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An Analysis of Playerbase Decline (Document)

PostPosted: 09 Nov 2014, 05:34
by Ryxa
Although it was delayed quite a bit, we've managed to write 22 pages worth of information. We have yet to finish documents regarding balance issues such as Class/Skill Balance Suggestions, Status System, and Magatama Balance which we will finish up and release later. Anyways, feel free to read through at your own leisure... the link is below.

https://docs.google.com/document/d/1Dx2 ... 6-2Gw/view

Re: An Analysis of Playerbase Decline (Document)

PostPosted: 09 Nov 2014, 05:36
by SupremeTentacle
Post here if we missed something and we'll stick it in

Re: An Analysis of Playerbase Decline (Document)

PostPosted: 09 Nov 2014, 10:03
by Leobreaker322
+1 :)


I've read almost all of the document and it's good tbh. I would like to add about the glory magatama thing though.

IMO make Glory magatama have similar working principle as Titles from Amaterasu. Just like how some titles increases stats and all, and when you level up you get stat raises and weapon affinity, I feel glory magatama should do the same. Unequipping the magatama reverts the stat raises back to normal as in switching to another title.

Just my opinion on how this magatama should be workable fixed. Let me havr your views on this too :)

Re: An Analysis of Playerbase Decline (Document)

PostPosted: 09 Nov 2014, 10:08
by SupremeTentacle
After some discussion, we're not actually too sure how the glory magatama works, and it seems that some people on our side actually disagree with JP wiki.

JP wiki claims that the magatama is broken, however, someone I know had lately tested the magatama, and claimed that it increased his damage a slight bit. Hence, we're somewhat suspicious it affects skill levels, or something. After some more testing, we'll get back to you on this.

Re: An Analysis of Playerbase Decline (Document)

PostPosted: 09 Nov 2014, 10:52
by -x-SongNhi-x-
That was a nice long read! most of the loves and hates have been covered but more hate than love lol.

Uhm I would like to add that I would like to skin my weapons if possible cos it seems to me the higher the weapon level the uglier and bulkier it gets! im pretty sure this would be simple to code as its just moving stats from 1 wep to another.

A weird bug/glitch or whatever it is, seems to be inconsistent is that when you go into a dungeon with a PT and you disconnect, if you rejoin the party upon reconnection, it sometimes allows you to re-enter into the dungeon, and sometimes not. Really annoying when you've got all the way to the end then have to be left out, or if you spent ages killing a boss and crash/dc through no fault of your own thanks to the game's memory leaks.

Re: An Analysis of Playerbase Decline (Document)

PostPosted: 09 Nov 2014, 11:58
by Ryxa
-x-SongNhi-x- wrote:That was a nice long read! most of the loves and hates have been covered but more hate than love lol.

Uhm I would like to add that I would like to skin my weapons if possible cos it seems to me the higher the weapon level the uglier and bulkier it gets! im pretty sure this would be simple to code as its just moving stats from 1 wep to another.

I did want to add it in, but forgot actually.

A weird bug/glitch or whatever it is, seems to be inconsistent is that when you go into a dungeon with a PT and you disconnect, if you rejoin the party upon reconnection, it sometimes allows you to re-enter into the dungeon, and sometimes not. Really annoying when you've got all the way to the end then have to be left out, or if you spent ages killing a boss and crash/dc through no fault of your own thanks to the game's memory leaks.

You also reminded me that we forgot to included something about how party members can enter different dungeons if they entered at the same time.

Re: An Analysis of Playerbase Decline (Document)

PostPosted: 09 Nov 2014, 12:36
by Firon
Good document. Just some things I noticed/disagree with -.-"
2.1.4.1 Cooldowns
Reducing cd reduction will slow down dungeon speed, make cd stacking useless for low level dungeons leaving only other magatama such as p.atk speed magatama as options (you don't really need sf for low level dungeons). It would also make skill leveling a pain. Well, my main concern is dungeon clear speed, really.

2.1.6.1 Cancel Consistency
Hope this isn't suggesting that tb shouldn't be cancelable -.-". If thunder beast wasn’t cancelable, then you would only be able to use it in a dungeon you are extremely familiar with, otherwise you'd lose all your revives pretty fast.


3.6.4.3. Portable Repair Items
How would these be available? It would be bad if people were expected to buy and use them if they were carrying. Also, would these be usable in dungeons or fields? If you were skill leveling in a field that would mean you would be able to grind a skill non stop rendering durability redundant and if it were usable in a dungeon, even more so. Cost might also be a factor as repair costs differ greatly throughout the game.

The rest of the stuff, I agree with :D

Re: An Analysis of Playerbase Decline (Document)

PostPosted: 09 Nov 2014, 13:01
by Ryxa
Firon wrote:Good document. Just some things I noticed/disagree with -.-"
2.1.4.1 Cooldowns
Reducing cd reduction will slow down dungeon speed, make cd stacking useless for low level dungeons leaving only other magatama such as p.atk speed magatama as options (you don't really need sf for low level dungeons). It would also make skill leveling a pain. Well, my main concern is dungeon clear speed, really.

If you took a deeper look at that section, you'd realize that you'd actually have more CD than we do now up until 55% with the suggested method. The idea behind it is that players cannot build to have zero cooldowns, not that they have unbelievably high cooldowns. +15 from 100 dex, +5 from weapon, +30 from Chidori is only 50. After the player gains +55 CD, it takes exponentially more to gain 1 more CD, rendering it near impossible to truely obtain "no cooldowns".

2.1.6.1 Cancel Consistency
Hope this isn't suggesting that tb shouldn't be cancelable -.-". If thunder beast wasn’t cancelable, then you would only be able to use it in a dungeon you are extremely familiar with, otherwise you'd lose all your revives pretty fast.

We were suggesting that either A) everything should be able to be canceled or B) nothing should. The fact that players can cancel some moves makes those skills innately safer, and as a result it limited what skills are allowed into "meta" gameplay.

3.6.4.3. Portable Repair Items
How would these be available? It would be bad if people were expected to buy and use them if they were carrying. Also, would these be usable in dungeons or fields? If you were skill leveling in a field that would mean you would be able to grind a skill non stop rendering durability redundant and if it were usable in a dungeon, even more so. Cost might also be a factor as repair costs differ greatly throughout the game.

Honestly, one of my concerns was that durability would become irrelevant if these items were available, which is why I suggested they only be allowed in fields. In places like Sekigahara, it'd be nice to have some form of repair without traveling for a full minute to reach Yoshitsune. Hokurikudo is anotehr example.

The rest of the stuff, I agree with :D

Re: An Analysis of Playerbase Decline (Document)

PostPosted: 09 Nov 2014, 14:01
by Firon
Firon wrote:Good document. Just some things I noticed/disagree with -.-"
2.1.4.1 Cooldowns
Reducing cd reduction will slow down dungeon speed, make cd stacking useless for low level dungeons leaving only other magatama such as p.atk speed magatama as options (you don't really need sf for low level dungeons). It would also make skill leveling a pain. Well, my main concern is dungeon clear speed, really.

If you took a deeper look at that section, you'd realize that you'd actually have more CD than we do now up until 55% with the suggested method. The idea behind it is that players cannot build to have zero cooldowns, not that they have unbelievably high cooldowns. +15 from 100 dex, +5 from weapon, +30 from Chidori is only 50. After the player gains +55 CD, it takes exponentially more to gain 1 more CD, rendering it near impossible to truely obtain "no cooldowns".


I may have pulled an all nighter before reading this so might have missed something -.-". The lack of zero cooldown was the thing that worried me with the shared cooldown between weapons because that'd mean you'd have to wait for your limited aoe's (depending on your weapon type) to cooldown before you can have a shot at clearing a room. It would also affect sp consumption and dependency on invigs and make skill carding a lot less useful since you have 4 wep slots and 4 useful cards (except for durability reasons). Anyway, guess I'll read it properly when I wake up as sleep deprivation supposedly gives you the same symptoms as being drunk...

Re: An Analysis of Playerbase Decline (Document)

PostPosted: 09 Nov 2014, 14:04
by Taakun
Image

Great job! I hope the staff will take a serious look through this.