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concerning the issues of this game

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Dec 24th, 2016
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  1. I have never felt the need to do this, and make a private complaint, but things are really starting to fall apart here.
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  3. I really want to make Latale a more enjoyable game for everyone, and address some of its issues which can be solved easily. But after going through a few of your responses, it feels that nothing that the players have suggested in recent times have been met with active consideration.
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  5. I don't want to have credentials as priority taken into account here, but as a game designer, the game mechanics and general progression is fun. But it requires active support from those who control a majority of the game. I understand that you also need to make a profit from the game, but denying every suggestion to help make the astro shop more open and less exclusive as well as avoiding making the game "Pay to Win" is actually damaging the game more, since there are few in game option to fulfill the missing spots left behind.
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  7. I always have to reference KLT instead, since it does well to serve its players. We may have benefits that they do not have, but those are extremely few. They make their game easy for new players to pickup and reach endgame so they can play with their friends. Why do you think people find it hard to invite their friends to play? Considering how difficult and increasingly difficult this version of Latale makes it for new players and old returning players to reach endgame or catch up to current content, its understandable that its hard for players to be interested when they have a huge wall to overcome.
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  9. Having players being able to cover the big stuff first, (hard dungeons items) and then focus on the small things later on their own time ( monster index, item codex, etc) would allow players new and old to be able to get their bearings better than the current method. And this is what KLT does right now, oversupply players so that new players can come across easily to sell to higher level older players to make money, and eventually climb their way up much more easily.
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  11. Where is this game headed? What is its focus?
  12. Right now, the current state of our game is really unstable, and has a lot of glaring issues. The economy, which should be fixed with positive reinforcement instead of negative, can fix two problems at once. The lack of certain items, and helping new players get into the game. Right now, having at least 6 strong pets that endgame players cycle around in always fashion shop would be ideal. Would also allow new players to invest. Give completely free items as well during event to also increase incentive, and get the economy running a little. More items of a certain type = less inflation anyways. Right now you can sink ely from active players who actually play the game, but merchants will not budge. And furthering this point, making the endgame so inaccessible in terms of ely will not only make the intended point of difficulty even more unobtainable ( which is high level enchants ), just getting a +6 or Lucent weapon, will cost at least 3-4 billion ely based on the rates. Do you honestly expect players to be able to achieve that? The rate at which upgrade materials are obtained is already much slower than other instances, because it was designed to be more focused on enchanting and getting good bases, instead of having the difficulty be in upgrading. This is quite a contradictory change.
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  14. Difficulty
  15. By increasing the difficulty of the game, by increasing the time it takes to do things is also very negative. We are at most at half the power that other versions of the game were at, even our strongest players pale in comparison to other versions at the same update. Not only are a majority of the players are hampered by latency differences, but now its balanced in a way that we cannot clear without using a lot of resources. Players will lose confidence and interest, as well, especially finding out how unreachable the goal is. Players want to cover their bases first to become strong, before finding out the most efficient way and skillful way to do things. Or else they will always have in their mind that they are lacking because "they don't have this". But now, this goal seems like such a chore, instead of a challenge to obtain, and the end result is that we won't even come close to our predecessors who have gone through this content before, because we're missing so much. Lacking updated content, extra gems, pets, and so on... Those are just some of the items that help players get stronger. Players don't want to spend all day in other instances just to get things done in the main one. If a player has to farm 10 different instances just to "keep up" or play the new content, something is wrong.
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  17. Events
  18. Events. While I do understand that we have not had our 10th anniversary yet... This is the first year in Latale with no in game Christmas events or maps. And it isn't like you didn't have them, but they just aren't here..? And this current event also promotes exclusivity even further. Only a certain amount of people can win something, and that is after spending hours and hours and hours. Nothing to be gained if you don't spend enough hours, which only artificially increases game play time. You have the content available for players to do some of their dotnuri events or xmas maps recently made available, but have not released them. Not to mention this level up event is another example of exclusivity. Previous events had awards at every 50 levels, and were quite generous, an easy motivator for old and new players alike. But here, if you fail to keep up, you get a single item, or nothing at all. I do not understand this. Forum events are nice, but without in game events that are unique, it really starves the update and isolate it to two things, a new class and new weapon + items. Also, why does this new event promote going to farmable instances when the focus is to drain ely? There is just so much missing and mismatching content, like fishing, quests, and extra items that could have supported the game and players in a positive manner, but are not there.
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  20. Astros
  21. Now this is a more touchy subject on what to regulate, but really, pay to win options are more preferable as long as the items in question can still cycle in the game. I can't really say too much on this subject because I cannot properly see who actually gets what and how much it is spent, but if everything is focused into one thing, it just supplies everything better and narrows things down. If a new player wants to spend a lot to get strong then whatever, its fine. But even that option doesn't exist, because a lot of the things to get strong are only by selling and getting ely, which takes items from the already limited supply and further removes them, causing inflation. Having cycles of things makes sense, but when its small, and the periods are long, it makes players less expectant of things to come and less likely to plan to spend. Either way, if you supply something on one end, the free end to be good, and supply on the other end, the astro end, ely will cycle between the two options and things will start moving more positively.
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  23. Fun
  24. Now this is the most important things. Do you want your players to have fun? Find fun in working hard towards their goals? Because the way I currently see it is that it isn't as fun as it could be. I feel like I'm stuck to one character because of how much upkeep it takes. And if I don't keep it up, not only will I fall behind, but I'll simply lose the ability to tackle new updates and enjoy them.
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  26. I want to know if you guys play the game yourself. Do you want to, and have you started a character without anything but what the game supplies, to reach end game? I'm sure that you may not have the time or leisure to do that--but the feeling of wanting to go out of your way to enjoy the content your game has to offer is important when you develop a game. After all, if you don't enjoy the game you're trying to support and help make better, then I don't think this is gonna work out. I've had this feeling myself.
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  28. I love the game and its mechanics. I love looking at new skills and content, and being able to show that off to my friends and people who I can pvp with. But having to play the game fearing that they could quit, because of how the game manages to put me and I assure you a couple of players in an uncomfortable position.
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  30. I want to know your stance on this game, and really just want to make it better for our players. I know you do a great job with content updates, and I am quite happy about that. You've also been working on the website, and getting Latale itself out there, step by step. But content updates aren't everything in an update, and especially in a mmorpg--they only make half the game.
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  32. Thanks for reading this, and please keep in touch if you can. I want to make this game good for everyone.
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