have to grind and gear pass the original level and gear requirement so they can OHKO bosses to progress in plot.
Amount of time players spent in both scenarios would roughly be the same,so now just which of the two would be more enjoyable to the players? B pretty much takes out the challenge of kiting and dodging attacks as running at base movespeed would eventually result in the boss catching up to the player and dealing massive damage - only solution to all dungeons? Grind till you can OHKO them.
Untradable Costumes
Okay, I tried to look at this from a business minded perspective (being fair here, of course Cyberstep want to maximize profit - all profit seeking organisations do with no exceptions, we cannot blame them for wanting this). However, this change may work against Cyberstep and the players at the same time (I'm saying this as a third year student in bachelor of commerce, majoring in finance and accounting). How so? Well, to keep it simple, an economy where tradable currency is not circulating to at least a decent degree, is a dead economy. By implementing this change, what happens? Lets have a look :
1. Cash users with those costumes cannot sell them, this will discourage them for rolling for more costumes in the future. Logic behind this? Just ask yourself. If you already have a costume that you cannot sell/give away, why buy another? It would cause the old costume to be just stuff sitting in the inventory. If costume owners could sell them, they would and then roll for new ones when they get tired of the old costume - resulting in profit for Cyberstep $$$.
2. Players that do not own the costumes cannot buy one off other players. If they could buy them off other players, they would but at a cost (OC). Well, OC does not magically appear out of nowhere, players (player A) in this category would need to either buy OC to trade for costumes, or farm and sell stuff to other players that buy OC (player B) - profit for Cyberstep $$$ either way, as either player A or B has to buy OC.
3. I believe Cyberstep made this decision in fear of players selling costumes off to other players at low prices, devaluing the costumes. Well, considering the mega low drop rate of these items, I doubt any seller with a logical and sane mind would sell them at a low cost - just look at the forums, 300 OC for panties..... not even the costume sets.
4. A stagnant economy is boring, it will drive players away, both Cash shoppers and non-paying players alike.
Those are my thoughts and analysis on the matter, and if any reader is curious about what my feelings are with these changes, I must say i am very, very disappointed . These changes benefit neither Cyberstep or the Players, rather it drives the players away and creates tension between both parties,and in response results in less paying or happy paying customers. I personally have decided that I will ABSOLUTELY NOT make any future purchases from Cyberstep (yes, I'm am/was a paying customer) until they undo these changes OR provide a good reason as to why these changes are made ("prolonging content" is NOT a good reason, there are better and creative ways to retain player interest) as I honestly feel discouraged by these changes and has this affected my confidence in Cyberstep's ability to make good decisions. I can confidently say that if Cyberstep continues down this path, this game will die (Anyone who honestly think otherwise, feel free to challenge this statement and provide the reasoning and logic behind why)
To anyone else who would agree with me, bump this up to get GMs attention or if not, feel free to post your thoughts.
1. Move speed+ alcohol (Moon King) removed
I do not understand the logic behind this. If their goal was to keep players interested in the content, its a really horrible way to do it. Cyberstep reduced the experience gain rates but thats alright, some of us enjoy the challenge for playing content underleveled. However, removing an important game mechanic that existed originally within the game that is almost vital for boss slaying and covering huge areas without walking for minutes IS NOT going to keep the content interesting or rather, reduce it into a grindfest and even if you grind all the way to the suggested level of the dungeon, certain bosses that have superior movespeed compared to players will justwalk up to them and take them out in one attack or more, making dying unavoidable unless you are reasonably over-leveled or over-geared. I believe this change was not applied in the JP servers, so as to why it is implemented here, I can find no good reason (take for example, a squishy and already overpowered wand user, now forced to tank hits from bosses and the only way to not get hit and die, is to grind till he/she is able to OHKO the target before it does anything the player).
As to why this change will have absolutely no effect on keeping players interested and the duration a player would play, pre and post patch,consider the following scenarios :
a) Pre-patch - players rush main quest and finishes at say level 30 while the game cap is 50, they would still play to hit level cap and gear up end game.
b)Post patch - Players now have to grind and gear pass the original level and gear requirement so they can OHKO bosses to progress in plot.
Amount of time players spent in both scenarios would roughly be the same,so now just which of the two would be more enjoyable to the players? B pretty much takes out the challenge of kiting and dodging attacks as running at base movespeed would eventually result in the boss catching up to the player and dealing massive damage - only solution to all dungeons? Grind till you can OHKO them.
Untradable Costumes
Okay, I tried to look at this from a business minded perspective (being fair here, of course Cyberstep want to maximize profit - all profit seeking organisations do with no exceptions, we cannot blame them for wanting this). However, this change may work against Cyberstep and the players at the same time (I'm saying this as a third year student in bachelor of commerce, majoring in finance and accounting). How so? Well, to keep it simple, an economy where tradable currency is not circulating to at least a decent degree, is a dead economy. By implementing this change, what happens? Lets have a look :
1. Cash users with those costumes cannot sell them, this will discourage them for rolling for more costumes in the future. Logic behind this? Just ask yourself. If you already have a costume that you cannot sell/give away, why buy another? It would cause the old costume to be just stuff sitting in the inventory. If costume owners could sell them, they would and then roll for new ones when they get tired of the old costume - resulting in profit for Cyberstep $$$.
2. Players that do not own the costumes cannot buy one off other players. If they could buy them off other players, they would but at a cost (OC). Well, OC does not magically appear out of nowhere, players (player A) in this category would need to either buy OC to trade for costumes, or farm and sell stuff to other players that buy OC (player B) - profit for Cyberstep $$$ either way, as either player A or B has to buy OC.
3. I believe Cyberstep made this decision in fear of players selling costumes off to other players at low prices, devaluing the costumes. Well, considering the mega low drop rate of these items, I doubt any seller with a logical and sane mind would sell them at a low cost - just look at the forums, 300 OC for panties..... not even the costume sets.
4. A stagnant economy is boring, it will drive players away, both Cash shoppers and non-paying players alike.
Those are my thoughts and analysis on the matter, and if any reader is curious about what my feelings are with these changes, I must say i am very, very disappointed . These changes benefit neither Cyberstep or the Players, rather it drives the players away and creates tension between both parties,and in response results in less paying or happy paying customers. I personally have decided that I will ABSOLUTELY NOT make any future purchases from Cyberstep (yes, I'm am/was a paying customer) until they undo these changes OR provide a good reason as to why these changes are made ("prolonging content" is NOT a good reason, there are better and creative ways to retain player interest) as I honestly feel discouraged by these changes and has this affected my confidence in Cyberstep's ability to make good decisions. I can confidently say that if Cyberstep continues down this path, this game will die (Anyone who honestly think otherwise, feel free to challenge this statement and provide the reasoning and logic behind why)
To anyone else who would agree with me, bump this up to get GMs attention or if not, feel free to post your thoughts.