Venk 83 Posted September 6, 2024 Posted September 6, 2024 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. Enemy, Filipe Ramon, Toad Sage and 4 others 6 1 Quote
Shadowmon 97 Posted September 7, 2024 Posted September 7, 2024 (edited) Dungeons should be free to enter for those who's grinding for gear. Shouldn't need stamina to enter when you work hard to get the reputation you need. It's already hard for players to get some help in this game since players are so "busy." Increase the gold rewards from killing mobs and bosses. I'm talking about 100s-10,000s(up to raid bosses). Make share drops with boss raids, and guild events. Not this, "this strongest party gets it" because that same party will always get the rare drops. Same with Venk, I can go on forever, but this game is not F2P friendly. F2P only gets stronger with p2w wants to contribute. "Sorry you're poor, here's some gear and gold. Take this +7 gear." Edited September 7, 2024 by Shadowmon Quote
emilymiller 0 Posted April 23, 2025 Posted April 23, 2025 On 9/6/2024 at 3:50 PM, Venk said: 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 slope 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. Do you think Warspear could ever strike a better balance between rewarding long-time, skill-based players and keeping the game accessible to newer or casual players—and if so, how would you personally design that balance? Quote
zaibax 14 Posted July 23, 2025 Posted July 23, 2025 (edited) I have tried a lot of mmorpgs and, in general, similar play-style games, and if I'm 100% honest, Warspear has one of the most forgiving pay2win systems out there. Why? First of all, a lot of games have "pay walls", which basically means you can't progress if you don't pay - this is non-existent in WS, you can get every single item as a F2P. Yes, it will take an insane amount of time to collect the items you want, but that's the whole point - if you don't want to spend time then spend money. For those who pay - it is not that expensive to be honest. In some games people can spend up to hundreds of thousands dollars to become the most powerful - you don't need that much in this game. You can spend like 100 bucks a month (which is not too crazy if you have income) and be in a very strong place as a player. Regarding the grind you mentioned, you can always take breaks with PvP, chatting, doing events or just creating a new character to replace the boring daily quests for a bit. To summarize, yes it could be better, more optimized, but WS is as F2P friendly as a MMO game can get and you know that. P.S.: I started in about 2012, so I have the experience to talk about this. Edited July 23, 2025 by zaibax Drakoslayd 1 Quote
FrancisDurham 0 Posted July 25, 2025 Posted July 25, 2025 On 9/6/2024 at 3:50 PM, Venk said: 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. Geometry Dash I think it's entirely possible, a better balance between rewarding long-time players, is more optimized for an MMO. Quote
Loblaws 0 Posted October 9, 2025 Posted October 9, 2025 On 9/6/2024 at 3:50 PM, Venk said: 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 block blast, "If you're not part of the solution, you're part of the problem." – Eldridge Cleaver. It’s a shame when games lose the spark they once had, especially when they evolve in ways that leave longtime players feeling sidelined. Your suggestions for reworking old content, making gameplay more transparent, and creating better solo experiences are solid. If they actually listened and implemented some of these, Warspear could really turn things around. Quote
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