The way to get players back, remember, I'll only talk about it once

The way to get players back, remember, I'll only talk about it once
Let me start with a simple example to make it easy for you to understand:
Dear game designers, you are in charge of the game, like God.
If, in the world you create, people just like to gather in one scenic area, it means that the scenic spot is very popular, and this is a success. But the Creator doesn't like this, it looks too monotonous, how? Is it to ruin this scenic spot? The answer is obvious, no. What God is going to do is to create more equally good places to increase the diversity and choice of this world.
Corresponding to the game, weapons and skills plus talent build a kind of BD, and everyone's choices converge, which can only explain 2 points:1. This kind of BD gives the player a "refreshing" feeling, and it is a success 2. The weapons are not diverse enough to give players more options.
If we create 3-5 weapons for each game role and make them possible to form new "cool points" with skills/talents, like this version of "Tangletongue" and the previous version of "Pillar of the Caged God", it is clear that players will be diverted into more preferences and genres. There are fans of all professional characters, isn't this world beautiful? Players will continue to try different characters and different BDs to bring a variety of experiences.
The more weapons and skill gems that go with them, will be kept and collected, so that they can be changed according to the mood, then at least dozens of sets of inventory pages will be required.
In this way, players are attracted back, the operating income of the game increases, and the diversity of the game world is welcomed by everyone.
Balance adjustment is about fine-tuning, not destruction.
To live or to perish? Before you do it, think about what is most important, and your vision for the game should be the vision of the player.
Fellow players, if you also want to see such a game world, let's help designers change their thinking, please leave a message under the ladder to show your support.
Last edited by garyguan#8936 on May 5, 2025, 6:39:19 PM
Last bumped on May 5, 2025, 9:11:18 PM
"
garyguan#8936 wrote:
The way to get players back, remember, I'll only talk about it once
Let me start with a simple example to make it easy for you to understand:
Dear game designers, you are in charge of the game, like God.
If, in the world you create, people just like to gather in one scenic area, it means that the scenic spot is very popular, and this is a success. But the Creator doesn't like this, it looks too monotonous, how? Is it to ruin this scenic spot? The answer is obvious, no. What God is going to do is to create more equally good places to increase the diversity and choice of this world.
Corresponding to the game, weapons and skills plus talent build a kind of BD, and everyone's choices converge, which can only explain 2 points:1. This kind of BD gives the player a "refreshing" feeling, and it is a success 2. The weapons are not diverse enough to give players more options.
If we create 3-5 weapons for each game role and make them possible to form new "cool points" with skills/talents, like this version of "Tangletongue" and the previous version of "Pillar of the Caged God", it is clear that players will be diverted into more preferences and genres. There are fans of all professional characters, isn't this world beautiful? Players will continue to try different characters and different BDs to bring a variety of experiences.
The more weapons and skill gems that go with them, will be kept and collected, so that they can be changed according to the mood, then at least dozens of sets of inventory pages will be required.
In this way, players are attracted back, the operating income of the game increases, and the diversity of the game world is welcomed by everyone.
Balance adjustment is about fine-tuning, not destruction.
To live or to perish? Before you do it, think about what is most important, and your vision for the game should be the vision of the player.
Fellow players, if you also want to see such a game world, let's help designers change their thinking, please leave a message under the ladder to show your support.


I dont even think the weapons and skills as as important as deffences. Maybe people have no interested in meta and are perfectly OK spending a few minutes on a boss.

In my opinion the defences are so unbalanced that this dictates builds of classes. Right now es is the only deffence that works properly.

Armour- only works until maps

Es- works great if you have enough of it

Evasion- is a secondary little bonus to deffence and is useless as a main deffensive type.

But good suggestions. It would help alot.
Last edited by outlander19900#0213 on May 5, 2025, 6:54:11 PM
I have a bunch of inexplicable legendary gear in my inventory, but it's all rubbish.

Why are all the roles using spears
Because you can use a spear to brush the map and kill the boss
Warriors don't use spears, but it's uncomfortable to play,
The summoning genre can be played without a spear, which is uncomfortable
Archer? Bows and crossbows are uncomfortable to play
The mage was also using a spear, and there was no other choice

We need warrior monks to be able to brush and fight bosses
Fighters need to play with a "refreshing" and "cool" feeling
The archer has to clear the map remotely and bomb the screen
Summoning has to stand, minions have higher AI and output
The mage wants to call the wind and rain, and the whole map flashes
Mercenaries can assassinate sneak attacks

So we need high DPS weapons
BD that requires fire damage
BD that requires Freeze damage
A crossbow that requires deadly gas
Requires Bleeding damage
A weapon that requires a doppelganger technique to create phantoms
。。。

In fact, the design of the early stage of the game is already being done, and the foundation is there.
Users of this type of game need "pleasure", "coolness" and "diversity"
And not a "souls-based game"
"
"
garyguan#8936 wrote:
The way to get players back, remember, I'll only talk about it once
Let me start with a simple example to make it easy for you to understand:
Dear game designers, you are in charge of the game, like God.
If, in the world you create, people just like to gather in one scenic area, it means that the scenic spot is very popular, and this is a success. But the Creator doesn't like this, it looks too monotonous, how? Is it to ruin this scenic spot? The answer is obvious, no. What God is going to do is to create more equally good places to increase the diversity and choice of this world.
Corresponding to the game, weapons and skills plus talent build a kind of BD, and everyone's choices converge, which can only explain 2 points:1. This kind of BD gives the player a "refreshing" feeling, and it is a success 2. The weapons are not diverse enough to give players more options.
If we create 3-5 weapons for each game role and make them possible to form new "cool points" with skills/talents, like this version of "Tangletongue" and the previous version of "Pillar of the Caged God", it is clear that players will be diverted into more preferences and genres. There are fans of all professional characters, isn't this world beautiful? Players will continue to try different characters and different BDs to bring a variety of experiences.
The more weapons and skill gems that go with them, will be kept and collected, so that they can be changed according to the mood, then at least dozens of sets of inventory pages will be required.
In this way, players are attracted back, the operating income of the game increases, and the diversity of the game world is welcomed by everyone.
Balance adjustment is about fine-tuning, not destruction.
To live or to perish? Before you do it, think about what is most important, and your vision for the game should be the vision of the player.
Fellow players, if you also want to see such a game world, let's help designers change their thinking, please leave a message under the ladder to show your support.


I dont even think the weapons and skills as as important as deffences. Maybe people have no interested in meta and are perfectly OK spending a few minutes on a boss.

In my opinion the defences are so unbalanced that this dictates builds of classes. Right now es is the only deffence that works properly.

Armour- only works until maps

Es- works great if you have enough of it

Evasion- is a secondary little bonus to deffence and is useless as a main deffensive type.

But good suggestions. It would help alot.



To all this, we can add the elimination of the stupid experience loss upon death. It's "very pleasant" to lose 4 hours of your playing time in 30 seconds.
Last edited by Rajayus#8519 on May 5, 2025, 7:54:52 PM
you now that onIy one arrow can appIy damage to an enemy when it hits him ? i wonder why... if an archer, in irI or on a accurate Iore, fire two arrow at the same time into 1 target, two of them are actuaIIy stabbing him no ? why isn't it the case in... oh i know why...
We r tightened up.

Them seem scared to let us personalize our character.

Them want us to b stricktly attached to some controled builds.

Them want us to have a max DPS posible to hae maningfull combat.

Them want us to do not break the game.

Them want us to strugle to get progresion.

Them want us to have fun cause is difficult.

Balance is their biggest issue right now.

However.. Them do not realize...

Some skills doesent work. Are not even playable.

Defenses are a completly miss.

Warriors should b doing sustainable daamge and being capable of sustain combat by daamge reduction/regen

Archers should b abble to avoid most of the damage by evasion and when them get hit, rely on a big E shield pool or a damage reduction depending if them go for assasins or duelist.

Mages should b a time contdown fight between dps and energy shield pool. Being disengage, tons of CC and burst their main tool.

And all classes in between a mix of those elements...

Being assasin.. an insane burst damage with evasion e shield being DPS their thing and disengage/engage their main tool.

A duelist a sustain character with leech that can avoid parry and have damage reduction.

And Templar/druid some kind of damage reduction e shield character that can use CC and burst.

I will create a thread to talk only about that. Im taking way too long now that I got into matter...

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