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About TaruV

  1. Is it Time to Cut the Cord?

    Money spent on trove: 0 Money spent on F10: 0 Money spent on subscription: 0 ...since the grand orb heist. Normally I would have bought a subscription when trove ended and daily dash came back. I would've bought a few octa gem bundles and spruced up my alts a bit. But I didn't. Why? There's this lingering resentment over what I perceive as unfair treatment. Some awful new idle animations I can't remove or rollback. There's a server merge incoming and who knows what kind of technical (and other) issues that will bring about. All this put together really doesn't make me want to spend money on the game. Most importantly, I can't trust anything NC tells me, because it could be another... miscommunication. It's clear they're not going to take responsibility for their mistakes, and we get to pay the price. I'm not okay with that. So, my dolphin money has stopped flowing in until something changes. Every single problem BnS has could be fixed, except maybe the unpleasant playerbase. But it'll take serious effort, not just coasting along on gamble packs and whale milking. Where to start? Make up for the white orb disaster. Don't bury your heads in the sand and expect the problem to go away on its own. One copper per antiquated item is an insult, after we were told they could be exchanged for current items. NC, you can be stubborn about this, but it'll cost you paying customers. If we shut up, it just means we've left, not that you've managed to wear us out with silence.
  2. Server Consolidation — May 1

    Although the request for a larger blocklist above was rudely phrased, the suggestion itself has merit. I joined an English server with the expectation that I could communicate with people using English. I'm sure it's the same for German people who joined Eisenherz and French who joined Naksun. This isn't going to be good for anyone. Actually, nevermind. They'll all go Crimson anyway and Ceru chat will remain its weird self.
  3. PvP in Moon Refuge

    The whole point of open-world PvP is to provide geared and/or skilled players the amusement of slaughtering helpless newbies. Whether the lambs are led to the slaughter through the lure of rewards, some obnoxious roadblock (breakthrough mat, main quest stop etc.) or sheer surprise matters not. It's not a design flaw or a mistake. It's intentional. Koreans love this kind of thing, apparently.
  4. It's really puzzling from any perspective I can imagine. What were they thinking would happen with this event after the grand orb heist they pulled? NC Suit 1: "Okay, so. First we wipe out all the white orbs they've gathered. One copper each should be just the right amount to spit in their eyes. You know, really drive the message home. Everyone who still plays the game at this point must be a hardcore maso. Trust me, they'll love it. Just look how much the trove is raking in no matter what we do." NC Suit 2: "Are you sure about this? I mean, they've hoarded that stuff for months or even years. Won't they ragequit if they start to think we'll just delete their stash on a whim?" NC Suit 1: "Quit and go where? Ours is the only MMO on the planet, they have no choice but to keep suffering through whatever we feel like doing to them." NC Suit 2: "That's not really--" NC Suit 1: "Anyway, where was I? Oh yeah. After we've turned their effort into offal, we deploy a new layer of RNG and tie the progression into these 'new' dungeons. We'll have an event to indoctrinate them properly. And get this! Most of the event is locked behind the 'new' orbs. They'll need a minimum of two characters doing daily challenge just to get one character through the event dungeons. Every day! For weeks!" NC Suit 2: "Whoa, that's pretty good. They love their alts. The metrics will go through the roof!" NC Suit 1: "That's not all. We make the 'new' orbs untradable and hand them out for a week - just one per day. Imagine how they'll scramble to try and join dungeons once we shut off that life support. We can make them waste hours clicking and clicking and waiting for a shot at the event. It'll be hilarious!" NC Suit 2: "Better yet, we could put the shards in daily specials every now and then. And the dungeon merchant! They can buy a shard for about the same gold the dungeon pays out." NC Suit 1 & NC Suit 2: "There's no way this can go wrong." Seriously, though, this event is now worse than the first week of that halloween event, and that's no small feat. Between the YOYLtards, clickbots and douchenozzles who bid on anything valuable, MOML be damned... yeah. It's a mess. Suggestions for improvement: - Get rid of the senseless orb requirement. Both dungeons have a daily lockout, so there's no point adding another barrier to them. If anything, you'd sell more resets without the orb hurdle. - Change the daily challenge reward from one shard to two. Nobody benefits from players being unable to do content. - Put the daily charity orb back in F8. It's not ideal, but at least it keeps the dungeons rolling.
  5. New Idle Animations

    One of BnS's selling points is ambience: it looks interesting, different, exotic. Although there's some futuristic stuff in the form of ancient Naryu tech and modern research related to it, all of that fits the setting. It's all good and high fantasy wuxia. You know what DOESN'T fit the setting? My Warden picking up her greatsword to air guitar a chi-infused solo or something. I'm having trouble finding the words to express just how outrageously stupid that idle animation is. Pants-on-head retarded? Utterly idiotic? In terms of ambience, it's like ordering spaghetti and meatballs but getting a turd instead of meatballs. Just WHY?! Whoever thought that was a good idea to add to the game deserves a swift kick in the naughty bits. From what I've seen so far, only Assassin's new idle is halfway decent. Gunner's is a bit of a head-scratcher with the random shooting. Destroyers look like they've gone off their meds, ranting and raving at the empty air. It looks awful and jarring. There's a lot of stuff in the game we can tune out one way or another. Our own character is not one of those things: he or she is always present and usually visible. The old idles are mellow, harmless. They don't poke ya in the eye. The new ones are crude and brash, disruptive. Revert, remove, gib checkbox to disable idle anims entirely. Anything. Just remove that eyesore new idle somehow.
  6. Not good enough. This is not something you, as a company, can simply shrug off with "oops, we'll try not to do it again." The impact is too big, affecting too many players. It's been my observation that (Korean) MMO devs/publishers can be very arrogant and callous toward their (western) customers. They expect us to eat up whatever crap sandwich they feel like serving. Here some valuable resources are being reduced to one copper each. For no good reason, even. There's no good reason to change the old items into new items and antiquate the old ones, if their function remains the same as it was before. It's a plain ripoff. Now add the fact that the new event features the two dungeons involved with the orbs and the players suddenly lack the means to complete a part of the event... by design and not changing, huh? You will not get another cent from me until something approaching fair compensation is given for this orb-demonstone caper.
  7. There is one concern related to accessories I haven't seen addressed anywhere: breakthrough items from old dungeons. Skybreak Spire accessories and Tiger/Dragon bracelets require the Oblivion line items from Desolate Tomb and Ebondrake Citadel, and finding groups for these dungeons has become very dicey since they were removed from daily challenge rotation. Being stuck with the "wrong" spec because accessories can't be upgraded to the required stage for switching would be unacceptable. The way I see it, there are a few options on how to handle this. Simplest would be to add the Oblivion stuff to Celestial Basin peach vendor. Or you could expand the daily challenge lists and put the old dungeons back in there. Or just allow switching below stage 10/awakened. Whichever way it goes, something has to be done.
  8. Producer’s Letter – December 2018 Update

    Delaying bugged/unbalanced/unpolished content until it can be sorted out in Korea is the right decision. Skill system is not something to be messed around with lightly, since it affects every BnS player. Not just some bugged boss or wonky mechanic. As for the halloween event, NCWest's response was a pleasant surprise. They listened to feedback and changed exactly what needed to be changed to turn the event from borderline unplayable to very much worthwhile. I've saved so much gold with the element and jewel drops and the gem hammers will be stashed for future use. People call out boss spawns and form groups to move between instances, sometimes with several Tarakhan fights going on at the same time. From what I've seen, the zone is active to some degree at nearly all times and crowded during peak hours. Curious about those upcoming QoL improvements. Hopefully reduced costs to mailing account-bound items, at least.
  9. 17/10/18 Blade and Ghoul Event

    This event is good on paper, sucks sweaty donkey nuts in practice. Using an old daily area with temporarily boosted mobs for an event? Good idea. In practice, the combat XP they give is so ridiculously trivial that it makes no difference even with stacked XP boosts. My main would need about four hundred thousand (400,000) kills to get to next HM level from farming these things. And they drop less than ten copper each. In about half an hour of mobbing I got two drops of thriller coins. No matter how I look at it, farming Zaiwei Ruins mobs makes no sense in terms of rewards. Dailies are difficult or impossible to complete, depending on gear level. Here we have super geared people competing with folks straight out of storyline. The results are not pretty: raging newbies in zone chat, smug spermwhales bragging and calling people plebs. If the plan was to increase toxicity in game, it's working quite well. Suggested fixes: * Give thriller coin drop rate a hefty boost if you want people to actually farm these. * Change boss kill credit from a damage percentage requirement to any damage dealt. * Cap instance population lower. As it stands, anyone without a powerful computer and endgame gear is only going to be frustrated with this event.
  10. Weapon Illusion Bound To Account Please

    +9001 Weapon illusion chests should be account bound, no reason not to be. That bundle with a bunch of materials you wanted for something else? Yeah, enjoy the character bound stuff too.
  11. Like the OP, I started in early 2016 and quit in part because PvP became effectively mandatory. First 45 levels of "No problem if you don't want to do the Blue vs Red thing" and then "Surprise! No more progress for you!" in the form of Misty Woods breakthrough items. Running alts through Tomb of Exiles for 10 soulstones each daily and buying the rest would've been fine with me... but breakthrough materials behind a faction wall was a big NOPE. BnS is a much better game now than it was back in 2016, or 2017 when I tried it again briefly. The roaming bot hordes are gone, the server is more stable, early gearing has been made painless. There's a lot to do in PvE before you start to hit a wall. Gold and moonstones seem to be the new chokepoint in 2018 BnS. Most of the income has been shifted to current content, but the current content is hard to access without gear and/or a support network of friends and clanmates. Getting into raiding is proving to be a particularly frustrating experience. Me: "Hey, will you take a first timer?" (in response to a pleb raid trio post asking for 1k AP... I have 1070, Baleful 10, sensible badges and an upgraded bracelet) Raid leader: "I WONT ACCEPT U WITH BALEFULL" Raid leader: "DONT U UNDERSTAND" No, frankly, I don't understand. I doubt I ever will. That was just one guy, of course, but the gatekeeping BS is rampant. People with barely 1k AP ask for 1050, 1050s ask for 1.1k and so on. Best I saw today was a 925 with story gear and fancy gems asking for 1.1k DKV / Aransu / Snowjade. It's always the same crap with needing to know mechanics in order to get into a group to learn mechanics and have gear to be accepted into an instance that drops said gear when a game gets older. This one is no exception. On the bright side, there's no need for PvP now if you don't enjoy it. Farming Celestial Basin and doing daily challenge in easy, older dungeons provides a slow 'n steady income of materials. Just don't buy things blindly because the story gave you some gold and you're off to a good start.
  12. Returning player

    Thanks for the insight. Stocking up on freebies while figuring out what's what is how I've been going at it so far. Which leads to another question: what should I buy with farming alts' ice pellets to best help gear a main in the future?
  13. Returning player

    This is my second week back and I don't feel like ragequitting yet, so a few re-newbie questions are in order... in no particular order. Can premium subscribers switch off the extra visuals for windwalk? I'm kind of on the fence about subbing, but I really don't consider extra visual noise to be any kind of benefit. Quite the opposite. Do the premium monthly outfit stamps stay stashed if they're not used, or do they expire/vanish when subscription ends? What am I supposed to do after the story? Farm Celestial Basin until the heat death of the universe? Though I'm slowly getting slightly less bad after some practice with old dailies and whatnot, my lack of gear and general cluelessness will likely get me kicked from modern dungeon groups. I don't expect strangers to carry me, so I'd much rather gear up on my own as far as possible, but there's a wide gap between where a newbie/re-newbie comes out of the story and what's viable for current group content. I loathe everything that even smells like PvP, so that's not an option for me. How does Celestial Basin questing handle duos or parties? Do their miniquests get synced, or do they just have to do everything for everyone separately? Or is it just meant to be a solo farm and that's that? How exactly do soulshields work these days? If, for example, I unpack Sacred Longgui slice #6 with Accuracy and Block, does that mean every Longgui slice #6 has those stats? Or are they randomly rolled when opened? Should I upgrade this set or save materials for other things? How does clan warfare work? A loading screen tip helpfully tells me I "can participate in clan warfare" if I join a competitive clan. Is that code for "you will get relentlessly ganked by an enemy clan until you ragelog" or something of a more voluntary nature? Opt in, opt out or on all the time? Do clans benefit from having low-end members in any way? I mean mechanical benefits, not the warm fuzzy feeling of sheltering nubnubs. One piece of advice I frequently see offered is "get a clan." Well, okay. Should I be looking for a social or competitive clan? What about gold? It seems NCWest wants people doing current content, so everything else has been nerfed in the way of payout. But getting to the point where current content is doable takes quite a bit of gold, among other resources. How I mine fish? Repeating field dailies for 15 silver each doesn't seem very appealing.
  14. Unable to Reach Oathbreaker Weapon or Beyond.

    This issue is the main reason I stopped upgrading at Awakened Siren 10 and eventually stopped logging in at all. I will not be pushed into a playstyle that holds zero interest for me just to make it possible to continue progressing with the stuff I do enjoy. The game made it clear that faction warfare was a thing from the very beginning, but it was always an optional thing to participate in or ignore entirely. And suddenly, breakthrough materials locked behind a requirement to PvP - no longer optional. If they'd done that at, say, Corrupted weapon stage, it wouldn't have been so bad. Instead of revealing what the play was early on, they waited until 45 to spring that surprise. "Don't want to PvP? Tough luck! You're gonna do it whether you like it or not!" To which I say no, I will not. Making changes so PvPers can get their stuff through PvP is good. Now PvE players need the same consideration.
  15. This is not a multiplayer game

    At least we're not sitting around a tree, right? Seriously, though, you're not wrong. The overall vibe is "two for me, none for you" and the whole thing is set up to make players either direct enemies through faction stuff or indirect competitors poaching each others' quest mobs and clickies. Nevermind bidding against one another for loot. Random people do group for dailies on occasion, but it's very rare in my experience. Why is it like this? F2P games invite dipshittery by their very nature and the strongly present PvP element attracts psychopaths. The decent people still around are frustrated and disappointed in what could've been a great game. Thus, an unusually toxic mix is created.