A Series of Tubes wrote:One final solution could be to implement a scaling global experience multiplier. In closed alpha testing, there was a system in place where lower level players had a higher % experience gain that scaled downwards every 10 levels. For example, a level 1-9 player could gain 500% current experience, a level 10-19 player would gain 400%, level 20-29 would have 300%, and so on. From level 40 onwards, players would be receiving the current experience rate again. This should help with new player retention as they are potentially better prepared for early level monsters.
Good idea, awful implementation. Rushing players to level 40 could arguably be worse than the current system. Rather than easing them into it you're slamming them face-first into the brick wall that is Kaga/Echigo grinding. All this accomplishes is keeping new players around for one or two days longer.
Any experience boosting that isn't on a global level(which I don't think is necessary) needs to carry players up to the beginning of the current end-game content... which, at the moment, would be around level 80. This would level you enough to acquire the Echigo weapons which are practically required to clear Edo dungeons. Requiring tens or even hundreds of hours of straight grinding at any point before end-game is entirely unacceptable.
A Ham Sandwich wrote:2.1.2. Drop Rates
I don't think the drop rates themselves are particularly bad for most items(though there definitely are some exceptions, either due to legitimately awful drop rates or the enemy it drops from being a brutal chore to farm.) A big issue, mainly concerning magatamas, is the sheer amount of [often garbage] possibilities that drop can roll as. Another option would be to include some kind of combination function... for example, giving three similar-level magatamas to Kaguya to receive one of similar level in return. For the sake of balance there would need to be a few obvious exceptions; no farming a ton of field marbles and gambling them for oranges.
Empty Ramen Packet wrote:2.1.5. Guarding
Good ideas here. I'm curious to know how you(the main writers of this document) feel about the differences in block values for each weapon, ranging from 75% for bows to 95% for spears. In addition, would it be overpowered to provide a block-like function for Staff/Wand users? Something along the lines of... while charging SP, damage taken is reduced by (insert high percentage here) but consumes SP equal to (damage taken/SP recovery.)
One Paragraph Finished of a Ten Page Essay Due Tomorrow wrote:Max durability in JP is 5000, while it is 2000 in EN. This is unreasonable, as it affects game balance. To be specific, higher ranked skills, and skills that consume a large amount of durability (such as collapsing blade) become much less useful than they previously were. A player needs to build five weapons in order to be equivalent to a player with two weapons in Japan.
Did not know this. I've been making three weapons each time I upgrade ever since level 30 or so purely because of durability issues; two AoE and one focused on single-target skills. Aside from the problems mentioned this also feeds heavily into other issues brought up, such as needing to pause after every few dungeon runs to go repair which wastes time and potentially money.
That Canned Beverage in the Back of the Refrigerator You Thought You Already Drank wrote:At the moment, several game mechanics go unexplained. For example, players have no clue if critical force is flat, or percent based, and cannot include it in their builds without first experimenting: they cannot math it out.
Critical Force is no flat damage and it is not based on a percentage of overall damage. It's fairly easy to figure out how it works if you just reduce your damage to 0. I agree that things need to be better explained in-game though.
A Zipper Made by a Company Other Than "YKK" wrote:2.2.3.2. Non-functioning Alcohols
The following is a list of alcohols that are known to have no effect when used.
Rusty Bloom - Unbreakable
Long Life - Continues left: 1 Restore (Works only in fields, not dungeons) [Not sure if intended]
Dancer of Izu - Gain 30 bonus Ryou when base Ryou is over 150
Bandit Chief - Gain 15 bonus Ryou when base Ryou is over 70
Never tested Rusty Bloom. Long Life I'm expecting works as intended because, from what I remember, it has no cooldown and would effectively become "drink this to regain tens of thousands of lost bonus experience." Dancer of Izu and Bandit Chief I tested some time back and they were definitely giving a flat increase of 30/15 Ryou. Was very disappointed because the Japanese wiki stated it was a percentage gain. Were these broken sometime recently?
Fluorescent Light Bulb wrote:2.2.5.3. Other Partner Issues and Suggestions
Good mentioned fixes in general. Something I'd love to be able to do is summon the story cast into my group to manually control exactly how large of a party I have when entering a dungeon, without the need to rely on finding an AFK party that wont constantly fluctuate in player size. It makes complete sense story-wise as these characters are considered to be doing the dungeons with you at all times... so why can't your party be an actual party?
Quoting Fetish wrote:2.3.1. Gameguard
I have yet to see a third-party anti-cheat engine that prevents more problems than it creates. I could be ignorant of the situation but are there really enough people "hacking" in Onigiri to warrant incorporating something known to create issues for large portions of playerbases?
Everything else I'm in pretty solid agreement with or is covered well enough that I don't have much to add.