Reputation Activity
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Venk got a reaction from Jollier in How to make Knowledge Solo [Venk, Eu-Emerald]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.
PART 2
Knowledge Breakdown
Arena/Quest
PART 3
Dungeon
Elite Mobs
Calender
PART 4
Battlepass
PART 5
Solo Player Strategies for Game Progression
Other Knowledge Information
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Venk reacted to Zmeu in Клас для новичка в 2025Та роздайте уже по 1 еспертке за квест в башне или уже на айве. Это ж поможет новичкам не забросить игру.
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Venk got a reaction from kuzenac in How to make Knowledge Solo [Venk, Eu-Emerald]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.
PART 2
Knowledge Breakdown
Arena/Quest
PART 3
Dungeon
Elite Mobs
Calender
PART 4
Battlepass
PART 5
Solo Player Strategies for Game Progression
Other Knowledge Information
-
Venk got a reaction from Horimiya in How to make Knowledge Solo [Venk, Eu-Emerald]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.
PART 2
Knowledge Breakdown
Arena/Quest
PART 3
Dungeon
Elite Mobs
Calender
PART 4
Battlepass
PART 5
Solo Player Strategies for Game Progression
Other Knowledge Information
-
Venk got a reaction from Laevateinn in How to make Knowledge Solo [Venk, Eu-Emerald]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.
PART 2
Knowledge Breakdown
Arena/Quest
PART 3
Dungeon
Elite Mobs
Calender
PART 4
Battlepass
PART 5
Solo Player Strategies for Game Progression
Other Knowledge Information
-
Venk got a reaction from Salazam in How to make Knowledge Solo [Venk, Eu-Emerald]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.
PART 2
Knowledge Breakdown
Arena/Quest
PART 3
Dungeon
Elite Mobs
Calender
PART 4
Battlepass
PART 5
Solo Player Strategies for Game Progression
Other Knowledge Information
-
Venk got a reaction from SeaDemon in Should I Even Continue To Invest My Time And Money?I can relate but for me making gold is difficult and it takes forever. Same repeated activities nothing new. Makes me wonder sometimes do I still need to play this but then I realise I have invested time in it. So I keep on going.
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Venk got a reaction from Filipe Ramon in My Final attempt to make Warspear a better place for everyone.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.
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Venk got a reaction from Toad Sage in My Final attempt to make Warspear a better place for everyone.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.
-
Venk got a reaction from Shadowmon in My Final attempt to make Warspear a better place for everyone.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.
-
Venk got a reaction from Drakoslayd in My Final attempt to make Warspear a better place for everyone.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.
-
Venk got a reaction from Enemy in My Final attempt to make Warspear a better place for everyone.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.
-
Venk got a reaction from nbilbo in My Final attempt to make Warspear a better place for everyone.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.
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Venk got a reaction from TheCaster in My Final attempt to make Warspear a better place for everyone.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.
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Venk got a reaction from Shax in [2024.08.30] Warspear Online Update 12.5. Treasures of Almahad. AnnouncementOh, 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.
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Venk got a reaction from Heat - EU in [2024.08.30] Warspear Online Update 12.5. Treasures of Almahad. AnnouncementOh, 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.
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Venk got a reaction from Lucius in [2024.08.30] Warspear Online Update 12.5. Treasures of Almahad. AnnouncementOh, 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.
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Venk got a reaction from DariusDeGer in [2024.08.30] Warspear Online Update 12.5. Treasures of Almahad. AnnouncementOh, 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.
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Venk got a reaction from Shadowmon in [2024.05.31] Warspear Online Update 12.4. Age of Triumph. AnnouncementRemoving pot/scrolls, non class books is also a nice idea.
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Venk got a reaction from Shadowmon in How to make Knowledge Solo Part-5 [Venk, Eu-Emerald]PART 5
Solo Player Strategies for Game Progression
Other Knowledge Information
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Venk got a reaction from Shadowmon in How to make Knowledge Solo Part-3 [Venk, Eu-Emerald]PART 3
Dungeon
Elite Mobs
Calender
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Venk got a reaction from Dr Strange in [2024.01.18] Game servers restartAs of now I didn't noticed that much, i thought it was working fine. I can't wait for this now to test it.
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Venk got a reaction from Laevateinn in How much gold you can make from daily questing in Warspear onlinehttps://docs.google.com/spreadsheets/d/146B1CIGUQh8gcqsnTSS4VONIe4wVpRHj_JFZj2TDs4w/edit#gid=0
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Venk got a reaction from Shinjiro in DEAD GAME, HEAR ME OUT !!!!!!I know exactly what you mean. Its just hard to explain and I agree with most of the things you said.
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Venk reacted to Shinjiro in DEAD GAME, HEAR ME OUT !!!!!!-Why the devs don't care about the old maps anymore ?
-Only endgame and endgame.... only for people who are putting money in this game....
-There is no interest in making this game big as it was in the 2012 or early, playerbase is declining.... no promotion or anything for this game to grow.... if there are no new players there is nothing we can do in the first 2 maps...and the game will die eventually, but only ppl who spent huge money will still remain !!!!!
-They need to make new ways to farm for gold in this game... selling gear is not an option unless you are a very high skilled player allready.... if you are a new player i can't do sh#t...... only after putting some money in this dead game you can do something....
-Let's not talk about the drops in dungeons.... where is worse.... the amount of times you need to do them to get something is insane..... you spend more money in buying stamina... and gain more to nothing in dgs.... but this is a very hard way to make gold..... no mobs or boss drops gold la 5 to 10k or maybe i don't know that because..... I NEED HIGH LVL GEAR AND NEEDS TO BE AMPLYFIED TO -DO SOMETHING BUT OH WELL I HAVE NO GOLD, because there is nothing to do to get gold or ways to get my gear, craft takes too much time and resources......
SO FOR SHORT YOU CAN'T DO ANYTHING TO IMPROVE URSELF IN THIS GAME UNLESS YOU PAY !!!!!!!!!!!!!!!