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It's time, isn't it? Wake up, Warspear!

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I don't want to speak ill of the game I love and have enjoyed for so many years, and I don't want to see it die yet. It urgently needs an influx of players, but the game is too aggressive for newcomers, and they can't handle the difficulty.

I propose three simple ideas because I don't want to take up too much of your time. You can decide if they're viable or not.

1- Mobs should give EXP, at least 1 EXP if they're the same level as you and you're not in a party, so people don't burst waves.

1.1 (This is so new players can level up by doing what's fun in an RPG: exploring and killing goblins in caves, instead of repeating daily quests until they're exhausted and quit the game.)

1.2 (This could be suitable up to a certain level, at least so new players don't feel so far behind the veteran players.)

2- Reduction of main quests to unlock new maps. (If they implemented mob experience, fewer quests would be needed, reducing the time new players have to dedicate to the game.)

2.1 (Some quests are very boring and only waste game time walking from one place to another.)

3- Design and develop a new Warspear 2.0, with new models, a new crafting system, new combat system, new exploration system, new PvE battles and bosses.

The game they have is already great: the number of skins, the unique designs of the armor, the PvE RNG, the PvP system, the dungeons—it's a work of art. However, the lack of players has left a depopulated ecosystem. Cities and chat rooms that were once bustling now look sad. Markets have little supply and demand, and items that were once unaffordable are now given away on the market and no one even buys them.

Sorry for taking so long, I limited myself to avoid making it too long, but please do it, don't let the game die.

2 hours ago, Marcos Davila said:

1- Mobs should give EXP, at least 1 EXP if they're the same level as you and you're not in a party, so people don't burst waves.

I don't think that's the reason why newcomers quit. The game in this sense has become a lot easier than how it used to be back in the days. Quests can now be easily done: you've got shortcuts, minions the game daily throws at you and you don't even need people to complete quests on the native islands anymore.

You can level up in the game - and even pretty fast nowadays - but newcomers who do that without spending for coins would see themselves being lv34 with the strenght of a lv18: they've barely got gold for an expert book, let alone for an entire set of equipment. And don't get me started on signs and amps in general.

My suggestions for newcomers is to start a legit yet for who-knows-what reason criticised method called "reselling". It's easy: you buy cheap stuff, you sell it for a higher price on market. Works especially for Tele Scrolls and Repair Scrolls (hardly for some runes but it works there too). Yes, it takes time and yes you'd need people to sell you stuff for cheap, but the income is pretty much guaranteed if you're patient enough

For devs instead I suggest one thing: what's the only midgame content that can be used to farm both gold and exp? Norlant Swamps! I'll never stress enough of how brilliant this map is in terms of exploration. It is a map that can be run naked - entirely - and offers a variety of good items if lucky enough.

Therefore, first: remove worhtless items as quest prize (norlant crystals, for example) and add Pots or anything that can be sold for a fair ammount to the NPC.

Second: Increase the number of quests one can do in there, like litterally creating new quests. You don't even need to increase the chances of dropping lv18 Heroic Items: just give people more chances to acquire them with quests.

It's a way for people who quickly level up to keep up, at least until they reach Ayvondil's T3 and T4. Let's be honest: unless you're in a guild that actively helps you there - hard to do if you don't get to know people - that is where troubles start.

  • Author
1 hour ago, Higgings said:

I don't think that's the reason why newcomers quit. The game in this sense has become a lot easier than how it used to be back in the days. Quests can now be easily done: you've got shortcuts, minions the game daily throws at you and you don't even need people to complete quests on the native islands anymore.

You can level up in the game - and even pretty fast nowadays - but newcomers who do that without spending for coins would see themselves being lv34 with the strenght of a lv18: they've barely got gold for an expert book, let alone for an entire set of equipment. And don't get me started on signs and amps in general.

My suggestions for newcomers is to start a legit yet for who-knows-what reason criticised method called "reselling". It's easy: you buy cheap stuff, you sell it for a higher price on market. Works especially for Tele Scrolls and Repair Scrolls (hardly for some runes but it works there too). Yes, it takes time and yes you'd need people to sell you stuff for cheap, but the income is pretty much guaranteed if you're patient enough

For devs instead I suggest one thing: what's the only midgame content that can be used to farm both gold and exp? Norlant Swamps! I'll never stress enough of how brilliant this map is in terms of exploration. It is a map that can be run naked - entirely - and offers a variety of good items if lucky enough.

Therefore, first: remove worhtless items as quest prize (norlant crystals, for example) and add Pots or anything that can be sold for a fair ammount to the NPC.

Second: Increase the number of quests one can do in there, like litterally creating new quests. You don't even need to increase the chances of dropping lv18 Heroic Items: just give people more chances to acquire them with quests.

It's a way for people who quickly level up to keep up, at least until they reach Ayvondil's T3 and T4. Let's be honest: unless you're in a guild that actively helps you there - hard to do if you don't get to know people - that is where troubles start.

In my 10 years of playing Warspear and 100,000 hours in different MMORPGs throughout my 28 years, I can tell you that's not the case.

The game didn't get easier; they had to reduce the difficulty and offer rewards due to the low number of players. Before, when the game was at its peak, you'd go to a boss or a dungeon and there was always someone farming it. My grandmother had a saying about this: "It's a consolation prize for fools."

I'm implementing the suggestion that would add significant dynamism to the leveling system by removing the linear system of following one mission after another until reaching level 24. Because, at least as my friends I invited saw it, they played for a month, even with my guide and trying to understand the game, and they barely reached level 21. Then they told me it took too long to gain experience.

Why did they say this? It was due to the time it takes to complete a chain of daily quests like those in Norlant Swamps or Irselnort.

I understand it's an RPG, and RPGs aren't casual games, but if we don't put ourselves in the shoes of the player who doesn't have 12 hours a day to dedicate to leveling up so as not to waste resources, we can't attract a new audience. Let me explain: PEPITO77 plays for 1 hour on his way to university or work and 1 hour on his way home. Then, if he can, he plays for 2 or 3 hours at home, only to repeat the same routine the next day. And in a game like Warspear, where you have to do the same daily quest 15 times to gain 1 level because you either don't have a guild or you don't want to spend the 10k gold you earned doing daily quests on a potion that you ultimately won't be able to fully utilize because you can only dedicate half your time to using it—and let's be honest, and even you see it clearly—nobody wants to spend their gold because they want to reach the maximum level with I'd save up as much as possible to spend wisely and get geared up. I understand your idea of "reselling," but if there aren't many players and the market has low supply and demand, it's not an economic method.

Look, daily missions seem like a good economic method, but they're tiring because they're so repetitive, especially if you have to do them many times to level up. On the other hand, if mobs of your level give experience, even if it's just 1 experience point, and you need 6000 experience points for the next level, it'll still take time, but at least the game doesn't force you to repeat missions. It should be your choice: if you accept them, complete them, and then want to just wander around killing mobs while listening to music or watching a video, then do it.

You want to leave a character at level 20? Well, there should be a checkable option to cancel receiving experience from mobs, but they have to do something about the low number of players. It doesn't feel like an MMORPG; it feels like a MORPG.

And that way, they could program many things that would show new players that the game isn't hostile to daily life. After all, the game doesn't end when you reach the level cap; they can release more expansions, as they already have. The first time I played, the level cap was 28. It wouldn't affect the method of leveling up by doing quests. They can continue selling knowledge potions, and everyone will be happy. Those of us who are already playing would see more new faces, and the server would feel more alive (obviously, they have to pay for advertising). New players would benefit without giving anything to the older players, but the older players wouldn't feel threatened because it's not like they're being given a level 34 character with everything +10 and enchanted, like they did in other games.

12 часов назад, Higgings сказал:

My suggestions for newcomers is to start a legit yet for who-knows-what reason criticised method called "reselling". It's easy: you buy cheap stuff, you sell it for a higher price on market. Works especially for Tele Scrolls and Repair Scrolls (hardly for some runes but it works there too). Yes, it takes time and yes you'd need people to sell you stuff for cheap, but the income is pretty much guaranteed if you're patient enough

Are US/EU/Br servers so dead that nobody use this method to earn coins? Its impossible for newbies to earn coins this way simpöe because on you server there at least 3+ resselers that know the economic of thus game much better and have better start finances.

As newbie you must either donate money or don't play this game (best choice).

11 hours ago, Друг ушей said:

Are US/EU/Br servers so dead that nobody use this method to earn coins?

Actually no. I'm currently using this method on EU and it works just fine. Takes time - yes - but it works. I haven't got what you meant by the 3+ resellers who know the economics of this game and how does it have to do with a newbie reselling: surely I'm missing something.

11 hours ago, Друг ушей said:

As newbie you must either donate money or don't play this game (best choice).

As newbie you either work hard or simply spend money. What's wrong anyway with the second option? If one likes the game so much to decide to invest on it, I don't see where's the problem.

 

21 hours ago, Marcos Davila said:

PEPITO77 plays for 1 hour on his way to university or work and 1 hour on his way home. Then, if he can, he plays for 2 or 3 hours at home, only to repeat the same routine the next day

As an old player myself and experienced enough with other RPG games, I think that you'd spend the same ammount of time by killing mobs again and again and again just to earn a level. If we speak of time - and do not include bots in the process, which I want to clarify their use in this game is illegal - you won't see that much of a difference. With this I'm not justifying this method: I'm just saying that rules have been made clear since day one, and the game now has got plenty of ways to help newbies level up: EXP pots given via daily rewards or from Battlepasses, for example. So no, I don't think this is the problem

21 hours ago, Marcos Davila said:

Look, daily missions seem like a good economic method, but they're tiring because they're so repetitive, especially if you have to do them many times to level up. On the other hand, if mobs of your level give experience, even if it's just 1 experience point, and you need 6000 experience points for the next level, it'll still take time, but at least the game doesn't force you to repeat missions. It should be your choice: if you accept them, complete them, and then want to just wander around killing mobs while listening to music or watching a video, then do it.

I mean, why can't you do the same process with quests? You got mini-bosses kill quests in T3, Ambushes and more other Mini-Bosses in T4 and even more quests in T5 that give plenty of EXP. Use an EXP pot, stack 50 missions (which you do in like 3 days of ultra lazy playstyle - even less) and you gain a massive ammount of EXP. You mentioned the repetitive approach they require to be fulfilled, yet I see no difference with the way one gains experience by killing mobs: you wait for a mob to ress, you kill it, you earn your 1 EXP, Repeat. In a session of 2-3h of game you would be killing the same mob all over again: no difference with the current method. Besides, Doing quests not only grants you experience but also gold: There's no other way to earn gold in this game if you refuse to spend money or even try to invest your little ammount of gold.

And this is for one who hasn't had the chance to join a guild. If you join one during events - e.g. raids - you'd earn even more gold.

Long story short: I'm simply having a hard time understanding how your friends would accept to repetively kill a mob for 3hs of active game session and refuse to do the same with quests because "it's a repetitive playstyle".

  • Author
On 22/7/2026 at 4:22, Higgings said:

En realidad no. Actualmente estoy usando este método en EU y funciona perfectamente. Lleva tiempo, sí, pero funciona. No entiendo a qué te referías con los 3 o más revendedores que conocen la economía de este juego y qué tiene que ver con un revendedor novato: seguro que me estoy perdiendo algo.

Como principiante, o te esfuerzas mucho o simplemente gastas dinero. ¿Qué tiene de malo la segunda opción? Si a alguien le gusta tanto el juego como para invertir en él, no veo dónde está el problema.

 

Como jugador veterano con experiencia en otros juegos de rol, creo que invertirías la misma cantidad de tiempo matando monstruos una y otra vez solo para subir de nivel. Si hablamos de tiempo (y no incluimos bots, cuyo uso en este juego es ilegal), no verás mucha diferencia. Con esto no justifico este método: simplemente digo que las reglas han estado claras desde el primer día, y el juego ahora tiene muchas maneras de ayudar a los principiantes a subir de nivel: pociones de EXP que se obtienen como recompensas diarias o con los pases de batalla, por ejemplo. Así que no, no creo que ese sea el problema.

Quiero decir, ¿por qué no puedes hacer el mismo proceso con las misiones? Tienes misiones de matar mini-jefes en T3, emboscadas y más mini-jefes en T4 e incluso más misiones en T5 que dan mucha EXP. Usa una poción de EXP, acumula 50 misiones (que haces en unos 3 días con un estilo de juego ultra perezoso, incluso menos) y obtienes una enorme cantidad de EXP. Mencionaste el enfoque repetitivo que requieren para completarse, pero no veo ninguna diferencia con la forma en que se gana experiencia matando monstruos: esperas a que un monstruo reviva, lo matas, ganas tu EXP, repites. En una sesión de 2-3 horas de juego estarías matando al mismo monstruo una y otra vez: no hay diferencia con el método actual. Además, hacer misiones no solo te da experiencia sino también oro: no hay otra forma de ganar oro en este juego si te niegas a gastar dinero o incluso a intentar invertir tu pequeña cantidad de oro.

Y esto es para quienes no han tenido la oportunidad de unirse a un gremio. Si te unes a uno durante eventos, como incursiones, ganarás aún más oro.

En resumen: simplemente me cuesta entender cómo tus amigos aceptan matar repetidamente a un monstruo durante 3 horas de juego activo y se niegan a hacer lo mismo con las misiones porque "es un estilo de juego repetitivo".

1. The simple fact that it takes time to make money through reselling indicates the small population on the server. Again, the game has low supply and low demand. So far, the only active servers I've found are in Russia; Europe and America are dead.

2. Excuse me? When did I say they shouldn't spend money on the game? You're starting a debate that didn't exist in this post. If your opinion is just to be contrary because you're one of those people, don't bother replying.

3. Precisely for the same reason, what difference does it make if you level up by killing monsters or doing quests? It seems you only came to this post to argue and be wrong. Not all new players enjoy doing 100 quests a day like a bot.

4. You're repeating what I said before. Why don't you like the method? Are you afraid a new player will threaten your progress? Literally, if the method didn't matter and you even find killing monsters more forced, why would you stop them from implementing it?

Any game that isn't willing to make changes and adjustments is doomed. This game needs a redesign.

I'll repeat myself because it seems you didn't read my post properly, buddy:

This game is at a stage where it needs an influx of new players, that's fine. You're the most loyal player we have, but brother, nobody's questioning you. If you're afraid someone new will catch up to your progress, it's because you haven't gotten very far yourself.

This game needs to be readjusted to the needs of the current audience and market. Today's gamers want speed. You wouldn't give it speed, but you would give it a different approach than repetitive tasks that only you and those of us who keep playing enjoy.

Literally, the only ones who would be bothered by these changes are veteran players with no progress. So, if you're just going to start pointless debates and try to fake your experience because you don't want a new player to catch up to your progress, you also have the option to quit playing. Nobody's stopping you. But this game desperately needs new players, and your comment that the market is very slow makes my point clear. Like it or not, this game needs to overhaul some of its basic mechanics. It's losing players so badly that in a year there might only be 1,000 people online on some servers.

The game died because there is tons of content for the newcomers to catch up with, which make the early game play is actually some useless filler. you cant get anything valuable at all from questing, killing bosses, etc. different from how it was back then when an equipment from a mini bosses can earn you enough to upgrade yourself and become decent. the problem of this game is not about its lack of update but how developers is letting all of the old map dies every time new map is updated.
in my opinion developers should add valuable things that is unique only can be gained in lower level maps (from starting map to the latest), whether it is an item you can use at all level to help combat abilities or non combat abilities, or any other that make the map stays relevant and all content starting from lvl 6 or up has a meaning and worth in value.

On 7/27/2026 at 2:19 PM, Marcos Davila said:

1. The simple fact that it takes time to make money through reselling indicates the small population on the server. Again, the game has low supply and low demand. So far, the only active servers I've found are in Russia; Europe and America are dead.

There's a slight difference between "selling it fast" and "it takes time to make money". For a non mcoin-user you have two choices in front of you:

  1. You sell your items at the minimum price you need to earn a tiny bit of gold. Esteemed time of sale: instant, especially if we speak of Signs, Scrolls and sometimes runes

  2. You wait for other players to sell their goods at the minimum price just to sell yours after a bit of time to a higher price. Esteemed time of sale: instant. Esteemed time of waiting: 1-2 days max at the very best.

This is why you need some time to make gold. Otherwise you can sell your stuff pretty fast, knowing however that you could potentially lose a lot of gold for the sake of time. That's really up to you

On 7/27/2026 at 2:19 PM, Marcos Davila said:

2. Excuse me? When did I say they shouldn't spend money on the game? You're starting a debate that didn't exist in this post. If your opinion is just to be contrary because you're one of those people, don't bother replying.

I am not starting any debate and I haven't said that you must spend in this game either: it's a possibility, the same way it is a possibility not to spend. The answer wasn't referred to you in any case (I thought I had made sure with the quote but evidently I haven't... "my bad")

On 7/27/2026 at 2:19 PM, Marcos Davila said:

3. Precisely for the same reason, what difference does it make if you level up by killing monsters or doing quests? It seems you only came to this post to argue and be wrong. Not all new players enjoy doing 100 quests a day like a bot.

To me? Nothing at all. I'm just letting you know that if we are speaking of efficiency, you're possibly wrong. Completing a quest in a higher tier town saves you a lot more time than killing endlessly a single mob for hours. That's really it, and I am having a hard time to understand the link you make between leveling up and keeping a player engaged in the game, because one thing is about efficiency (you mentioned the hours needed to quest vs the hours one would need to kill mobs) the other is about development. The real problem here is not the level up, on the contrary, we have got lv28+ people running around with lv20 or 21 equipments and they obviously struggle to keep up because at higher tiers of the game you die even with +10 items, let alone of you're underdeveloped equipment wise.

Besides, let's assume for a moment that they agree after 18 years that it's time to add the EXP x Mob Kill mechanics, I'll ask you one simple question: have you thought about a way to deal with bots in a system like yours, since you mentioned them?

On 7/27/2026 at 2:19 PM, Marcos Davila said:

4. You're repeating what I said before. Why don't you like the method? Are you afraid a new player will threaten your progress? Literally, if the method didn't matter and you even find killing monsters more forced, why would you stop them from implementing it?

Any game that isn't willing to make changes and adjustments is doomed. This game needs a redesign.

I'll repeat myself because it seems you didn't read my post properly, buddy:

This game is at a stage where it needs an influx of new players, that's fine. You're the most loyal player we have, but brother, nobody's questioning you. If you're afraid someone new will catch up to your progress, it's because you haven't gotten very far yourself.

I'm sorry to be this direct but you reached the pinnacle of nonsense with this entire last part. Why in the world would I be against playing with new people in the game and most importantly, What kind of "threat" would a new player represent to a maxed player with just an alternative way to level up?

the problem here is that you're believing that any user who goes against your idea has possibly something to lose... Pride? Might? Sensation of Invincibility in a game? I don't know. If you're not ready to listen to a possible counterpart when writing a suggestion then it's not my problem and surely I don't need to fake any experience for the sake of proving my point. You're assuming I'm completely against you on the basis that you believe I'm in bad faith. Amen, I'll get over it.

  • Author
9 hours ago, Jollier said:

The game died because there is tons of content for the newcomers to catch up with, which make the early game play is actually some useless filler. you cant get anything valuable at all from questing, killing bosses, etc. different from how it was back then when an equipment from a mini bosses can earn you enough to upgrade yourself and become decent. the problem of this game is not about its lack of update but how developers is letting all of the old map dies every time new map is updated.
in my opinion developers should add valuable things that is unique only can be gained in lower level maps (from starting map to the latest), whether it is an item you can use at all level to help combat abilities or non combat abilities, or any other that make the map stays relevant and all content starting from lvl 6 or up has a meaning and worth in value.

See, you have the same problem as the other guy. The old maps are populated and have events. There aren't any nonexistent problematic goals in this thread, please.

I want this to be taken seriously, and for the developers to consider serious ideas, not trivial issues about nonexistent problems. The old maps have events and plenty of useful content that's worthwhile. You don't need more content. Besides, what he's proposing could only be used by players with already equipped and veteran characters. It has nothing to do with the low population... only someone who's bored would say that. Also, clearly the old items won't be useful to you if someone as veteran as me is already using them.

In short, the game needs an update to its basic experience-gaining mechanics.

Okay, there are three important things left with what you just added.

1. The markets are dead or barely active. - Reselling is slow and tedious because everyone who's left has to get their own resources.

2. Old maps are deserted and old items are obsolete.

-Well, clearly, because before, when there were new players, it was worthwhile to leave a character at level 20 and constantly farm items to sell on the market, but without that demand, it's clearly not worth farming on old maps.

3. Daily missions are the only stable economy method the game has today.

-Perhaps the other person who came here to create problems thought I wanted them to remove the daily missions. But no, I don't want them removed from the game because it's true that it's the easiest way to make a living, that's true.
If there's one thing we all agree on who came to this post, it's that the servers are underpopulated. I understand that adjusting to changes can be annoying, but it has to be done, because two things can happen:

1. A server might be shut down due to low profitability caused by the low population, meaning your characters will have to migrate to a more populated server.

2. The server, and even the game itself, could be shut down, losing years of progress because you're stubborn and refuse to accept changes.

So, as veteran players, I say you should stop complaining and propose USEFUL IDEAS, not things that only benefit you. Stop criticizing those who post good ideas because all you're doing is creating discord, and in the end, the developers won't listen to any of them, and we'll lose years of progress.

  • Author
On 7/28/2026 at 2:40 PM, Higgings said:

There's a slight difference between "selling it fast" and "it takes time to make money". For a non mcoin-user you have two choices in front of you:

  1. You sell your items at the minimum price you need to earn a tiny bit of gold. Esteemed time of sale: instant, especially if we speak of Signs, Scrolls and sometimes runes

  2. You wait for other players to sell their goods at the minimum price just to sell yours after a bit of time to a higher price. Esteemed time of sale: instant. Esteemed time of waiting: 1-2 days max at the very best.

This is why you need some time to make gold. Otherwise you can sell your stuff pretty fast, knowing however that you could potentially lose a lot of gold for the sake of time. That's really up to you

I am not starting any debate and I haven't said that you must spend in this game either: it's a possibility, the same way it is a possibility not to spend. The answer wasn't referred to you in any case (I thought I had made sure with the quote but evidently I haven't... "my bad")

To me? Nothing at all. I'm just letting you know that if we are speaking of efficiency, you're possibly wrong. Completing a quest in a higher tier town saves you a lot more time than killing endlessly a single mob for hours. That's really it, and I am having a hard time to understand the link you make between leveling up and keeping a player engaged in the game, because one thing is about efficiency (you mentioned the hours needed to quest vs the hours one would need to kill mobs) the other is about development. The real problem here is not the level up, on the contrary, we have got lv28+ people running around with lv20 or 21 equipments and they obviously struggle to keep up because at higher tiers of the game you die even with +10 items, let alone of you're underdeveloped equipment wise.

Besides, let's assume for a moment that they agree after 18 years that it's time to add the EXP x Mob Kill mechanics, I'll ask you one simple question: have you thought about a way to deal with bots in a system like yours, since you mentioned them?

I'm sorry to be this direct but you reached the pinnacle of nonsense with this entire last part. Why in the world would I be against playing with new people in the game and most importantly, What kind of "threat" would a new player represent to a maxed player with just an alternative way to level up?

the problem here is that you're believing that any user who goes against your idea has possibly something to lose... Pride? Might? Sensation of Invincibility in a game? I don't know. If you're not ready to listen to a possible counterpart when writing a suggestion then it's not my problem and surely I don't need to fake any experience for the sake of proving my point. You're assuming I'm completely against you on the basis that you believe I'm in bad faith. Amen, I'll get over it.

Your words are there, no matter how much you try to change the context to make yourself right, you already said it:

1. The market is slow.

2. The best way to make gold is with daily missions.

So how does it affect you if they modify the leveling mechanics? Besides, if you did, you tried to put words in my mouth to discredit what I'm saying: "What's wrong with people spending money?"

You're saying it yourself, the market has flaws, and it's fine that daily missions give gold, but they can't be the only viable economic method today.

Accept it once and for all, the game has a small population right now, and with people like you who, instead of contributing ideas, tear down the ideas of others... the game is unfortunately going to die. So goodbye to your progress, hours, and money invested. I won't reply to this post anymore. I've seen that if a moderator prefers to criticize and generate nonexistent debates, we're not going to get anywhere.

Probably some developer read the post and saw that the "moderator" said that he thought it was a bad idea to make a change because he was afraid that a new player would surpass his progress and he had ruled out the possibility of changing this mechanic.

21.07.2026 в 06:45, Marcos Davila сказал:

I don't want to speak ill of the game I love and have enjoyed for so many years, and I don't want to see it die yet. It urgently needs an influx of players, but the game is too aggressive for newcomers, and they can't handle the difficulty.

I propose three simple ideas because I don't want to take up too much of your time. You can decide if they're viable or not.

1- Mobs should give EXP, at least 1 EXP if they're the same level as you and you're not in a party, so people don't burst waves.

1.1 (This is so new players can level up by doing what's fun in an RPG: exploring and killing goblins in caves, instead of repeating daily quests until they're exhausted and quit the game.)

1.2 (This could be suitable up to a certain level, at least so new players don't feel so far behind the veteran players.)

2- Reduction of main quests to unlock new maps. (If they implemented mob experience, fewer quests would be needed, reducing the time new players have to dedicate to the game.)

2.1 (Some quests are very boring and only waste game time walking from one place to another.)

3- Design and develop a new Warspear 2.0, with new models, a new crafting system, new combat system, new exploration system, new PvE battles and bosses.

The game they have is already great: the number of skins, the unique designs of the armor, the PvE RNG, the PvP system, the dungeons—it's a work of art. However, the lack of players has left a depopulated ecosystem. Cities and chat rooms that were once bustling now look sad. Markets have little supply and demand, and items that were once unaffordable are now given away on the market and no one even buys them.

Sorry for taking so long, I limited myself to avoid making it too long, but please do it, don't let the game die.

Keep paying and the game won't die.

On 7/30/2026 at 9:03 PM, Higgings said:

From my point of view, you're just spinning your own narrative and twisting the text to see whatever you want. Odd, even funny if you will, but inappropriate. We agree of one thing though: this conversation won't lead anywhere

Feel Free to do whatever you see fit.

-1 Rage bait i gotta say haha

4 minutes ago, Jollier said:

-1 Rage bait i gotta say haha

No rage bait intended at all. It's the consideration I got after reading what I wrote and reading what he understood from it.

He claims I'm afraid of something linked to his idea - still figuring out what, from my side - and evades every point I asked him to think about. He doesn't want to conversate, he wants people who agree with him

 

In no sentence of mine you read that I am against his idea, in fact, from my posts you can read complete indifference about it per sé. What I am not convinced of is his reason why this method should be present: so that "people don't feel too far behind from veteran players" or because "some quests are very boring and only a waste of game time" - in other words, Laziness in questing. And this is exactly where I'm commenting and what I'm trying to explain.

 

The Cherry on the top sees him asking both to add this method to reduce the game time a new user spends in game (game time is one of the parameters that gives devs an income of a sort, I want you to remember that, and he wants devs to reduce such a parameter) and a Warspear 2.0 to be designed from scratch.

If I'm ragebaiting, he's trolling. I believe none of us are doing such thing.

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Oh well, I get it. To make the game popular, we just need to make a whole other game like those newer ones.

I think Warspear Online has withstood the test of time because it is a truly authentic form of game art. Instead of trying to catch up with trends, mimic other games, or radically change its core for the sake of "innovation", we are building on the foundation of a classic MMORPG, loved and celebrated by many eighteen years later.

I appreciate the perspective, but I can't agree with the author. There are dozens of guides on how to begin, how to level up quickly, and how to earn gold the F2P way. The game is not dead. It's just that sitting on the lower levels for far too long feels lonely.

7 hours ago, Shimarin said:

Oh well, I get it. To make the game popular, we just need to make a whole other game like those newer ones.

I think Warspear Online has withstood the test of time because it is a truly authentic form of game art. Instead of trying to catch up with trends, mimic other games, or radically change its core for the sake of "innovation", we are building on the foundation of a classic MMORPG, loved and celebrated by many eighteen years later.

I appreciate the perspective, but I can't agree with the author. There are dozens of guides on how to begin, how to level up quickly, and how to earn gold the F2P way. The game is not dead. It's just that sitting on the lower levels for far too long feels lonely.

While I personally agree with a lot of the things you've said, there still exists kind of a wall that players hit. The early game is a lot smoother thanks to updates, and once you do reach the late ish mid game it is very doable to progress even as a fully f2p player, but the gap between going from just starting out to that late ish mid game where you can progress is pretty steep (think going from t1/2 ayvo to t3/4/5 etc).

The way the game incentivizes people to progress is very linear, but the difficulty jumps don't follow this trend (I suspect this is because of the long time frames between new towns added and each of them being added as the "new end game thing"). Experience potions are very difficult to get when you're starting out as a f2p player, and mainly only following the story quests without them leaves you severely under leveled and geared once you hit this point. Obviously the solution would be to grind out those daily quests to breach that gap, but the early game ones simply don't provide enough incentive to do so. They're very time consuming and the rewards from them are so small that the time investment to grind them is simply too much.

Personally I have a higher level guild in my server which is almost purely dedicated to providing new players with guild buffs to help them progress, but time and time again i notice this trend where they tend to hit the same wall around the same time and end up quitting. It's a shame that the gap there is so difficult to pass, because once you do get past it there truly are plenty of ways to progress and get to enjoy the great things that have kept the game going for all this time.

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14 часов назад, vavavi сказал:

(think going from t1/2 ayvo to t3/4/5 etc)

T1–3 are relatively easy to quest through, I think. The difference hits at T4, where soloing is quite difficult for a new character with no talents and no gear. We might even say that T4 marks the beginning of the endgame.

Nothing to be scared of or disappointed about, in my opinion. Most MMORPGs follow a similar difficulty curve: up to a certain level, the regions are somewhat empty, easily soloed, and the rewards are just alright. We begin to encounter real challenges closer to higher levels: fighting for quests, engaging in PvP, running from "OP level 34 full-geared war machines", farming Knowledge, and so on. This is where a guild becomes a must to progress further, and it's great!

With most of the endgame content made for guilds and teams, it's not money that makes a strong character. Consistency, team play, and connecting with people are the key ingredients to succeeding in this game (or any other classic MMORPG for that matter).

I feel like the game would really benefit if it changed from the new seasonal maps to revamping the old content. Instead of spending dev time on a horror map that is gone in few months you could just spent time on content that is playable always. There are so many dungeons that no one does for other than one achievement run. Doing something like mutated dungeons where every week some dungeon gets upped in difficulty and has new mechanics and gives good rewards would be fun and it would make use of the already existing content.

Or doing something like bounty hunt where you're assigned to kill a random boss anywhere in the map (could be dg boss) for rewards. This could also give new players something else to do than grinding the same quests over and over if you could for example choose xp as reward.

Lo que dire tiene poco que ver con el tema que se esta hablando la mayoria de jugadores nuevos deja el juego porque se aburren del abuso de las personas que ya tienen poder dentro de un servidor la mayoria de latinos que conozco y que jugaban conmigo se aburren por el abuso de poder que tienen algunas personas que pasan 24h On jugando a lo que voy , no han pensado en crear un servidor para Latinoamerica , ya que la mayoria de paises y sus continentes tienen su servidor y con su idioma , seria genial comenzar de 0 sin el abuso que tienen algunos lideres de ya servidores antiguos.

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41 минуту назад, Zurp сказал:

I feel like the game would really benefit if it changed from the new seasonal maps to revamping the old content. Instead of spending dev time on a horror map that is gone in few months you could just spent time on content that is playable always. There are so many dungeons that no one does for other than one achievement run. Doing something like mutated dungeons where every week some dungeon gets upped in difficulty and has new mechanics and gives good rewards would be fun and it would make use of the already existing content.

Or doing something like bounty hunt where you're assigned to kill a random boss anywhere in the map (could be dg boss) for rewards. This could also give new players something else to do than grinding the same quests over and over if you could for example choose xp as reward.


Event islands won't go anywhere anytime soon smile

As for mutated dungeons and bounty hunts, this could be interesting!

10 минут назад, Milagroso сказал:

Lo que dire tiene poco que ver con el tema que se esta hablando la mayoria de jugadores nuevos deja el juego porque se aburren del abuso de las personas que ya tienen poder dentro de un servidor la mayoria de latinos que conozco y que jugaban conmigo se aburren por el abuso de poder que tienen algunas personas que pasan 24h On jugando a lo que voy , no han pensado en crear un servidor para Latinoamerica , ya que la mayoria de paises y sus continentes tienen su servidor y con su idioma , seria genial comenzar de 0 sin el abuso que tienen algunos lideres de ya servidores antiguos.


Hi there and welcome!

Currently we have no plans for a new regional server. I think starting on an established one is easier: all the resources are there, guilds too, people to play with and to seek help from. Old player is your friend not an enemy. Consider joining an active guild truly!

1 hour ago, Shimarin said:

T1–3 are relatively easy to quest through, I think. The difference hits at T4, where soloing is quite difficult for a new character with no talents and no gear. We might even say that T4 marks the beginning of the endgame.

Nothing to be scared of or disappointed about, in my opinion. Most MMORPGs follow a similar difficulty curve: up to a certain level, the regions are somewhat empty, easily soloed, and the rewards are just alright. We begin to encounter real challenges closer to higher levels: fighting for quests, engaging in PvP, running from "OP level 34 full-geared war machines", farming Knowledge, and so on. This is where a guild becomes a must to progress further, and it's great!

With most of the endgame content made for guilds and teams, it's not money that makes a strong character. Consistency, team play, and connecting with people are the key ingredients to succeeding in this game (or any other classic MMORPG for that matter).

Personally I find the difficulty jump from t2 to t3 significant. I remember even back when it was released the difficulty brought by the number of mobs around, their higher damage and vastly increased hp made it a lot more challenging to navigate even on a built char at the time.

Another thing is that while lack of talents and gears is to be expected, those are meant to be things you grind for over time after all, being locked out of things like expert skills due to their high price is crippling to their ability to try and improve their chars. If i had to guess, by that time, from following the story quests, you'll barely have made enough gold in total to afford one, and that's if we assume 0 gold was spent on resources and gears to reach that point. 40k gold is a ton for someone in that phase and there's 9 of them you have to acquire to reach a point where you char is at a position to even start thinking about improving and taking part in group content. Even if you put the difficulty and the challenges aside, this type of restriction on expert skills just deteriorates your experience. By that point you'll have put in a lot of hours into the game, only to find yourself stuck with 1/3 of the basic abilities that make your char what it is, while facing months of grinding repetitive quests (yes months, 360k is a ton of gold to get from questing even at a high level) just to get to a point where you can start learning and experiencing what your chosen class is about.

A solution to this could be keeping their price the same, but allowing people to unlock them with level milestones in a similar manner as skillpoints are. 1 choice of expert at 18, 2 more at 20, 1 more at 22/24/26/28 and the last 2 at 30. This would both provide incentive for people to keep playing and leveling up, while also making the leveling experience a lot more engaging and accessible. It would also allow people the option to rush them if you have the resources to do so at the same time.

On a unrelated note, it's very nice to see someone from the admin team engaging in the international section. It's a rare treat in these parts nowadays.

Edited by vavavi

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21 минуту назад, vavavi сказал:

40k gold is a ton for someone in that phase and there's 9 of them you have to acquire to reach a point where you char is at a position to even start thinking about improving and taking part in group content. Even if you put the difficulty and the challenges aside, this type of restriction on expert skills just deteriorates your experience. By that point you'll have put in a lot of hours into the game, only to find yourself stuck with 1/3 of the basic abilities that make your char what it is, while facing months of grinding repetitive quests (yes months, 360k is a ton of gold to get from questing even at a high level) just to get to a point where you can start learning and experiencing what your chosen class is about.

A solution to this could be keeping their price the same, but allowing people to unlock them with level milestones in a similar manner as skillpoints are. 1 choice of expert at 18, 2 more at 20, 1 more at 22/24/26/28 and the last 2 at 30. This would both provide incentive for people to keep playing and leveling up, while also making the leveling experience a lot more engaging and accessible. It would also allow people the option to rush them if you have the resources to do so at the same time.


Experts could be pricey for a new player, yes. That's why trying to get them from the market or from other players is worth a shot. Another thing to consider is that a new character doesn't need all 9 expert skills at once. Investing skill points wisely saves not only the gold spent on expert skill books, but on Books of Oblivion too.

It might not be common knowledge to a new player at first, hence the frustration during the difficulty spike around T3–4. Learning about the game is just as much a part of progressing as leveling up your character. We have player guides here on the forum, and our wonderful community is always ready to answer questions on social platforms and in-game. Getting better is easier than most people think smile (and with enough time spent and some connections made, is absolutely free)

Perhaps I repeat myself but I agree on the parts about renewing some of the rewards daily quests offer, the same way devs renewed Native Islands' rewards for newcomers. Undoubtedly, their experience became way smoother than it used to be back in the days. What I feel like it's worth to do is updating old contents, may it be reward wise or event wise (Zurp's idea is enticing as well), enough for new players not to feel overwhelmed by the environment once they approach Ayvondil

1 hour ago, Shimarin said:


Experts could be pricey for a new player, yes. That's why trying to get them from the market or from other players is worth a shot. Another thing to consider is that a new character doesn't need all 9 expert skills at once. Investing skill points wisely saves not only the gold spent on expert skill books, but on Books of Oblivion too.

It might not be common knowledge to a new player at first, hence the frustration during the difficulty spike around T3–4. Learning about the game is just as much a part of progressing as leveling up your character. We have player guides here on the forum, and our wonderful community is always ready to answer questions on social platforms and in-game. Getting better is easier than most people think smile (and with enough time spent and some connections made, is absolutely free)

It's true that you don't need all 9 at once, but even a few of them is a long time to grind for gold. Even if you want only 3-4, it's still talking weeks of questing for a new player who's crippled the whole time not having access to them. It's a really hefty requirement just to be able to experience what your class is about and a long time to be stuck in what is basically a demo version of the game. And the unfortunate reality is that even if there are occasional events with these books as drops, and a few bosses have them as drops, the player without them is unable to engage in any of this content without them unless they're being fully carried through them. Not to mention that the book prices even from other players tend to follow the 40k default price with at best a 25% discount, unless once again you find someone who's willing to practically donate them to you.

For the books of oblivion part, they are handed out as gifts fairly often, and the regular discounts for them make them accessible at a lower cost.

I'm sure there are reasons for it, but having these big requirements to experience such a core part of the game surely ends up turning away a lot of newcomers. Whether that's because they don't find the time investment worth it or because they think the gameplay loop they've experienced up to that point is all there is, I can't say. I'm sure there are people with far better statistics and understanding making these decisions, but it's hard to see how such things can be good for the game, or the new potential customers. Only realistic reasons I personally can come up with for something like that is it either being an oversight or something marketing related that i rather not speculate about without having the knowledge.

Edited by vavavi

On 8/1/2026 at 1:34 AM, Higgings said:

No rage bait intended at all. It's the consideration I got after reading what I wrote and reading what he understood from it.

He claims I'm afraid of something linked to his idea - still figuring out what, from my side - and evades every point I asked him to think about. He doesn't want to conversate, he wants people who agree with him

 

In no sentence of mine you read that I am against his idea, in fact, from my posts you can read complete indifference about it per sé. What I am not convinced of is his reason why this method should be present: so that "people don't feel too far behind from veteran players" or because "some quests are very boring and only a waste of game time" - in other words, Laziness in questing. And this is exactly where I'm commenting and what I'm trying to explain.

 

The Cherry on the top sees him asking both to add this method to reduce the game time a new user spends in game (game time is one of the parameters that gives devs an income of a sort, I want you to remember that, and he wants devs to reduce such a parameter) and a Warspear 2.0 to be designed from scratch.

If I'm ragebaiting, he's trolling. I believe none of us are doing such thing.

nah, i don't direct that comment to you but to the one you are quoting. hes rage baiting and i gave it -1 points

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