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RE: Feedback and Suggestions

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Re: RE: Feedback and Suggestions

Postby Taakun » 05 Jan 2015, 01:42

shadow190 wrote:[@Angeal Yes! Finally someone who gets what I'm trying to say. :D

@Taakun From what I see during the event almost everyone stores their letters after a few runs(I also do this), then go back to letter farming. So depending where you grind you may have up to several hundred letters afterwards(I'll say 250 letters as an example for this argument). Now you said 10 secs per box, so that means I can get up to 6 boxes in a min. My math skills suck so my calculations will be most likely be off for the next parts. If I have 250 letters each, each letter exchanged 1 time each (ignoring the letters used twice in each exchange such as "E" and "P") I will get 250 boxes at the end of exchanging. At 6 boxes per minute it'll take me roughly 42ish mins(maybe more/less situations depended) to clear out all my letters. That is a lot of time to be in one place doing the same thing over and over again 250 times(there you have your time consuming and tedious part).

Now for the second part. I actually had that in mind already when I wrote this. I was discussing it with a good buddy of mine when I asked him bout me writing something for the event on the suggestions thread. He said that most likely they won't do my idea becuz from what he said its "a little thing and wouldn't be worth the time and effort to do". But in the end me and my buddy thought it was worth a shot to do this. Even if they don't do this I wanted to try and suggest it anyway.


Can I ask you to look at the individual quest? You could say it'll take 42 minutes to collect 250 boxes or (if my math is correct) you could say it would take one non leap year to collect 3,153,600 boxes. But either way, it's still 10 seconds for one free prize which isn't long. Honestly IMO, 250 free items is completely worth standing in one spot for 42 minutes. If you're too busy to sacrifice 42 minutes for 250 free items, then that's your own fault for being a productive member of society that doesn't allow you to have as much free time.
But allow me to make a comparison. Free OC. Watching a 1 minute video will reward you with 1 OC. You need to watch 40, 1 minute videos to get, let's say, one free gacha roll. 40 minutes for one free prize or 10 seconds for one free prize? Which is more time consuming in this perspective?
And again. If you don't like it, you don't have to do it. If you don't think a free item is worth 10 seconds of your time, then stop. This event is literally like being handed free items, but players who desire more actually (sorry for phrasing it like this..) sound not only lazy, but greedy. Honestly it is all my opinion since I've spent muuuuuch more than I ever initially intended to on this game, and now a quest for free items is just amazing to me.

Nothing wrong with posting what on your mind, but others will do the same, just your suggestion really pulled one of my strings because I cried tears of joy when I first saw this event lol.
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Re: RE: Feedback and Suggestions

Postby SupremeTentacle » 06 Jan 2015, 00:55

Here's a little bit more insight into what Taakun has stated above. I have mathematically determined the value of each of the two types of boxes - and voila, here you go.

https://docs.google.com/spreadsheets/d/1Wnt1_LcYc-TWx5MEP6Ifu_LOvLfv96IOeykd4D3B5oY/edit?usp=sharing

Assuming that you are opening the same amount of each type, the average will be 7.97281 Onigiri coins per box. Let's make this easy, and call it 7.5 as that is more conservative than 8.

Hence, shadow, you are literally making 75 cents every single time you open one of these boxes. According to you that is 10 seconds of work, leaving you with $4.5 per minute. On an hourly basis, this is a $270 net gain.

If you still want to complain, I honestly don't know what to say to you. Being on the receiving end of a triple digit hourly salary is a luxury that most Americans will not have. Ever.
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Re: RE: Feedback and Suggestions

Postby Dark Deceiver » 06 Jan 2015, 23:05

I don't mind how long it takes to exchange letters, it's the friendship items that REALLY grates on me, lol. Takes forever to use them when your companions are 20+, and you've got 999 of them.
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Re: RE: Feedback and Suggestions

Postby Nizuto » 07 Jan 2015, 07:16

A general feedback of my experience by now:

Opinions and advices related to the US server (locally)

- Latency
While it is an US server and not an international one, the playerbase is composed of many players outside America. It is an action mmorpg where latency is crucial. Many players get discouraged to play due to this. This affects the potential playerbase and in turn the income of the company.
Resolving the latency issue would encourage players from other countries to stay. And yes, there are ways to do it, but it costs money. One of them would be port forwarding.

- Opinions and advices related to the game "as a whole"
Stuff that require alteration of the game is hard to implement without the main company from JP to do it first, I know. However I'd appreciate if anyone, either from this company or someone from the playerbase will distribute these advices and opinions to Onigiri JP.

- Daily work
You see, the playerbase isn't big because the game forces the usual player to leech exp. from the high level ones due to various reasons, such as class imbalance (some weapons are better than others),tradition (because it's been for a while), and the low playerbase itself (yes, because there aren't that many players of a specific level at a given time as much as they are in other games).
There aren't too many things to do at later levels. All you can do is increase the equipment's stats or chat with other players. However since everybody does this leech-carry thing, the ones that leeched will stay far less into the game than usual because they get high level very quick and they get bored with the late game content.
Something like daily quests, monster invasions, any type of PvE dynamic events would help.

A system to fight mobs for the benefit of everybody on the server would be the best in my opinion. Each level should belong to a "tier", such as lvl 1-40, 41-80 etc. where every one of these tier to contribute for the sake of everybody. Rewards can be global exp, item drop, or money increase buffs for specific days.
Example: If every tire gets a max level of contribution, everybody on wednesday will get 2 hours of +100% exp, item drop and item boost on a random hour decided by the company.

- Class revamp
This is one's a very crucial thing. People look for viability and efficiency in games. At the moment, spear, twin swords, and sword users are the best mob clearing weapons in the game (overall for leveling and item farm). Luck boxes which can contain items for upgrading your character more efficiently only drops from people who kill mobs. Naturally these 3 weapon types are the most used by players, making the other ones underused.
A general solution would be: Make each class have a specific role that contributes for the team. This can be done, for example, by making some mobs immune to pierce attacks (usually spear attacks) and resistant to magic attacks but weak vs. slice attacks (like swords, odachis etc.). This will help with team variety and utility of a player's weapons.

- Anti-Leechers System
Drops should be affected by the contribution of the players in the dungeon. Players that defeat mobs, heal/restore SP/buff other players should be rewarded with exp. and item drops. Anyone who stands there and does nothing should get nothing. This will force everybody to PLAY the game.
A way more harsh system would be for each player inside the dungeon to have a contribution meter, and everybody has to get it to a specific level as a goal, otherwise the exp rewarded at the end will be 0.
EDIT: since i didn't specify in details the last "harsh" system, the contribution bar is filled by every person in the party. And each player has a cap of how many points he/she can make. Basically if everybody does the job and 1 slacks, then the whole party will get 0 exp at the end. That's what I ment with "the contribution bar is filled by every person in the party".

- Player Grouping Chat box
There should be a chat box related to players grouping. It can be a limited one with pre-set lines.
For example, if a player wants to do Shinoda Forest and needs players to recruit, they should be able to select "Shinoda Forest" from a list of dungeons, select the difficulty and then a pre-set message will appear on that chat related to player recruitment for that dungeon. The messages should have a cooldown of, lets say, 30 secs - 1 minute in between each time you can advertise on that chat. It should be a free global chat box (without the need to use OC).

Other notes:

- Please, do not implement PvP elements until PvE aspects are polished. It could ruin the game. While everyone keeps wanting "PvP", it's a bad idea to implement it at this stage of the game.
- More work should be focused on player grouping rather than a guild system. The chat groups have the role of a "guild". After all, that's why people make them. I never saw guilds in any game to focus on something related to the game. And many who try that fall very quickly due to the lack of players.
Last edited by Nizuto on 07 Jan 2015, 11:00, edited 1 time in total.
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Re: RE: Feedback and Suggestions

Postby Sephiroth » 07 Jan 2015, 08:46

A general solution would be: Make each class have a specific role that contributes for the team. This can be done, for example, by making some mobs immune to pierce attacks (usually spear attacks) and resistant to magic attacks but weak vs. slice attacks (like swords, odachis etc.). This will help with team variety and utility of a player's weapons.


If this is implemented, I think it should only be done in a specific dungeons made for team challenges, not in regular dungeons or story line dungeons, or dungeons needed to grind. I see the point you're trying to make with this, but I think having advancement in certain areas require seeking out someone with a specific weapon or build type would make going through dungeons needlessly difficult (Because you'll likely be waiting around). If the classes are rebalanced, it should be done in such a way that it doesn't cripple solo players in the process by creating reliance on other classes. I just feel the weapons should be viable on their own (Though in my opinion many of them are, they're just not as fast as the others. I've gotten along quite well with Odachi and Bow)

Maybe if it was done for dungeons that have higher rewards requiring team effort, then having mobs like that would be a good thing. Like instances raids in other MMO's where you do need all of the classes working together.

- Anti-Leechers System
Drops should be affected by the contribution of the players in the dungeon. Players that defeat mobs, heal/restore SP/buff other players should be rewarded with exp. and item drops. Anyone who stands there and does nothing should get nothing. This will force everybody to PLAY the game.
A way more harsh system would be for each player inside the dungeon to have a contribution meter, and everybody has to get it to a specific level as a goal, otherwise the exp rewarded at the end will be 0.


While I agree that support should also get more EXP since they are focusing on making certain people stay alive rather than killing, I disagree with "contribution meters" only because they'd be used against people who are honestly trying to play the game. I can see this being used to troll others in the dungeon, people killing things just to prevent someone from filling their meter, ext. Unless it's done in such a way that doesn't allow others in the dungeon from preventing you from filling your meter.

As for drops being effected by contribution, again any system like this is going to be effected by people that want all of the drops for themselves, so you'll have even less people playing if they end up doing so at the mercy of characters with ouigis that have massive AOE, effectively preventing them from contributing at all. Unless, again, something is done to prevent that- and since the game seems to be built to whipe a room with AoE... some major changes would have to be put in place.
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Re: RE: Feedback and Suggestions

Postby Nizuto » 07 Jan 2015, 11:11

Sephiroth wrote:If this is implemented, I think it should only be done in a specific dungeons made for team challenges, not in regular dungeons or story line dungeons, or dungeons needed to grind. I see the point you're trying to make with this, but I think having advancement in certain areas require seeking out someone with a specific weapon or build type would make going through dungeons needlessly difficult (Because you'll likely be waiting around). If the classes are rebalanced, it should be done in such a way that it doesn't cripple solo players in the process by creating reliance on other classes. I just feel the weapons should be viable on their own (Though in my opinion many of them are, they're just not as fast as the others. I've gotten along quite well with Odachi and Bow)

Maybe if it was done for dungeons that have higher rewards requiring team effort, then having mobs like that would be a good thing. Like instances raids in other MMO's where you do need all of the classes working together.


Good point. This will make story dungeons one thing and grinding/item farm dungeons the current optional dungeons.

Sephiroth wrote:While I agree that support should also get more EXP since they are focusing on making certain people stay alive rather than killing, I disagree with "contribution meters" only because they'd be used against people who are honestly trying to play the game. I can see this being used to troll others in the dungeon, people killing things just to prevent someone from filling their meter, ext. Unless it's done in such a way that doesn't allow others in the dungeon from preventing you from filling your meter.

As for drops being effected by contribution, again any system like this is going to be effected by people that want all of the drops for themselves, so you'll have even less people playing if they end up doing so at the mercy of characters with ouigis that have massive AOE, effectively preventing them from contributing at all. Unless, again, something is done to prevent that- and since the game seems to be built to whipe a room with AoE... some major changes would have to be put in place.


I edited my post on that topic to add some details about what I meant.

The whole point is to encourage people who wanna play the game as a team. At the moment it's beneficial for some classes to solo their levels in AFK parties. It's an MMO. You'll still be able to solo, but you'll also have the opportunity to experience "teamwork".

Also this "contribution" system would keep trolls away and hardworking players on the winning side. Nobody's gonna team up with people that cause chaos for their entertainment, example being the attempt you mentioned. And leechers will no longer exist.

Oh and all these are opinions and advices with examples. The purpose of them is for inspiration for a fully polished idea. I don't have the experience to fully develop a flawless system that can work. But there are people in the gaming industry who can.

Off-topic: Before anyone jumps ahead and says "you're a hypocrite for stating that you want something against the trolls", while my methods are rude, my goals are of a good cause. Fighting something evil/bad/rude using good actions is too mainstream and inefficient rather than fighting evil with evil actions imo.But that's just my general alignment.
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Re: RE: Feedback and Suggestions

Postby Dark Deceiver » 08 Jan 2015, 23:20

Nizuto wrote:- Anti-Leechers System
Drops should be affected by the contribution of the players in the dungeon. Players that defeat mobs, heal/restore SP/buff other players should be rewarded with exp. and item drops. Anyone who stands there and does nothing should get nothing. This will force everybody to PLAY the game.
A way more harsh system would be for each player inside the dungeon to have a contribution meter, and everybody has to get it to a specific level as a goal, otherwise the exp rewarded at the end will be 0.


While I understand what you're saying, the major issue with it is grinding. I'm currently helping my friend level up to 60 by grinding Hades, and she's not strong enough yet to do any real damage to him, and if she's hit by one of his attacks, chances are she'll be dead.

It's a good idea, but for those of us who like helping lower levels get stronger in one dungeon, before they switch areas, it doesn't work out.
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Re: RE: Feedback and Suggestions

Postby Tekato » 09 Jan 2015, 01:19

Dark Deceiver wrote:
Nizuto wrote:- Anti-Leechers System
Drops should be affected by the contribution of the players in the dungeon. Players that defeat mobs, heal/restore SP/buff other players should be rewarded with exp. and item drops. Anyone who stands there and does nothing should get nothing. This will force everybody to PLAY the game.
A way more harsh system would be for each player inside the dungeon to have a contribution meter, and everybody has to get it to a specific level as a goal, otherwise the exp rewarded at the end will be 0.


While I understand what you're saying, the major issue with it is grinding. I'm currently helping my friend level up to 60 by grinding Hades, and she's not strong enough yet to do any real damage to him, and if she's hit by one of his attacks, chances are she'll be dead.

It's a good idea, but for those of us who like helping lower levels get stronger in one dungeon, before they switch areas, it doesn't work out.

Truthfully leveling them isn't going to make them any stronger at all they need to farm for their own gear and magatamas etc. aswell as learn monster movements and reactions unless they plan to purchase already made weapons/magas with oc they'll just keep depending on the leech system to level
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Re: RE: Feedback and Suggestions

Postby Dark Deceiver » 09 Jan 2015, 03:20

I like your earlier suggestion of areas having level requirements to get there.
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Re: RE: Feedback and Suggestions

Postby Tekato » 09 Jan 2015, 04:31

Dark Deceiver wrote:I like your earlier suggestion of areas having level requirements to get there.

Yes many mmo's have this it prevents players from reaching areas that arent really meant for their levels.. even if a high level carry were to go back and try to power lvl someone it would be much harder because they would have to do it in an area similar to the leechers level which would be better off grinding with a party of similar lvls and participate in the killing which ofc gives more exp
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