Thanks everyone for the feedback provided in the previous thread.
I've identified a couple of major issues and proposed a set of changes to solve them:
Crafting
High level items obtained from crafting are too big an advantage and luck is too big a factor. Especially when certain players find a way to improve the luck by exploiting bugs. Even after the latest fixes, with players being forced to be online while crafting, some people still found a way to abuse it. Let me put it this way: the chances to get a perfect level 77 weapon from only 16 crafts is abysmally low - players detected using this exploit will not get a rank reward.
Solution: Ephemeral Crafting. During events all items crafted are ephemeral, they’ll expire when the event ends. Crafting costs will be greatly reduced. We think that crafting is a fun part of the game and being able to craft cheap items will level the playing field. You will also get to experiment a lot more with crafting and various builds, we see this as an added bonus.
Medal Rewards
Many players have complained that medals make veteran players stronger during ANBs. We wanted the medals to be more of a symbolic reward for performing during events, hence the diminishing returns set in place for accumulating them. Maybe the minor stat improvements are too strong. As a solution we can nerf the bonuses and disable them during events.
Celestial Rewards
As you suggested, players should be able to use the celestial transforms awarded during the event and receive them via mailbox after the event ends. I think this combines well with ephemeral crafting.
Trial difficulty
Maybe the TL 100 with the new trial difficulty curve is too high for the second celestial. On the other hand we want celestials to be somewhat of an achievement, hence the difficulty to obtain them.
But yes, it was a screw-up we didn't announce the trial difficulty changes before the season#2 started. As you might have noticed we are really trying not to make the ANBs a money grab. That's why we introduced free ephemeral jewelry and items. The trial difficulty increase was not introduced to increase revenue and if you are curious about it, it didn't.
Waiting for your feedback on these changes.
I've identified a couple of major issues and proposed a set of changes to solve them:
Crafting
High level items obtained from crafting are too big an advantage and luck is too big a factor. Especially when certain players find a way to improve the luck by exploiting bugs. Even after the latest fixes, with players being forced to be online while crafting, some people still found a way to abuse it. Let me put it this way: the chances to get a perfect level 77 weapon from only 16 crafts is abysmally low - players detected using this exploit will not get a rank reward.
Solution: Ephemeral Crafting. During events all items crafted are ephemeral, they’ll expire when the event ends. Crafting costs will be greatly reduced. We think that crafting is a fun part of the game and being able to craft cheap items will level the playing field. You will also get to experiment a lot more with crafting and various builds, we see this as an added bonus.
Medal Rewards
Many players have complained that medals make veteran players stronger during ANBs. We wanted the medals to be more of a symbolic reward for performing during events, hence the diminishing returns set in place for accumulating them. Maybe the minor stat improvements are too strong. As a solution we can nerf the bonuses and disable them during events.
Celestial Rewards
As you suggested, players should be able to use the celestial transforms awarded during the event and receive them via mailbox after the event ends. I think this combines well with ephemeral crafting.
Trial difficulty
Maybe the TL 100 with the new trial difficulty curve is too high for the second celestial. On the other hand we want celestials to be somewhat of an achievement, hence the difficulty to obtain them.
But yes, it was a screw-up we didn't announce the trial difficulty changes before the season#2 started. As you might have noticed we are really trying not to make the ANBs a money grab. That's why we introduced free ephemeral jewelry and items. The trial difficulty increase was not introduced to increase revenue and if you are curious about it, it didn't.
Waiting for your feedback on these changes.
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