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Venk

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Everything posted by Venk

  1. Oh, where do I even begin with this one? I started playing Warspear way back in 2015, you know, in the golden age before the game became this bloated mess. I met a shaman named "xwolvesx" in another game. Supposedly, we were sworn enemies in that game, but hey, nothing says "friendship" like awkwardly teaming up with your arch-nemesis. He ditched the game in 2018, leaving me to rot in this endless grindfest, but don't worry—I’m totally loving the endless hours of gameplay that just never seem to stop. Back in the day, there were no relics, no talents, no books—it was pure, unadulterated skill. The more time you spend with your class the more skilled player you become. You actually had to, you know, earn your way through the game. But now? Nah, why bother with that when you can just throw a stack of cash at your character and turn it into a 1v5 hyper-carry, like some sort of game-breaking superhero. Sometimes I wonder, are these "rich" players even real? Or is this just some elaborate scheme by "Warspear employees", blowing cash left and right to trick us peasants into thinking real people are actually spending this much? Call me paranoid, but honestly, you’ve got to consider all the possibilities, right? Anyway, after nine years of this madness, one thing is crystal clear: amplification sucked back then, and guess what? It still sucks now. Oh, and don’t even get me started on the drop rates. Low and mysterious, just how they like it. Remember when the old maps like swamps and labs used to give you that warm, nostalgic glow? Well, now they’re just… there, gathering dust, because who needs nostalgia when you can have a more "complex" game, right? Let’s talk about the abilites. First, it was skills, then books, then relics, then more books, and now? Talents. So. Many. Talents. And guess what? Even more talents! The real kicker, though, is that they’ve locked certain talents behind reputation grinds, as if they want new players to give up before they even start. I mean, who has time to spend months grinding rep to unlock non-guild talents? Oh, and don’t forget, you need to be in some top-tier, hyper-active guild, grinding out guild events every day for like, what, 3 to 5 months? Super fun, right? Class balance is often biased some classes always gets the unfair advantage over other classes every year. Sure, it’s an MMORPG, and if it were easy, everyone would do it, but here’s a wild idea: maybe don’t make it so mind-numbingly overwhelming? The game is so "fun" now that all the cool stuff from back in the day is just irrelevant. Too many items, prices that make no sense, and everything is spiraling into this vortex of confusion and frustration. It’s almost like they’re sabotaging their own creation, but hey, what do I know? Just a humble player trapped in the endless loop. I can go on and on and on as there are so many things wrong with WS right now. But let's not go there because I can do this all day. I've given feedback and suggestions before, and I’m doing it again, not because you have to take them, but because if the game becomes less complicated and more enjoyable, it’ll benefit everyone. Here’s what I think could improve the game: Swamps Rework: How about expanding the Swamps area with a new zone, "Swamps 2"? It could add some fresh content and keep things interesting. Old Lab Update: Rework the Old Lab by introducing a Level 3 Lab that unlocks after completing the new lab. This could provide a nice progression path for players. Amplification Rate Transparency: Make the amplification rate visible to players, similar to how cumulative rewards are shown in tombs. For instance, after each failed amplification attempt, the chance of success could increase by a certain percentage—0.5% after the first failure, 1% after the second, and so on. After 199 failed attempts, the 200th attempt would be guaranteed. This would help players predict how much gold and sings they need for +10 gear. (this is just an idea) Also, apply this cumulative rewards concept to all dungeons, not just tombs. Introduce Fishing: Add a fishing feature for a relaxing break from the usual gameplay. Check out this suggestion. Solo Dungeons: Consider adding solo dungeon content. It would be great for players who prefer to play alone. Here’s a proposal for inspiration. More Solo Content: Provide more solo content that rewards players for their hard work. The days of grinding signs of filth for decent gold are long gone. Introduce new farming activities, similar to Halloween/Snow/Spring caches, but with a system that offers decent gold when traded with NPCs. Gold-Making Opportunities: Expand ways for average players to earn gold. Not everyone has hours to spend spamming dungeons for a rare drop. More accessible ways to earn gold would be really appreciated. I have given you all enough time. No problem take some more time. But, if the game doesn’t improve in the near future, I might just hammer that final nail into the coffin. And once it's sealed, there's no going back. More people will leave, and then... well, it’ll be a shame. I may be sinking, but I'll drag everyone down with me. If this post gets locked or moved/removed, it’ll be a clear reflection of how much you truly value your players' feedback. Good luck. And remember, "If you're not part of the solution, you're part of the problem." – Eldridge Cleaver.
  2. Oh, fantastic. Another update that's a complete disaster New dynamic quests? Sure, let's add some "dynamic" quests that clearly aren't meant for solo players. Because who actually wants to play alone and earn reps, kill counts, and gold, right? And then there's the rep grind in Almahad. I mean, who doesn't love a good, old-fashioned grind where it takes years—yes, years—to unlock even the most basic of non-playable guild talents and class talents? Clearly, they want to make sure no one ever actually achieves anything. Now, I know some of you will jump in with, "Just join a guild, do events, make your 750 guild rep/day." Oh, yes, because we all just love being tied to someone else's schedule. Whatever happened to playing at your own pace? You know, like when you leisurely do T3 or T4 quests whenever you feel like it? No, no, everything must revolve around guild activities because apparently, no one is allowed to play solo. Unique talents for adventurers and assassins? Oh, brilliant. Let's make these game-changing talents unlockable with guild reps. That makes perfect sense. Because who needs more ways to earn reps, right? They’ve brilliantly locked these behind Almahad and guild reps, which you can barely earn unless you're constantly attending guild events. Because, of course, everyone has all the time in the world to be in a super active guild and do events every day. Perfect. Cumulative rewards in Tombs and Outposts? Oh, wonderful. One-time rewards and permanent rewards with progress bars. How innovative. But why only in Tombs and Outposts? Why not in all the dungeons in WS? Artifacts? Two types, one gives special effects, the other summons minions. Sounds... okay, I guess. Storyline PvP quests? Oh, new yellow quests with arena gear rewards, how exciting. But where are those PvP quests with decent gold rewards you teased in the last update? Oh, you just conveniently forgot about those, didn't you? Instead, you’re pushing out new content without fixing what’s broken. Because that’s exactly what we need: more things to do in a game that still has a terrible gold-making system. But hey, what do I know? I'm just here hoping for a game where you can actually progress solo, earn a decent amount of gold, and not feel like you're being forced into group content all the time. Maybe add a special category for solo content, or a solo dungeon, or even a solo way to earn guild reps. But no, clearly that’s asking too much. I mean, it's not like every other MMORPG offers solo progression or anything. If you can't even manage that, maybe stop calling yourself an MMORPG.
  3. My bad expected some "serious loot" with those yellow good for nothing quests in this update. Turns out there is no news about this . And yet people call this a major update for arena/pvp. Do not hype it if you are not bringing it with this update. Here are some suggestions if you are lacking some or if you ignored it in the first place:- Make extended version of labyrinth a 3rd town with more quests = gold Norlant swamps rework with more quests = gold
  4. 1) 10 quests not exactly sure how much gold in total we will make but its not too far to figure it out. Reporting of quest and selling of quest item to NPC lets say each quest from 1-5 gives 1000 gold per quest(selling of quest arena gear and reporting of quest), 6-9 quests slight higher level so lets say 2000g, 10th quest 3k gold. 5000g + 8000g + 3000g = 16k gold. Now I know this isn't going to be the case but this is my prediction. Or It could be lower maybe I'm over exaggerating or it could be around 15k gold but we are at a place where 10k gold is not at all enough in this day and age with vast ingame items we are exposed to. 2) When you are bringing such massive change in arena, where is the level 34 accessories or atleast level 34 greatness set. 3) Where are craft advancements ? level 32 craft was released in 2021 if am not wrong. No level 34 craft items. 4) You keep on repeat the same things over and over again. So in short these are the changes you brought in this update: 1) new arena modes 2) new league system 3) rewards from league system (which im very skeptical of it being imps, and if thats case another opportunity lost for those who thought who could make gold out of it.) 4) new addtional 10 quests with rewards yet to be seen but not at all promising. I'll closely monitor and update it here hw much gold it gives. Then we will discuss it further. 5) as usual some world event, gvg event, resi soli items. 6) new achievements. Is that it? This is so dissapointing for a solo player like me who is not asking for some major changes but something from which they can make decent gold of. Or a way for them to survive.
  5. Removing pot/scrolls, non class books is also a nice idea.
  6. Not sure if this is going to be implemented in this update or not but these days you have players with books and if they party with best class combinations they are going to be on top, they will also help their guild members be on top and together will control the ranks like how its going right now. Suggestion: Make the arena matchups random so no one can choose their party. Lets see whos tough then. Otherwise, there's no point in having a league. Solo players aka "Solo Queue" should have a fair chance to climb the ranks without relying on or competing against top guild players with books. Just a thought.
  7. I think you didn't read my part 3.
  8. Had to break it down but I do have an all in one post made ready if needed.
  9. PART 5 Solo Player Strategies for Game Progression Other Knowledge Information
  10. PART 3 Dungeon Elite Mobs Calender
  11. PART 2 Knowledge Breakdown Arena/Quest
  12. Table of contents: 1) Introduction 2) What is Solo Play 3) Knowledge breakdown 4) Arena or Quests 5) Dungeon 6) Elite Mobs 7) Calender 8) Battlepass 9) Solo Player Strategies for Game Progression 10) Other Knowledge Information PART 1 Introduction What is Solo Playing? PS: Make sure to read all the parts in order to not miss out anything.
  13. https://docs.google.com/spreadsheets/d/146B1CIGUQh8gcqsnTSS4VONIe4wVpRHj_JFZj2TDs4w/edit#gid=0
  14. As of now I didn't noticed that much, i thought it was working fine. I can't wait for this now to test it.
  15. https://docs.google.com/spreadsheets/d/146B1CIGUQh8gcqsnTSS4VONIe4wVpRHj_JFZj2TDs4w/edit#gid=0
  16. I know exactly what you mean. Its just hard to explain and I agree with most of the things you said.
  17. Completely agree with Number 3, 4, 6, 8. Didn't understood what you meant with number 5. Also, instead of new equips in kronus. There should be an extension to Labyrinth. Like a new town 3 inside of Labyrinth. As of now we have 2.... one is old another is new lab.
  18. its up now
  19. I like insights. Last year I created a poll. So that It will help players understand which class is getting better and which class is getting weaker. It can also help warspear team to balance them in the next rebalance. My last year's poll:
  20. https://youtube.com/live/2EyFj8RRLcc?feature=share
  21. From this test I figured out:- announcement post buffs, nerfs overview 2:50 1) ancestors hand is buffed and op at level 4. 2) new power of the earth skill needs more testing. but with it level 4 I get additional dmg hits on my lvl 4 fire totem. Has good synergy with tribes ritual skill. So a good dmg enchancing skill for pve. 3) heal totem got nerfed slightly. 4) healing rite got reworked. instead of 8 % fixed heal for belwo 60% hp now it can give upto 45% increase in heal if all 4 players from pt and you goes below 10% of max hp. (i hope im correct with this, correct me if am wrong.) 5) electrification got buffed but no one uses it. Instead of working on better stuff they buffed electrificattion which useless. 6)fire totem lasted 17 seconds and 8 time dmg at level 4 power of earth 27:00
  22. Timestamps:- 0:00 - Intro 16:35 - Vampire chronicle final talent in 2023 halloween new branch 19:00 - About horror talents 32:00 - Pumpkin vampire attraction Ride (they removed the ride after sometime from the server) 38:00 - Doing pumpkin vampire attraction again 52:46 - Blasting mayhem Ride 1:08:35 - Arena 1:12:07 - Arena 1:14:50 - Arena 1:16:48 - Deadly extravaganza 1:21:12 - Ride with grenade skill upgrades(how much token one can make) 1:24:41 - Ride with sword skill upgrades (how much token one can make) 1:42:20 - Ride explaination 1:44:19 - Understanding the ride more detailed explaination 1:51:26 - My max tokens from deady extravaganza ride. and explaining how to get 60 tokens everytime in this ride (6 upgrades of fiery skull and 2 upgrades on grenade = max tokens from this ride) with world event buff and battle pass gl token buff a player can make around 90-100 tokens just an estimation. 2:10:04 - This is the proof making it the best ride of halloween 2023 2:28:09 - Arena, classic game didnt died
  23. Fishing: just like a weapon there should a fishing rod with different levels. The higher the level the better the fish, the better the fish the better the gold from it when you sell it to npc. Using fishing rod to fish in areas with water located in warspear maps. You click on the hand icon to put your tip of the rod on to the water then a minimum of some minutes depending on the level of fishing rod you use you catch a fish. As simple as that. There will be all the different types of aquatic fish species or can be some food. The one you catch with level 10 rod would be fish under the level 10 cap, the one you catch with level 32/34 rod should include 30 to 34 levels of fishes. Once you catch the fish you sell it at npc for the gold just like how we sell scrolls or pots for gold. example of fishing rod: level 1-10 fish = 100g to 1k gold level 11-20 fish = 1k gold - 2k gold level 21-30 = 2k gold - 4k gold lvl 31-34= 4k gold - 8k gold fishes under level 10: takes 10 minutes to catch, A fish will be caught in your fishing rod within 10 minutes at any minute (just like how amplification and dg drops works with "luck" this should also work with "luck") and when you do there will appear some icon in red and you should click on it for once as soon as it appears it will stay for 5-10 seconds when you do congrats the fish is yours. if you dont you lose the fish. After 10 minutes if you fail to catch any fish, one fish should be caught on the 10th minute as a guarranteed reward. Similarly, for level 11-20 fishes you can catch the fish at any minute but this time the icon mark in red will stay for 20 seconds if you fail to click it then its gone. And again if you dont get any fish for the 19 minutes of your fishing on your 20th minutes you should get 1. -for fishs of lvl 20-30= the icon mark in red will stay for 30 seconds. And again if you dont get any fish for the 29minutes of your fishing on your 30th minute you should get 1 guarranteed. -for fishs of lvl 30-40= the icon mark in red will stay for 34 seconds. And again if you dont get any fish for the 39 minutes of your fishing on your 40th minute you should get 1 guarranteed. just like how crafting is expensive at the initial stages but later you make profit. Similarly, you will gain fishing experience everytime you catch a fish and thats how you will be able to use the different levels fishing rods. for those wondering, a player with level 32 fishing experience will make 4-8k gold every 40 minutes if he succesfully catches the fish. so in an hour atleast 8k gold. but if he is lucky(like in dgs you can get costume of book in any run) one can catch fish in any minute. level 1-10= chance of catching a fish 10% level 10-20= chance of catching a fish 20% level 20-30= chance of catching a fish 30% level 30-40= chance of catching a fish 40%
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