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View Full Version : The State of Pocket Legends in 2019



burntoutdex
01-22-2019, 04:40 AM
This thread has been a long time coming, so please, hear us out. (the last time something like this was posted was in 2013.)

It's no secret that this game has had its ups and downs over its extremely long stay in such a volatile market that is mobile gaming. We are all grateful that this game still has its server's running. However, in its current state, it holds no longevity as we venture into 2019. Since the start of January, I have been working with the majority of PL community both old and new, to gather and collate their ideas about what this game needs.

Over many, many discussions held with many players, we have boiled the game's issues into 5 key things, and their sub-issues, and the impact this has on the community over time. All of these we have spent considerable time coming up with a solution for. I put this list in the community discord and the response was almost complete agreement that these things need to be addressed.

The issues are as follows and will be addressed throughout this post.


1. lack of ways for new players to obtain wealth
i. inability to obtain sufficient gear to play solo (regardless of player skill)
ii. gold inflation over time
iii. event's and little advertisement
iv. autolevelling
v. conclusion

2. Little to no advertisement of the Game in the App Store and Playstore
i. hard to find game on app store
ii. lack of publicity creating lack of potential revenue
iii. conclusion

3. Gambling.. Oops, I Mean Enchantments
i. gambling... the actual probability
ii. the gold sink
iii. the effect on PvP and PvE
iv. increase in gap between rich and poor
v. conclusion

4. The Impact of Botting
i. increase in gap between rich and poor
ii. setting a standard for others to follow.
iii. conclusion

5. Lacklustre Tutorial

6. Extra Player Suggested Ideas that I Don’t Know Where to Put

7. Too Long; Didn't Read



lack of ways for new players to obtain wealth


i. inability to obtain sufficient gear to play solo (regardless of player skill)

Back in the days before chrome, quests used to give decent xp and gold for the level cap, and market prices respectively. Nowadays, the average quest gives 350 gold. Before the market quite literally crashed, (due to chrome botting,) completing a few quests was enough to earn you 5k gold. In these times, for the levels 10-50, 5k gold was enough to buy one or more purple or green item from the CS. A full set of purple or green items was more than enough to allow a team of players (two or more) to run through the campaigns.

Nowadays, due to the addition of pets, it seems greens and purples are quite often liquidated due to everyone owning a DEV and having no need for gear. You can quite literally, solo ‘naked,’ all the way to 85 with a dev and ranged class.

Browsing through the CS, I made a quick search for green and purple items. I found only L45-50 AoE staffs – these only have a market because they are used in Ok’Tal PvE to improve your efficiency, as shown here (https://www.youtube.com/watch?v=bpsAZy-AiAA) by Opest. The rest of the items that used to flood the CS are nowhere to be seen, because they all get liquidated now that pets have blown stats out of proportion.

Up until AO2, the mobs don’t hit too hard and you can comfortably solo in whatever drops you get. But once you get out of the sand and hit the tombs, those yellow & blue aliens carry far too much damage for trash and common gear to compete. This used to be no problem when green and purple items were abundant, but as aforementioned, it all seems to get liquidated now due to dev dragons.

Pretty much any gear works up to the middle of AO2. Once you reach the corridor levels, the mobs start to hurt a bit, even in above average gear (green and purple.) Below, is a video of Kixxler trying to solo AO2 in average gear. He still died.


https://youtu.be/gn4_pnQUcEg

As you can see, even after grouping mobs in a corner (which is the most effective way to kill as a bear,) he still died in what I would consider to be the gear most players of this level would be able to obtain.

I agree that blessings have helped to circumvent this issue, but as mentioned in a later section, I see very few new players knowing how to use the dailies.

Upon reaching AO2, it is quite obviously a deterrent for many. Being forced to solo maps that are quite difficult really ruins the fun of PvE. To combat this, most players will equip a coloured ring of valiant glory. These rings significantly improve a low-level players stats, to the point where you can comfortably solo to Nuri’s without much of an issue, as long as you have one of these rings. However, these rings are quite expensive and upon my last look in CS are selling for a minimum of 600k. These rings are effectively wearing a boosted L30 Halloween Marrow Mantle (Dex) that can be equipped by any character. Below, is a comparison of equipping both these items, side by side.


https://i.imgur.com/4IYYGp7.jpg

The new players I have spoken to are unaware of what the CS is and how it works. After I explained the concept to a couple, they were elated at the possibilities it opened up for buying and selling gear – the tutorial should really be extended to explain this niche aspect of the game.

If you assume each quest up to AO2 gives 350 gold, and a player manages to complete all of them, by the time you reach level 38, you will have 44100 gold. (126quests x 350g.)

In today’s market, this is nowhere near enough quest rewards to afford any viable gear, let alone a ring. A solution I propose to combat this as the value of gold decreases over time is to increase the amount of gold per quest to 1000. This means that by the time you reach level 38, you will have 126k gold (126quests x 1000g). Even then, that is very little in today’s economy, but anything extra would lead to even more botting. Though, it would be much more difficult to bot quests, it would be impossible to know when exactly you have 1000 yeti pellets, for example. Also, quests cannot be redone, making only very few worth botting (boss killing, for example).


The gold needed for adequate endgame items is so inflated that a player solely getting gold through the leveling process, even if consistently saving from levels 1-105, won't even have 2% of the needed funds. (That isn't an exaggeration, it's mathematical fact!)

Potions are quite expensive for new players, and the new players I have spoken to all seem to struggle to afford HP and Mana potions. Perhaps quest rewards could also include 25 of each potion?

The most efficient method for buying potions is to buy them 60 at a time, this works out to be 20g per potion. Each quest gives roughly 350 gold, meaning that a player should be able to buy 17 per quest completion. 10 potions is what I would say is about the average needed per run if you do not have a mage and have under levelled gear. This means that you need to spend 200gold to have enough potions to complete a level, leaving 150g left over to buy gear – which is nowhere near enough to even buy anything from NPC’s, let alone the CS.

This is why I propose quests should also give potions on top of more gold. Many players probably do not have more than 25 of each potion, as that is the max you can carry if you don’t stash or buy them. This is why I also believe it should be mentioned in the tutorial how you can carry more than 25 of each potion. Another thing that could be improved to increase the ability for new players to run maps is to increase the rate at which you are given a potion as a drop when in PvE. This would make it so that less gold is needed to be spent on that, which means they will be able to save more gold for gear.

However, this increase in gold per quest would only help if players were made known about how the CS and potion gathering works in the tutorial. This way, they know they can spend their hard earned gold on new gear and enough potions to co

You would only have to make a script to change quest reward’s, surely that is not a difficult task, and one which would benefit players immensely.

A dear friend of mine, Ruby, once made a forum post about how she was able to make 1.7m before hitting level 35, without use of the CS or events (events didn’t exist when this post was made). This is quoted below and is information that I think should be mentioned all over the early game, whether that be quest dialogue or a pop-up in the tutorial. I have pasted what she said below:



1 make mage, instantly lock xp
2 run very first map over and over again and use free daily and blessings
as a level 1 there will be lots of crafting drops especially as mage
3 keep locked until you have a 5 and a 15 recipe for yourself and something like 5 to 10 expert or arti those sell highest plus all other recipes you can get
4 level up and do daily quests every day maybe stalking higher levels in skeleton and road map
5 craft your level 5 and wear it so other gear doesn't matter much
Watch cs for cheap gems you need for crafting
6 dailies dailies dailies and craft the other stuff especially dex also do all quests they pay some gold
7 sell crafted armor in town or in cs with prices atm you'll make a million easily
8 I locked again at 10 for dark forest leather but it wasn't worth it
9 lock again at 15 and farm wyldwood
join rooms there or remake map 1 and rush the fire guy to the right
farm until you got like 5 to 10 pink talons and lots of other pinks you can sell over time
10 lock again at 22 and farm sand caves
this is hard when there are no games on
From the crafted armors and the 15 weapons alone you should have enough gold now to buy a 3 pc Dragon at level 20ish
As I said this way is for when you like to farm and level slowly so might be difficult for pvpers” – Ruby

One issue arising to new players is the lack of players in dungeons. This is mainly due to the majority of the community being congregated at endgame. This means that there are few farmers left running maps and helping new players level. Perhaps if PvP was balanced we would see more farmers and a broader range of maps being ran? As Walie said: “Where once new players could level by following farmers, the lower level campaigns are no longer worth farming, thus no easy leveling.”


ii. gold inflation over time
To put it bluntly, the game’s economy is ruined. The value of gold has decreased significantly over the years, meaning more gold is needed to buy the same items. This has only worsened with the introduction of tradeable vanities and gold-farming events - the inflation on every set is utterly ridiculous.

The root of this problem can most agreeably be traced back to the 71 cap. This cap was where elite items were able to be looted from a very difficult dungeon. The players then, asked ridiculous prices for these items, which more often than not did not fit inside the trade window. This, coupled with the rise of botting has led to there being far too much gold inside an economy that is predominantly controlled by a small portion of the games players.

Another issue causing gold to inflate is the ever-present issue of the blackmarket inside this community. Though, it has somewhat lessened since the introduction of tradeable vanities, it has allowed for those players to sell their obtained items without seeming like a scammer at all. This has caused many scammers to return and sell items they had obtained. This increased the demand for discontinued items, which has caused their price to skyrocket.

With the recent implementation of Qtr/Stat Guns, and Stat Pets, PvP over L50 has all but died out. These weapons add such insane stats compared to campaign weapons, that there isn’t really any use for the other items. These weapons, as of right now, are only obtainable for platinum inside events. The “cheapest” you can buy a Qtr for is 500Platinum. If you take the value of 1platinum, at the best possible price (eg buying 2k at a time), 500Platinum equates to $25USD. However, this is unrealistic, as I believe most people buying qtr’s buy Platinum 800 at a time, meaning the value of 500platnium is $36USD.

In the recent event, a new stat pet was added, Tinsel. This pet was available for 400platinum, meaning it has a monetary value of $20 USD if buying platinum 2k a time. This is probably the item in the highest demand at the moment due to its speed and superior stats. It’s worth 25-30million gold – a figure almost unobtainable to new players due to the lack of gold given by quest rewards. This really extends the gap between rich and poor, as newer players will struggle to ever acquire wealth in an economy where everything is overpriced.

The supply for these event items will never be as steadily available as an item that can be farmed, as they are discontinued. The problem with this is that Qtr Weapons and Tinsel’s are in such high demand due to their usefulness in PvP and PvE, that their prices have skyrocketed to anywhere over 10million gold.

Their introduction has also killed off PvP at levels over 50 as no other gear is needed. This in turn, means that no one farms the relevant campaigns for once desirable gear. This means most new players have an inability to obtain gear for their level as nobody farms the maps and auctions off trash drops for cheap. Meaning the supply for items is decreasing continually, whilst the demand will always be increasing as long as players are levelling up – increasing the price per item.

As it stands right now, the inflation of gold has caused a wealth gap that almost seems fictitious. Popular PvP levels at lower levels have always been around. This has always been the case because it is easy to reach these levels. The price for these items have increased dramatically over the years. Level 15 Expert Leathers were once worth 50k a piece, upon a recent search in CS, I see that they are now 555k a pop. This equates to a 455% increase in gold over time. The same can be said for L30 sets, which were once worth 10k, and now sell for 70k, which is a 600% in gold over time. The further up the levels you go, (dwindling at 51-77 because of qtr’s,) this figure only increases as less and less people play the conventional campaigns.

If nothing is done about all the excess gold in the economy, shortly, it will be literally impossible for new players to own the best gear. This is only worsened by enchantments, but that will be covered in a later section.

A comment made by Ptsx over the community discord summarises this issue quite nicely:
Inflation, in my opinion, is mainly driven by merch's. The good ones buy out particular portions of the market that they know are popular and mark up the price by 50%-100%. This has happened for the majority of the games life and unfortunately gold events has given them the excuse to mark up even more with the value of gold being reduced. STS have countered inflation very well though with enchants effectively removing currency from the game. Problem with inflation on PL is that when its time for it to be over (all the noobs have blown gold from the event on their favourite vanities) , merch's and people selling in CS actively pursue to keep the inflation price constant. This leaves gold events as the only way for new and up-and-coming players to get their hands on a pet and gear which will make their life on PL a lot easier. To summarize my opinion, Merch's are responsible for inflation being present in PL for the length of time it has been. Initial inflation is understandable, but to be going on this long? Just greedy players.. Thats my 2 cents worth.

I don’t think there is a definitive solution to this problem, because everyone is vain, and will not want to part with the wealth they have created if we were to simply delete everyone’s gold and start afresh. The enchantment services have been a much-needed gold sink, but if gold-farming maps continue to be implemented, we fear there won’t be enough of a gold sink – this will eventually make it impossible for new and returning players to accumulate enough wealth to compete in PvE and PvP.


iii. event's and their little advertisement in-game
Events are by far the most time-efficient way to earn gold in todays market. For new players, this would be a blessing, as they would finally be able to earn enough gold to buy gear, rings, and potions if they were willing to put in the effort to get enough points. However, besides a very vague message in the update banner, and a more confusing than helpful NPC, the events aren’t mentioned anywhere else in game. I think if they were better advertised in the tutorial, that there would be a much larger participation from less informed players. Perhaps, a message could be announced whenever you change maps, like the one we currently have:

https://i.imgur.com/hnDb61G.png
Perhaps it could say something like: “don’t forget to check forest haven weekly so that you don’t miss out on new events and a chance to earn gold!”

I asked around in game and one response I got from Blitz was that:
there should be somewhere in Balefort or Ok’Tal where players can vote on what type of update they want, and whether or not it’s a good idea to have it implemented. Whilst this is a little off topic it gave me the idea that we could also have the same thing to advertise events, except it should be explained much better and in less vague terms than what has happened in previous events.

Another method of broadcasting events to new players would be to add an in depth description of what to do to the NPC dialogue in Forest Haven. This could just be the dot-pointed version from the forums, with added emphasis on the fact that you can earn a lot of gold by simply playing this map. Another method of getting word out there about the event is a popup when you login, which would offer to take you to the forum thread for the specific event. This would also be a good way to advertise the forums, which has an endless array of information readily available for no cost.


iv. Autolevelling
Though this has a lot of ties to the outdated tutorial, I do believe this deserves its own section in a spot where it covers the affect it has on PvE.
The auto-levelling stat distribution has some really weird anomalies in the way it distributes stats that no one understands.

The bear auto-levelling almost follows this pattern: 5str, 5str, 3str/2dex, 5str, 5str, … , 3str/2dex, 5str. But then it goes 2str/3dex at Level 8. This is really odd when the unanimously agreed way to spec a bear is to have the best balance between survivability and hit%, given by 3str/2dex until you reach the soft hit% cap of 84. The hit% debate has always been long and ongoing, no one has as much comprehensive evidence as Physiologic, which leads me to believe he is the most correct. His thread can be found here (https://www.spacetimestudios.com/showthread.php?16817-Guide-to-Advanced-Mechanics-in-PL-DPS-Crits-etc.&highlight=boss+guide).

Here is a photo of the bear build at level 9 if you use autolevelling:

https://i.imgur.com/bHXwKzO.png
Ideally, the bear skills should follow Rot’s Comprehensive Bear Guide, which can be found here (https://www.spacetimestudios.com/showthread.php?78484-Comprehensive-bear-s-guide!), or Mr Wallace’s Guide to a Tank Bear (the build. the gear mentions boosters which have since become irrelevant,) found here (https://www.spacetimestudios.com/showthread.php?30624-Meet-Mrwallacejr), or alternatively Ellyidol’s 55setup can also be found here (https://www.spacetimestudios.com/showthread.php?23211-Meet-Mrwallace&p=257205&viewfull=1#post257205).

Any of these are suitable, these three bears were phenomenal at PvE, which is where the majority of people using autolevel are found.

Birds are somehow weirder. They are specced pure dex, which is the best decision to maximise damage. However, the build that is given by level 9 is terrible. Meditation reduces armor and also gives very little mana in return of the cost to use it; only restoring 26mana in total, that isn’t even enough to cast thorn wall. To quote Dolloway:
I would recommend zero avian that low. But if you're going to use it... 1 max. But 2 when you’re only Level 9? Lol.

Here is a photo of the bird build at Level 9 with autolevelling:

https://i.imgur.com/h8AxH84.png
Ideally, the bird build should follow the one given by Physiologic in his Comprehensive Archer Skills and Equipment Guide, which can be found here (https://www.spacetimestudios.com/showthread.php?16244-Comprehensive-Archer-Skills-and-Equipment-Guide).

The mage build seems to focus very heavily on single-target damage, due to using 3frost at level9. Single-target damage is a bird or foxes’ job, whilst a mages build should focus predominantly on support and AoE. This means that a more suitable build at this level would be to put every available point into lightning and heal on levels where you do not unlock a skill.

This is the autolevelling mage build at Level 9 (left. The stats are pure int, as they should be for a support class.):

https://i.imgur.com/5SepwZz.png
The build pictured to the above right can be credited to Pharcyde, found here (https://www.spacetimestudios.com/showthread.php?39540-Enchnatress-Class-Headquarters) in his enchantress guide. This build focuses on an enchantress’ job – AoE damage and debuffs, with a lot of heal and support, which is demonstrated by max debuffs and 6heal. I think this is an excellent build for level 56, and should be used by the autoleveller.

The fox autolevelling build is already ruined by level 5. Adding anything more than one (1) to rabid bite means the fox no longer has the ability to dash when not in range of an enemy. This makes escaping from fights in both PvE and PvP extremely difficult if a fox uses autolevelling. Also, it’s fun to dash around towne - who would want to be denied that privilege?

The stat distribution is pure dex for the first 2 levels, and then 4/1 dex/int all the way to level 9. This is because int was thought to give extra skill damage to needles when the class was created, however, this was disproven here (https://www.spacetimestudios.com/showthread.php?79251-Ranger-(Fox)-Int-vs-Dex-skill-scaling). (thanks to Zapoke) We now know that pure dex is the ideal way to spec a fox that is focused on pure damage (which is the idea of the class).


https://i.imgur.com/9BJNrVA.png

There has been no guide made for Ranger’s that details anything worth mentioning as far as a skill build whilst levelling. To approach this issue, I asked Walie what he thought would be the best skill build at L56 (where other guides for other classes have stopped,) here is what he said:
Heyo! Str fox is best at 56. So minimum str to use strongman (128) and rest dex. High poison needles and dart are good with high vixen kick. Hypnotise may be able to be pretty low with high needles. Most important part of 56 is to stay on your opponent.

Also, we know that pure dex foxes are the best at dealing single-target raw damage in the entire game. However, this comes with a fair drawback of low survivability. To address this, the autoleveller should constantly spec attributes to be 3str/2dex per level. This spec allows foxes to equip the best Str gear at all levels, whilst still adding large amounts of hit, crit and skill damage from the constant stream of dex.

The Rhinos autolevelling stat distribution seems fine, being 4str/1int per level. This gives a good balance of HP, armor, mana, and mana regen – the key aspects to a rhino. While I personally cannot comment on the build, I know many others who could. Below the Rhino autolevel build is depcited, along with suggestions made by Quality on what needs to be improved:

https://i.imgur.com/VQ0uHP3.png

I reached out to Quality to gather his comments on the ideal rhino build for PvE up to L56. Here is what was advised:
The stats should be Str/Int (4/1 or 3/2,) and the autoleveller should put more points in charge, redemption and restore early on. After buffs are unlocked, they should be maxed in this order: vital and then stone. After that, tempest should be maxed for damage output.

To finish off this section, we simply ask that the autolevelling is adjusted to follow the above builds and skill progressions based off of feedback from players experienced in the nuances of the various classes. Everyone I have asked has played the specific class since its release with nowhere near as much time spent on any other class.

This will allow the players who use autolevelling to have the build and stats put into the places that are going to matter. After 56, I fully believe autolevelling should be turned off and that players should be prompted as to how they adjust their stats based off what they like based on their experience thus far.


v. conclusion
This thread has barely begun, and so far, we have covered a lot of ground. Don’t get us wrong, we all know that this game doesn’t have as many new players daily as it once used to. However, that doesn’t mean there is not an influx of new players - the actual figure known only by StG. It is common knowledge within this industry that happy and loyal customer’s stick around for the long haul.

If your team does not cater to the newer players by listening to these suggestions that we have spent hours brainstorming together, then I fear this game will truly die by the end of the year. You know how loyal your fanbase is, I am sure you are aware that we will support you until the end of this game.

By not listening to our suggestions it has created a wall that has stopped many new players from levelling up and accumulating wealth (for reasons aforementioned). Without implementing these suggestions, none of which thus far have been more than adjusting figures in an array or script, you will lose the influx of new players that remain – due to the difficulty of this game in its current state.


Little to no advertisement of the Game in the App Store and Playstore

i. Hard to Find the Game on the App and Play Stores
This game is extremely difficult to find on either of the mobile App Store’s, and I cannot find this game on the chrome webstore, outside of a direct link. Others agree with me and have said things such as “Pocket Legends very low down the list of suggested games unfortunately. Most new potential players do not know the existence of the game in the app store. (Sunflwershine)”


https://i.imgur.com/RUSRE3I.png This image shows a search for PL on the chrome webstore, with no results coming up.

The Chrome webstore has removed its app section entirely, which was announced in 2017.

Currently, the only way to play PL on chrome is if you have it previously installed or if you use the link found here (https://chrome.google.com/webstore/detail/pocket-legends/mhpdbcnfpodnaefldpdohoibdajcfabp?hl=en).

I believe this killed a lot of potential broadcasting for the game, as AL, PL, DL & SL were all highly rated on the Chrome Appstore, as they were the few full-blown MMORPG’s on the chrome store.

On the iOS Appstore, it is an entirely different story. PL (and AL) are nowhere to be found in the Top200 Role-Playing Games, despite that being their designated category in the App description.

On iOS, if you search “mmorpg” or “rpg,” there seems to be a mixed response as to whether PL or AL appears first, even though they have the same rating of 4 stars. If I search either of these terms, PL appears for me first. I had others do the same, and they said AL appears and then PL shortly after.

I decided to test this on my own android emulator, as I do not own an android device, and the results I found were as follows:
- Searching “rpg” on the playstore means neither AL nor PL will appear before the apps stop loading
- Searching “mmorpg” on the playstore means AL appears, and then PL
- Searching “fantasy” on the playstore means neither AL nor PL will appear before the apps stop loading

Conducting the same test on an iOS device, I made the following conclusions:
- Searching “rpg” on the iOS Appstore means PL appears at the 17th spot, and then AL shortly after.
- Searching “mmorpg” on the iOS Appstore means PL appears at the 18th spot, with surprisingly, SL at the 23rd spot before AL.
- Searching “fantasy” on iOS brings perhaps the weirdest result. After 110 results, no StS game has appeared. This is a big issue as ‘fantasy’ is something I would definitely say when describing either of these games to someone.
-
To conclude on this test, it is evident that the same search terms in either store do not bring the same results. This should be fixed to extend the audience to both games, and not just PL.

Also, the description of AL is about twice as long as the description for PL. Which seems weird, when this is free to change and both games have won about equal amount of notable awards. A comparison of both are pictured below on the next page, the height difference in the images speaks for themselves.

https://i.imgur.com/SI78dTp.png

There is an easy fix to these search inconsistencies, and perhaps one that would make PL (and AL) a more obtainable game for many. All that would need to be changed was the text and keywords, so that more search terms yield an appearance of PL (and AL) in both Appstore’s. You have had contests in the past to help with your App Store advertisement for PLA - would this time be any different? (found here (https://www.spacetimestudios.com/showthread.php?409131-Screenshot-contest))


ii. Lack of Publicity Creating a Lack of Revenue
I believe the title and subheading speak for itself – a lack of advertisement means less traffic directed to your app, and as a consequence, less money to be made.

It is no secret that this game’s current business model was made to milk money off of the current loyal fanbase. Why else would vanity hats have increased to 7x their plat price compared to before?

The problem with this business model is that once the loyal and long-lasting fanbase becomes too busy to play this game, you are going to lose the majority of their spenders. Perhaps the only reason a lot of us still play today is because we don’t want to give up on the game we invested so much time and money into.

WhoIsThis sums this up better than anyone else could ever hope to achieve, so I will link his writing here (https://www.spacetimestudios.com/showthread.php?67214-PL-Today-%96-In-Depth-Analysis-and-Long-Term-Outlook).

It may be old, but his point still stands, and is perhaps even more relevant now than it was before (7years later) – the current state of the game has no long term prospective, and this is only becoming worse as time goes on due to the aggressive monetisation of this game.

The solution to this problem presented to by WhoIsThis still to this day, seems the most effective, and can be found here (https://www.spacetimestudios.com/showthread.php?67214-PL-Today-%96-In-Depth-Analysis-and-Long-Term-Outlook&p=759176&viewfull=1#post759176).

Without a lack of publicity and a change of the business model (from aggressive monetisation to something more sustainable,) this game will surely lose its loyal playerbase by the end of the year – creating a dead community. For a new player, joining an MMORPG with no players is definitely a deterrent and is also an oxymoron within itself, lol.


iii. Conclusion

I think by far the best solution to the lack of advertisement is to let the willing players do the work for you. This could be in the form of hosting contests to let us concoct the text that could be displayed or by giving suggestions of keywords to be used in the search terms.

At the least, the suggestions mentioned by WhoIsThis above need to be followed to ensure any longevity heading towards late 2019.


Gambling.. Oops, I Mean Enchantments

i. Gambling.. the actual probability

The title of this section is not an attempt at humour, but the reality of the enchantments system.

Rolling stats with gold or platinum is quite literally gambling disguised as something useful. The odds for said rolls have not been released, so I went ahead and calculated them myself (to include the added gold-loot% stats). Based upon what they are, I wonder whether they were even calculated before release.

My results can be found here, and I will assume you have looked at them before you continue reading:
https://i.imgur.com/8fu22yg.jpg

What I find fascinating is that for any roll on an item with 2 or more slots, you have less than an 0.05% chance for receiving a perfect roll.

For example, I genuinely do not believe anyone will ever obtain max damage on a mythic ring before the game is empty.

I know players who have spent thousands upon thousands of platinum to get perfect enchantments, and still don’t have them, only 80% of the way there… and this is only on single items.

It shouldn’t have gotten to the point where people are spending thousands of platinum at a time just to get the best gear, and are often getting nothing. Ridiculous.

Numerous suggestions have been made on forums in both the AL and PL section. It would be impossible to find exactly who thought of each suggestion, so I will simply list what I have seen here (none of these ideas are my own, but instead, that of the community):

- The ability to roll each slot one at a time for a higher cost (I think the first mention of it in the PL section was here (https://www.spacetimestudios.com/showthread.php?416778-Pocket-Legends-New-System-Preview-Item-Awakenings&p=2794362&viewfull=1#post2794362).)
- The ability to lock slots once you get desired stats
- Locking items so that you do not accidentally reroll an item of the same name
- Having a history button to go back 5 previous rolls in case you spam clicked over one.
- Being able to reroll specifc stats, such as a pool of only damage rolls

Ideally, these would all be added, though, realistically, if anything was added it would probably only be one of them. Either way, something needs to be done – as of right now, the enchantment system is not good enough. It is causing many players to waste hard earned money both in and out of game simply to compete.


ii. The Gold Sink
Before everything was able to be put in a trade window (and the gold cap increased), the community was crying out for a goldsink. The want for a goldsink (or better method of maintaining the economy) can be seen in numerous places, such as here (https://www.spacetimestudios.com/showthread.php?84509-Seriously-Gold-Sinks&highlight=Goldsink) and here (https://www.spacetimestudios.com/showthread.php?427016-For-Cinco-The-Current-State-of-Gold), to name a couple.

Like mentioned in an earlier section, the economy of this game is ruined. Despite it being a video game and not a reallife economy, it still acts in an identical fashion – without a gold sink, the economy would become ruined.

The ability to enchant items for gold has been a much needed goldsink, we have not had one this effective since worthwhile elixirs could be bought with gold – and for that, we are thankful.

However, there is still far too much gold in the economy for any new player to have a chance at buying gear. Unfortunately, the goldsink has failed to work. Bots are still able to run gold-farm maps for 48hours straight and accumulate 288million gold (6m an hour was easily doable with mediocre goldloot). It would still have been possible to bot the last event – even with the trivia – but, I am not going to reveal how it could have been done in a public post.

As Xyzther mentioned in the linked post (https://www.spacetimestudios.com/showthread.php?427016-For-Cinco-The-Current-State-of-Gold&p=2849823&viewfull=1#post2849823):

Volta armor may then be at 20m. If you’re someone new to the game and you see that the Volta armor is at 20m, how could you possibly afford it? You could of course wait for a gold farming event, but people shouldn’t learn to rely on the gold farming events, as the purpose of them was to just add some gold back into the game and revive the economy. The economy is more than revived by now.


Cinco, if the economy is revived, why then, will we be more than likely to receive more gold-farming maps in the future? Sure, it might help new players, but as mentioned before, they are not advertised well enough for new players to even have a chance at earning gold.

Having maps that gain back more gold than the rate at which it is sunk is just increasing the gap between new and informed players – which I’m sure is the opposite of what was intended.

For example, an average run of a gold-farming map yielded you 300k. Currently the only way to “delete” (sink) that gold is through buying elixirs or rolling amulets. During an event where you reach gold-tier, that would mean one run lets you roll an amulet 300 times before that gold disappears out of the economy. I know few who would sit and roll 300times in a row – something more efficient is needed.

This was highlighted by Dudetus way back in 2013 (and others previously… I just cannot find the older (presumably deleted) threads.)

Yeah, there already are some elixirs for gold. But … the gold purchasable elixirs are so weak. Ofc the platinum bought elixirs should be stronger than gold bought, but like 2x 1/2 hour combo elixir for like 10k would be a very effective and constant gold sink. … But yet, again, the situation is just simply horrible economically in PL. We need all the possible Gold Sinks IMO as for now.

The need for a goldsink now is much higher than it was 6years ago, due to the implementation of gold-events with little goldsinks. Perhaps something even more efficient is needed, such as the suggestion by Dudetus in the same thread:
’Buy this superyduperychest for 50k and u may receive something cool’. There could be scale able mediocre pinks (with mediocre meaning good, but not the best for the current lvl) and some superydupery exclusive vanities to look for. STR, DEX, INT and different vanity packs. I do not think that this system would be hard to implement to PL as it has always been there for DL and AL.

These variations would only have to be recoloured variations of things already available – this has proved to have a market for years now. These packs would need to be available for gold from a vendor in Balefort so that way the gold isn’t just circulating to other players, but instead, disappearing from the economy – which is necessary if the economy is to survive into 2019.


iii. The Effect of Enchantments on PvP and PvE


PvE
Enchantments in PvE have been nothing but a positive. They have allowed people to receive higher re-roll%, damage and goldloot to name just a few. It has allowed PvE to be completed at a higher efficiency and has made many campaigns much easier to complete for the lesser experienced. Overall, I think we can all agree that enchantments are a positive for PvE and should stay.


PvP
In PvP, enchantments are an entirely different story. Firstly, I will cover twinking levels because that is where I am familiar. I have had others make comments on the endgame levels as they have infinitely more credibility than I do – these will be seen later on.

I have been twinking in PL since. very early 2011. I have seen the introduction of GCD, WF items, Halloween items, Forgotten items (who could forget?), the “great” nerfs, 3pc rings, but perhaps most importantly – the amulets. I have seen meta’s evolve and change in almost all levels outside of endgame.

As of right now, twink PvP is in the worst state it has ever been – far worse than the week forgotten items were introduced.

Currently, on a level35 mage, you are able to deal 600+ damage to a fully geared opponent. The example of mage is arbitrary, any class at this level can comfortably hit 600+ without more than one click.

Shown here are crit-drains and auto attacks. The image where I was critted for 668 also had a 303 auto-crit beforehand – I just suck at taking screenies. Excuse the blurriness, not sure what happened.

https://i.imgur.com/B6BWWaN.png
There is no class in the game that can survive a crit drain and one auto at this point in time.

Though it has made PvP fairer for the weaker classes (bird, rhino) – just not in the right way. This current meta caters almost entirely to luck. Literally, the first person to crit one of their damage skills will win. I have seen veteran players lose to new players – something that never happened in years gone by. The only reason players shine in this meta is knowledge of range, however, it is a pale imitation of the knowledge that was needed in meta’s gone by. To make my point even more plain to see, I recorded three full FFA games at 35. For one game, I played without enchants versus a player with max enchants, and for the other game, I did half and half. I will link these below. At the start of both videos, I had the best obtainable gear – but played without enchantments or rings.

Game 1 (half without enchants, half with):

https://youtu.be/jStj07rwc1E

Game 2/3 (one without enchants, one with):

https://youtu.be/Bkw6Bs7gLl8

As you can see, I stood absolutely no chance versus an opponent with maxed out gear. Sure, the simple solution is to wear enchantments. But, that is not inclusive of new players and will completely deter anyone from playing PvP unless they have spent an exorbiant amount gambling or buying amulets for a price far more than they’re worth because of an inflated economy. I truly believe the only way to cater for everyone is to remove the enchantment system from PvP, or to make the stats they give scale to your level (suggested by Plqx and PLPR (at least to me)). By doing this, the meta at 35 will slowly adjust back to where it was before hand – still broken because of 3pc rings, but at least there won’t be enchantments. The step after that would be to revert every nerf made from 2013 onwards (at least in lower levels) – but we can only dream, or can we? *shifty eyes*

To put this even more bluntly: wearing an armor amulet at 35 is the equivalent of wearing 3 Shivering Frozen Yeti Leathers on top of whatever armor you’re using. Ridiculous. The state of PvP any lower is fine. It isn’t perfect, but it hasn’t been since 2013.

Another issue with low level pvp is a bear’s beckon stomp, and the smash combo. The extent of this problem is best explained by the video above, and by this conversation with Jun below:

https://i.imgur.com/dyOc5IW.png


PvP at 40-49 is the same as 35 – broken beyond repair unless enchantments are removed along with 3pc rings in low levels.

Once you reach Level 50, you are able to enchant weapons, armors and shields as well. You also have extra options such as extra HP. This has allowed dex mages to excel beyond belief, which I think is a positive. The obvious downside to this is again: the blatant gambling that is required to compete – completely barring any new player from ever competing. I just checked in game, here is an average L50 players stats compared to mine when enchanted (4pc Mega Mage Gemstone Wand Set (65% maxed)):

https://i.imgur.com/3H2l6E8.jpg

My stats are pictured in the middle. I wasn’t satisfied with the comparison between myself and a 51, so I found a bear in balefort that is 24 levels higher than me. We were both unbuffed (this is true because I only have a total of 4str from my ring, if I was buffed it would be 11.)
The same can be said for levels 50-105: the player with the best enchantments will always be at an inherent advantage because of nothing more than a lucky gamble.

I really do think the stat bonuses on enchantments are blown out of proportion for lower twink levels. If they only added minimal stats, such as 2damage or 2armor (whilst in PvP,) it would make PvP far more inclusive of everyone, and not just the rich.

Short of enchantments being removed from PvP and removing 3pc rings, I do believe this is the best solution to creating a balanced meta in twink PvP.

As far as endgame goes, I know next to nothing. So instead of writing my own opinion on what to do, I am just going to quote things that people have sent me below. I hope this will shed some light on the current situation from the players point of view. The majority of these players have played endgame PvP for as long as I can remember.


Enchantments ruined pvp. Guy who owns very Op set can literally beat ANYONE. I know few mages with int sets for example which are super tanky (its like they wear str sets lol) , only cuz they have almost maxed chants. Regular player with Regular chants cant bring em down. Same goes for me, once i bought good bow and armor ive started killing most ppl which i couldnt kill with old bow and armor. Enchantments for sure make huge disbalance in this game, skill doesnt really matter if you have OP set..


Amulets made the stats even more unnecessarily complicated and basically ruined the simplicity of twinking. I enjoyed twinking because there was a noticeable skill gap between players that knew ranges and how to use skills and those that didn’t.

Now with the current cap, end game is not even a factor because of the honor arena. Procs in pvp are absurd and the last time I fought mage vs mage it lasted like 5 mins. No thx. Nuking is not even a thing anymore. Honor is ok but just seems more complicated than it needs to be. Why is there a separate arena when all of pvp itself could be balanced?



Me: “You still agree that you would like enchants removed entirely or be strictly PvE only?”
Blitz: “Yes”



Me: “Do you think that enchants need to be removed from PvP or be of a smaller benefit?”
Plqx: “less of an advantage, some player do not have access to plat and are unable to even stand a chance, and if they ever do get access to plat, they’ve then gotta spend millions and at that point you’re not even guaranteed anything.”



Me: Do you believe enchantments have been a negative impact on endgame PvP, why or why not?
Glorifying: Yes because it was more fair for every class with the same stats, just like honour sets. It’ll be much easier for people to get into pvp without having to spend a lot of cash on enchantments




Me: why have enchantments been a negative impct on endgame pvp?
Dolloway: It's not good for the game. It doesnt teach people to get better like non enchanted pvp would, it just teaches people to get better enchanted gear



As requested (let me know if you need anything else):

I believe enchantments, while undoubtedly benefiting STS, have been a negative influence on endgame PvP for a couple reasons.

To begin with, anything that impedes the growth of PvP activity is detrimental to the already small community. When players feel obligated to compete with other heavy plat spenders to roll the best possible stats on each of their items, a clear reluctance to participate in PvP endures. It would be an utterly different situation if the rolls for stats did not revolve around luck as much (as many have suggested, simply being able to 'lock' in stats would certainly be a step towards higher player satisfaction). Cinco knows very well that the odds are extremely against the player to roll top-notch stats, and that generates revenue from heavy plat spenders.

Cinco did come up with a clever solution: The Arena of Honor. And while I was convinced that this would have been the solution to the issue, it didn't do so great a job. It seems that players prefer to earn their equipment from PvE, then use directly in PvP maps. There's something about having two modes of PvP that evidently 'splits' the PvP community in two. Particularly during its adolescent stages, I tried encouraging more players to experience the Arena of Honor. However, many players demonstrated an affinity for boasting their newly obtained gear in the regular PvP maps (there is some psychological phenomenon about using the fresh, colorful new gear as opposed to the 'newbie' looking gear). Either way, the 'split' in PvPers has contributed to a perpetual mentality of: "Dang, looks like there aren't that many people online PvPing. Guess I'm gonna log off now."

It's ultimately a question of balancing the integrity of the game and the little extra revenue generated from said plat spenders through enchantments.

Perhaps the other consequence of enchantments is the inevitable toxicity. Of course this does not pertain to every individual, but for the handful of immature players, it becomes an easy scapegoat if they lose a fight. And, sure, there's a mute button – there will always be toxicity in some way, shape, or form. Though, at the same time, I can never help but wonder whether or not my stats are really giving others that type of leverage needed to outperform me – and it's a rather frustrating thing to constantly think about because I have always been one of the many competitive PvPers for years. The worst part of it all (which is not a fault of the enchantments) is that PvP airs on the side of 1v1 rather than FFA. Hence, enchantments become more apparent and 'noticeable' in 1v1 situations (obviously, if everyone FFAed more this wouldn't be an issue). But the reality is that PvPers gravitate to 1v1s, and so enchantments do not exactly align with the community's preferred PvP style.

The culmination of all of the factors above have led to a decline in the endgame PvP community. Of course I wish that enchantments weren't a part of the game. I also wish the Arena of Honor did a better job encouraging players to PvP. But that's simply not the case.

I haven't given much thought as to what might 'save' the PvP community. It will always endure, partly because there are players who would never give up the years they've invested in the game, but it could be so much better.

I believe the way PvP can be monetized, rather than through enchantments, is for a reward system. Like I said, I haven't given much thought to it, but players would enjoy earning vanity-type rewards on a consistent basis (not specifically through events). Some rewards in PvP can be earned free-to-play while others require spending plat – I'm sure others can come up with something more clever, but PvP rewards have the potential to revitalize the PvP community, enticing players to work together in dungeons to obtain new gear and then bringing it to the arena.

I could keep writing, but I'll stop here. Like I said, I suspect there won't be any changes to the enchantment system, but I do believe that if Cinco was really open to some new suggestions, there could be a lot of positive change.



iv. Increase in the Gap Between Rich & Poor

Giving the ability for informed players to get upward of 350% of the gold loot per run compared to a new player is ridiculous. Sure, it’s a nice feature for players who know how to play the game, turning once an hour’s worth of effort into merely 21minutes. However, as mentioned before, the addition of this has inflated the economy beyond belief and has led the price of any item in the CS being almost unobtainable for a new player. There are a couple easy solutions to this:

1. Add an explanation section into the tutorial that explains all the niche mechanics of the game.
- This allows new players to know what they need to do if they want to stick to this game. A lot of excellent guides for this have been written on the forums. Perhaps, the tutorial could simply suggest that a new player goes and makes an account?

2. As suggested by Timelife: “After completing the more extensive tutorial, give new players advancement packs, like seen in AL (that are account bound so they cannot be sold for profit by bots).”
- This feature already exists in Arcane Legends (seen below) – why cant it be implemented here? I know for a fact it didn’t originally exist in Arcane Legends. Why is Pocket Legends any different?
- The items that these chests give could simply be enough to run maps solo while still requiring decent knowledge of mechanics (eg, no 2k armor in forest haven)
- An image of an example advancement pack is shown below:
https://i.imgur.com/Dz5h6IP.png
I was only Level 3 in this photo, but I have gone higher before. Every 5 levels you receive a new chest with pink items that do enough damage to compete with dropped equipment. The pro to this is that it is free of cost because of an inflated economy.

As long as these items are not good enough to compete in PvP, and are account bound I do not see anybody having an issue with this proposal.

Another thing this would achieve is giving new players the ability to see what an amulet is, and how it works so that way when they reach endgame, they can enchant without being confused.

To be honest, I think both of these solutions should be implemented.


v. Conclusion

Enchantments have no doubt been a benefit to the PvE component in this game. However, they have in no way increased the skill required to play PvP and nor have they helped balance things out. Instead, they have merely blown stats further out of proportion than they already were at the introduction of 3pc rings to all levels – ruining any chance there will ever be for balance in its current state.

To fix this issue, all that needs to be done is follow the suggestions by the players above. Either remove them from PvP completely, or make it so that the benefit they add is smaller. This will lessens the gap between the lucky ones and the ones who cant afford enchantments.


The Impact of Botting

i. Increase in Gap Between the Rich and Poor


Botting is the process of creating a macro to do a repetitive process automatically. One such repetitive process is farming. In an MMORPG, farming is the process of running a map over and over until you receive a desirable item or enough gold for whatever purpose you want. Until Farmin’ Legends is released, this is likely to stay the same.

The reason why this is an issue in PL is that there are many desirable maps to run automatically such as:
ERD Slayer for starries, and gold farming maps for a LOT of gold.

Even as I type this, there is currently a player botting ERD for starries, and has been doing so for a long time.

During Gold Events, it was not uncommon for people to bot the maps, much like the player seen here. (thanks to Walie for recording for us).

Due to that, there were countermeasures added to prevent bots such as the trivia. Though I believe this was an effective countermeasure, as I’ve said a couple of times: it was still exploitable, just no one figured out how.

Currently, bots are able to make 6m an hour and play for 48hours straight, meaning they earn 288m without even having a user doing anything. So far, this has done nothing but inflate the economy, it’s appalling that nothing has been done about it yet.

There are many good countermeasures on forums that have been suggested.

The best one made by a player, Draebatad, was to simply enter a randomised 2digit code upon hosting a gold-farming map. This would stop bots from gold farming entirely. His suggestion can be found in more detail here (https://www.spacetimestudios.com/showthread.php?429188-Automation-countermeasure-for-event-tiered-gold-farming-maps)

Another one suggested by DivineMoustache (Fight), was to:
randomly spawn the event portal around the circumference of a circle. That way, it always takes the same time to reach but will be in a different spot so the bots cannot enter it.
Likewise, this helps stop the botting of gold events, but doesn’t do much to stop people botting Plasma or Shadow Cave V. I don’t know what could be done about those things, but I’m sure there is something.

On top of this, it really ruins the experience for others. When players bot and have access to almost billions of gold, the economy will forever be broken and it means that no legitimate player will ever be able to compete if something is not done.

I don’t think it is ever going to be possible to remove bots (machine-learning). However, it can definitely be made harder for them to ever work. I think with the implementation of suggestions from the community on how to stop botting, the game will be a lot better off.


ii. Setting a Standard for Others to Follow
I think this one is pretty self-explanatory, but it really shines a light on some of the current community. By not banning people who use bots you are implying that it is okay to bot because no one has been punished yet.

I have seen players say things like “it’s okay to bot, I haven’t been banned yet,” and yet, nothing has been fixed, they are still active. Shocking.

Think about Archeage, it was set to be one of the best MMO’s released to the public, the beta already had people raving about it. At launch, bots were used and the developers did nothing about it, causing the game to die soon after release. I really do not want that happening here, and by not banning bots, a standard to follow has been set.

The solution to this is simple: ban people who bot - but only the ones you can prove were legitimately botting, not just playing for a few hours straight.


iii. Conclusion
Botting is a deterrent for anyone trying to take the game seriously. I think if you want the economy to survive into 2019 (which is important for any MMO,) something serious needs to be done about bots. Everything else has been explained already in previous sections and I don’t know what else to add here without repeating myself more.

burntoutdex
01-22-2019, 04:42 AM
Lacklustre Tutorial


To successfully capture the interest of a new player, the tutorial needs to encompass all aspects of the current game – not just the old ones. I understand that the last time the tutorial was updated, a client update was needed. To avoid this, perhaps, the tutorial could simply direct new players to the guides (written by the respective users) on forums for using the CS (https://www.spacetimestudios.com/showthread.php?32337-A-Guide-to-Making-Money!), farming (for farming use the CS one or this (https://www.spacetimestudios.com/showthread.php?90381-How-To-Be-Rich)) and class roles (https://www.spacetimestudios.com/showthread.php?17534-Your-Job-(or-How-Not-To-Look-Like-A-NOOb). Also, an excellent place to direct new players is to this guide compendium (https://www.spacetimestudios.com/showthread.php?20352-Guides-Indexes-Helpsheets-amp-all-other-wonderful-stuff-in-one-place) by Redbridge – seriously, I spent hours poring over this when I first started.

Another part of the game that is almost a necessity nowadays is daily blessings.
The quest line does encourage you to collect your daily blessings from the Elf Queen, which guarantees you a combination blessing. Which gives you a better percentage to loot a pink (legendary).
The problem with the questline is that im sure many players would skip this quest and just run further up to kill mobs. By putting it in the tutorial it will allow players to know that blessing exist and hopefully that they are worth using. I fully suggest moving the NPC pictured below into the tutorial, so that players know what to do before they start their adventure.

https://i.imgur.com/dIssZ71.jpg

Perhaps a good way to cover all this information is to send players to forest haven towne immediately after finishing the tutorial. After this, they would be directed to the towne crier, who would link them to the respective guides. All credit to Dolloway for the idea about the towne crier, he was the one who told me about it. Perhaps it could look like this? The guide to enchantments by Sunflwrshine can be found here (https://www.spacetimestudios.com/showthread.php?428401-Guide-to-awakening-and-enchanting-gear).

https://i.imgur.com/1A6OXsV.png

The CS is essential for making money in this game, and also gearing yourself for the dungeons to come. However, as a new player, first opening the CS might be really confusing. I know when I first used it, I always thought each bird would have a different selection of items because I was never told it would be any different. The tutorial definitely needs to describe how the CS works, and it would be far better if this was done in game than out of game via forums.

Another thing that needs to be explained is: where you go after you finish the tutorial. New players need to be told that the magic portal will always lead them to the next quest they haven’t completed if they have any active – I have met veteran players that do not know this.

Though it isn’t directly related to the tutorial… upon reaching 77, there needs to be a prompt about where you go. I know I was completely lost for a few days because I didn’t understand how the new maps worked.

Though these are solutions that don’t involve revamping the tutorial, it will still leave many players totally lost. The only way to fully ensure that a new player won’t be confused is to extend the tutorial length to level 4 so that there can be a section where the player is guided through listing some arbitrary item on the CS.

The tutorial needs a revamp at some point – the sooner the better – even returning players who have played since early 2010 are still struggling to understand the various niches that the game now possesses. Imagine what a new player would feel like.
The hardest thing when you start off on a game is information overload. Learning how to navigate the game and completing simple tasks is all new. This is entirely true, I don’t think any new player would completely understand how this game works without an extended tutorial.


Player suggestions that I don’t know where to put:


Reverse CS
https://i.imgur.com/gYorgxh.png
This has been suggested by many, and is quickly explained by the player Snacking in the forums somewhere:


Hear me out
What if a reverse cs was added to the game?
Instead of listing your items for the price you want to SELL them for in the regular cs, you can list the price you want to BUY items for in the reverse cs. Players can go in, click on the price someone has offered for the desired item that they have, press sell, then confirm.
I know what you’re thinking, well what if they list that they’re buying something for 10m then spend 2m on something else? Are they just 2m in debt?
No
To successfully list the item you are buying, you must deposit GOLD into the reverse cs until someone claims the gold in exchange for their item.

Hopefully everyone understands the concept I’m getting at. I feel like this addition would be game changing.



Like and Dislike Button for Toxic Players
I’m certain this has been mentioned in the past and will probably never be added. However, it would be a good way to monitor foul language that is said on occasion – perhaps it deserves some more thought by the devs?
https://i.imgur.com/cY0IaAR.png


Extra Thoughts From Players

This autolevelling option will be a welcome addition to the game, using the premium currency platinum.

Requirements will be that you must have at least capped one character to maximum level before this option is available.”

I think for this to be of any use, it must cost more platinum than doing it the long way ie. Levelling). The figure of plat cost is known only by devs, so it should be researched before it is put in without thought.

One option can be free plat offers. The player must reach a certain level before they receive the free plat. This can encourage new players to continue to play the game after their offer is complete.
This feature already exists in Arcane Legends: Pay 500 platinum to reach the highest level. This could potentially bring in a lot of revenue for players that are too lazy to level. However, it must be more expensive to level this way than it is to do it the conventional way. Perhaps the devs could work out the average plat spent from L1-105 and then produce a suitable pricetag based off of this?

Some things to keep in mind for the new cap from Walie:


1) Create more competition in the endgame items market to drive the price down. Example: Increase the drop rate of the obscenely expensive droppable items to better saturate the market and create more competition to sell (drives down the price). Important: Preferably do this slowly so everyone doesn't get rich beyond belief.

2) Make the event rewards be item farmable, not gold farmable. Note: Don't make the zone farmable items better than the existing endgame sets. Maybe have higher drop chance FOR the existing endgame items in these zones.
That's my 2 cents

Suggested by Ptsx, Sunflwershine and Wreckor: an option to turn off the elixir button near the joystick in case of accidental clicks.

Suggested by Quality and myself:
Replace the bird skill meditation with one called ferocity and make it give +30dmg, 10crit at L6.
L1 5dmg
L2 10dmg 2crit
L3 15dmg 4crit
L4 20dmg 6crit
L5 25dmg 8crit
L6 30dmg 10crit




Too Long; Didn't Read
This is extremely summarised and brief. If any suggestions are going to be listened to then please ignore this entire section as it does not cover anything in nearly enough detail.


1. Lack of Ways for New Players to Obtain Wealth

Make quests give 1k gold per completion along with potions to help sustain a new players ability to play the game. Teach players how to farm in the tutorial

The gold inflation will increase over time - a gold sink is needed.

Advertise events better in ways mentioned inside the thread so that new players are able to play and earn gold at the same rate as everyone else.

Fix the autoleveller so that it distributes skills and stat points effectively by taking suggestions from inside the thread.



2. Little to no advertisement of the Game in the App Store and Playstore

By increasing the games App Store presence it will enable more people to find and enjoy these games which creates more revenue for your company.


3. Gambling.. Oops, I Mean Enchantments

Rolling for enchantments is literally gambling, something needs to change to make it fairer. Suggestions that have been made include locking slots or being able to roll one at a time, there is more detailed in the thread.

Though it has created a goldsink there still needs to be a more effective one as 1k rolls is little when you can earn 300k in one run.

Remove enchantments from PvP entirely and make them PvE only along with making 3pc rings either L76+ or have no use in PvP whatsoever.

Not all players have goldloot enchantments and this only furthers the gap between the rich and poor creating a very difficult economy to deal with as a new player. Suggestions to help fix this are detailed in the thread.



The Impact of Botting

Something needs to be done about botting... urgently. Solutions to help stop bots from entering gold farming maps are suggested inside the thread and in numerous places across the forums - they should be considered and implemented.


Lacklustre Tutorial

The tutorial fails to cover any of the new mechanics that have been implemented since the last tutorial revamp. This obviously needs to be fixed and a solution for it is detailed in the post.


Closing Remarks

What started off as a conversation in towne with a friend quickly turned into a full-blown project that I have spent many hours working on. I have lurked the forums for this game since early 2011, I have seen countless feedback threads and read almost every thread in both the PvP and general discussion. The threads I have seen that draw a response from the developers tend to be the ones that are inclusive of as much of the community as possible – I have tried my very best to include as many guilds and players as I could, whether that be through contact on discord, in game, or simply referring everyone to their excellent threads.

This project would not have been possible without the help, criticism, threads, and suggestions from all of the players denoted below:

Kixxler, Ruby, Commons, Sunflwrshine, Mage, Timelife, Ghost, Xyzther, Plqx, PLPR, IiRose, Jun, Dolloway, Bvdlight, Blitz, Quality, Mazzikein, Searicak, Fne, Vvinter, Guzan, Flacs, Allhail, Ptsx, Ellyidol, Mr Wallace, Eleanor, Apraxhen, Physiologic, Rot, Walie, Mendozza, Zapoke, Yobers, Opest, Purppaw, Royce, Shelby, WhoIsThis, Jen, Hook, Dudetus, Otukura, Hopeugotit, Communion, Wucker, Fleshdrill, The Happiness, The Sadness, Quackups, Lawrence, DivineMoustache (Fight), Pharcyde, Vvarlocks, Duke, Whirlzap, Griffinfan, Ptsx, Aaav, Endofmen, xvanitykingx, communion, Draebatad, DrCombo, Idesolate. Eversmiles, Glorifying, Cxxm, Xrax, Jocelynflores, Wreckor

The guild composition of this player-list is very diverse, going from top end PvE guilds through to prestigious low level PvP guilds, and everything in between. Here is the list of guilds of the various players I have spoken or referred to in creation of this guide:

<The Community Guild> <Revive> <Eclipse> <Lore> <Bounty> <Paradigm> <The Dream Team>
<Fundamentals> <Unity> <Revelation> <Apex> <Amity> <Restoration> <Wutang Clan>
<The Dissidents of Go> <Quantum> <Daisy> <Artplay> <Trade> <Infinitum> <A E O> <Copycat> <Reborn>

Griffinpuff
01-22-2019, 06:11 AM
10-0. Madcuzbad?

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XghostzX
01-22-2019, 09:09 AM
This is an awesome thread, Cam. I look forward to reading it in it's entirety when I have more time. The community appreciates your devotion and passion :)

xzLegendszx
01-22-2019, 09:23 AM
Really nice thread.

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Snacking
01-22-2019, 10:29 AM
Amazing thread. Really needed to be said, I only pray cinco listens

xzLegendszx
01-22-2019, 11:48 AM
Amazing thread. Really needed to be said, I only pray cinco listensYea true or else it is just a waste of time sadly...

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PurongPinoy
01-22-2019, 12:00 PM
Cinco would you mind reading this thread?

XghostzX
01-22-2019, 12:26 PM
I wrote a little bit about enchantments, and thought I'd share one more thing:

Gameloft's Order and Chaos does a really cool thing with enchantments – players can farm 'gems' in dungeons that boost their stats. Enchantments/gems are also tradable and can be bought in their CS. Imagine the spur of activity in PvE if players could 'farm' and therefore trade tangible enchantments.

Players are always asking for something to farm for – enchantments would certainly be a cool thing to obtain through dungeons rather than just re-rolling (or, just have both options available)! Players might actually spend plat on elixirs for farming enchantments, AND it would eliminate the complaint that the system is too luck-based. This of course could be a potential solution if Cinco and others at STS refuse to give up their enchantment system.

Hoplons
01-22-2019, 01:14 PM
thank you for this thread and taking time out to write it. it is much needed. we should not be focusing on new caps, but instead we should be focusing on new players, fixing major problems. then i would love to see new caps and events.

burntoutdex
01-22-2019, 02:45 PM
I wrote a little bit about enchantments, and thought I'd share one more thing:

Gameloft's Order and Chaos does a really cool thing with enchantments – players can farm 'gems' in dungeons that boost their stats. Enchantments/gems are also tradable and can be bought in their CS. Imagine the spur of activity in PvE if players could 'farm' and therefore trade tangible enchantments.

Players are always asking for something to farm for – enchantments would certainly be a cool thing to obtain through dungeons rather than just re-rolling (or, just have both options available)! Players might actually spend plat on elixirs for farming enchantments, AND it would eliminate the complaint that the system is too luck-based. This of course could be a potential solution if Cinco and others at STS refuse to give up their enchantment system.

Agreed.

Something suggested before was to have the ability to farm amulets in regular campaigns that already had stats rolled. The better enchants would be rarer to increase farming activity across the board. I really think it should be considered because as of right now PvE is empty and that makes it difficult for a lot of players.

plpr
01-22-2019, 03:09 PM
Great thread cam. I hope all players not just devs but anybody that clicks on this thread takes the time to read through it and realize change needs to happen right now.

P u r e
01-22-2019, 03:19 PM
This is an exact outline of changes that need to happen if PL is expected to survive and grow in 2019 and beyond.

PLEASE GIVE THIS THREAD A READ AND IMPLEMENT OUR WANTS AND NEEDS!

Buchmeister
01-22-2019, 03:58 PM
I have to disagree with the economy bit. Yes of course the gap between rich and poor is ever-expanding (which happens a lot with games almost a decade old) and obviously it's an issue but that isn't to say the gold that the poor peeps have isn't affected by inflation. I see low lvls running around with vanities and such that cost at least 100-300k so the fact that they have like NO money is a little blown out of proportion.

Honestly if enchantments were gold-only (with no platinum cost at all) then I feel like that would open enchantments up to the collection of free-to-play players so gold can then circulate out of the economy.

This is an excellent thread so I do suggest you tack on a tl;dr at the end because the likelihood of Cinco reading all of this is slim.

Fwend
01-22-2019, 05:59 PM
A well thought out thread to give STS honest and current feedback on what we feel are issues on our beloved game Pocket Legends.

I understand this was months in the making and you consulted a vast majority of our PL community for their opinions on these important issues our game is facing.

I do hope this gives a voice to what players want improved on the game, and STS do consider and make real necessary changes to improve the activity on the game.

burntoutdex
01-22-2019, 08:52 PM
I have to disagree with the economy bit. Yes of course the gap between rich and poor is ever-expanding (which happens a lot with games almost a decade old) and obviously it's an issue but that isn't to say the gold that the poor peeps have isn't affected by inflation. I see low lvls running around with vanities and such that cost at least 100-300k so the fact that they have like NO money is a little blown out of proportion.

Honestly if enchantments were gold-only (with no platinum cost at all) then I feel like that would open enchantments up to the collection of free-to-play players so gold can then circulate out of the economy.

This is an excellent thread so I do suggest you tack on a tl;dr at the end because the likelihood of Cinco reading all of this is slim.

Perhaps this is true and i may be mistaken. However, i have always been under the impression that new players have little to no gold at all in comparison the the experienced playerbase. By simply looking in places like Balefort, Alien Oasis and Forest Haven it is plain to see the gap in wealth between players, though, perhaps it is not as bad as it appears to me.

Gold only enchantments are a good idea but they yield no benefit for StS other than gicing us a goldsink i.e. no revenue is to be made for them.

I added a very brief tl;dr, thanks :)

DollarStore
01-22-2019, 09:38 PM
I realized you said take gold farms out of the game. I completely disagree. Instead of waiting for an event. Make gold runs cost plat. Ex: Bronze (2 plat) silver (5 plat) gold (10 plat). and after each run you have to wait 15-30 minutes before you can do another run. (This ban goes throughout all your alts) this can let new players make some gold and a head start on merching.

Buchmeister
01-23-2019, 01:10 AM
Gold only enchantments are a good idea but they yield no benefit for StS other than gicing us a goldsink i.e. no revenue is to be made for them.

Well true, but my main point is that there should be some way for players to spend only gold on gameplay elements outside of recipe costs so gold can circulate out of the economy to patch up inflation a wee bit.

Perhaps a new vanity dye system hmmm?

burntoutdex
01-23-2019, 01:12 AM
Well true, but my main point is that there should be some way for players to spend only gold on gameplay elements outside of recipe costs so gold can circulate out of the economy to patch up inflation a wee bit.

Perhaps a new vanity dye system hmmm?

Yeah, purchasable vanity or recolour packs for gold is a good idea. who knows, maybe we'll see those in the next cap

Snacking
01-23-2019, 11:03 AM
I think enchantments just need a nerf. Removing enchantments entirely is not a good idea. Doing that would take away too much from current players that do have good enchants. In my eyes, the reasonable thing to do is nerf it pretty hard. Enough so that it’s useful enough to maintain its value, but not game breakingly useful.

Draebatad
01-23-2019, 01:07 PM
There are many good [bot] countermeasures on forums that have been suggested.

The best one made by a player, Draebatad, was to simply enter a randomised 2digit code upon hosting a gold-farming map. This would stop bots from gold farming entirely. His suggestion can be found in more detail here (https://www.spacetimestudios.com/showthread.php?429188-Automation-countermeasure-for-event-tiered-gold-farming-maps)

Thank you.

In the interests of stopping bots, I would like to see this implemented as originally suggested.

I had suggested to STS that this be used to stop botting on maps known for abuse, as well as on the event gold farming maps.

As a compromise of sorts, on these forums I limited that suggestion only to the event gold farming maps.

But I feel like it would be better off for the community in the long term to see the 2-digit random code query added to any maps that are known for or have potential for abuse by users who turn to macros to game the system.

So, this could potentially include Plasma Pyramid, Red Dragon Slayer, various Shadow Caves maps, as well as event gold farming maps, and if prone for abuse, the competition event maps themselves.

For the sake of our small but loyal community, it is very important that the game's terms of service be fully enforced when it comes to bullies/toxic players, scammers, and botters. The liability of allowing them to endlessly cause people to quit is just too much. There should be warnings and if they refuse to abide by the TOS, they should be given the perma ban hammer.

In regards to enchantments, perhaps just as a temporary trial run, it would be nice to see them made active in PvE zones only, along with elite rings being made L76+ and stat guns being made PvE only as well, just to see how the activity levels of PvP respond to those changes. If the response is positive, and the activity levels increase, and old players return to their favorite PvP twink zones, then we just might be onto something.

At this point in the game, I think a little trial and error is worth the risk to see what is truly better for and helpful to PL. No harm in a little tweaking to make everything just about perfect.

http://www.pocketlegendsreborn.com/downloads/brosig.jpg (http://pocketlegendsreborn.com)
Links: Pocket Legends Reborn! (http://pocketlegendsreborn.com) /// PL Party Zone Discord Server (https://discord.gg/crkUCUx)

TheUnity
01-23-2019, 03:33 PM
woah nice thread LET'S GETIT 2019!!!!!

xzLegendszx
01-24-2019, 09:01 AM
Main problems for me right now in Pocket legends are
1. Enchanting lvl (30)
2. Tutorial
3. Quest rewards (Boring)
4. And Botting in Pocket legends

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Draebatad
01-24-2019, 02:45 PM
Would also be great to see the number of trade slots increased to 8: https://www.spacetimestudios.com/showthread.php?426675-Increased-number-of-trade-slots

http://www.pocketlegendsreborn.com/downloads/brosig.jpg (http://pocketlegendsreborn.com)
Links: Pocket Legends Reborn! (http://pocketlegendsreborn.com) /// PL Party Zone Discord Server (https://discord.gg/crkUCUx)

burntoutdex
01-24-2019, 08:32 PM
Would also be great to see the number of trade slots increased to 8: https://www.spacetimestudios.com/showthread.php?426675-Increased-number-of-trade-slots


It would certainly be a benefit, and one we have been asking for for ages


Main problems for me right now in Pocket legends are
1. Enchanting lvl (30)
2. Tutorial
3. Quest rewards (Boring)
4. And Botting in Pocket legends

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in a nutshell, yeah

burntoutdex
01-25-2019, 01:09 AM
Suggested by Quality and myself:

Replace the bird skill meditation with one called ferocity and make it give +30dmg, 10crit at L6.

L1 5dmg
L2 10dmg 2crit
L3 15dmg 4crit
L4 20dmg 6crit
L5 25dmg 8crit
L6 30dmg 10crit

xzLegendszx
01-30-2019, 03:02 PM
Bump (Thread important)

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Draebatad
02-01-2019, 05:52 PM
Work on the new tutorials should include a section that covers platinum, and give a good number of examples of how and when plat is so very useful in modern day PL, detailing the most common ways that the average player best spends their plat.

For example, platinum is best used for elixirs (and which ones, for what purposes), to buy trade-friendly vanities and other items during events, etc. How to add more inventory or CS slots is obvious, but how to get into Prison or Maxx Cave as a low level or any level, with the ideal elixir(s) and stat pets, may be less obvious to the inexperienced player.

New in-game tips could be added (to the array of existing tips) to cover such bits to help make everyone aware of how plat can be amazingly useful and where it is best spent:

"Want to reach level 105 fast!? You can! Purchase a Maxx Cave ticket, All Access Elixir if needed due to level requirements, and a Five Star XP Punch to max out your luck, xp, armor and damage. A Dev, Warbird or Tinsel stat pet is highly recommended in this dungeon, along with 2 or more high level players in your party."

In conclusion, more people being informed of the many uses and how to best spend platinum to their advantage, has the potential to increase the amount of plat being bought and consumed.

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Links: Pocket Legends Reborn! (http://pocketlegendsreborn.com) /// PL Party Zone Discord Server (https://discord.gg/crkUCUx)

burntoutdex
02-01-2019, 08:36 PM
I am sure that is something StS would be inclined to do. Perhaps it is worth their consideration if the tutorial ever gets fixed.

xzLegendszx
02-02-2019, 03:33 PM
I am sure that is something StS would be inclined to do. Perhaps it is worth their consideration if the tutorial ever gets fixed.Yup the Tutorial is so Bad.

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seasidesolitude
02-04-2019, 10:36 AM
Bumping thread (of high importance)

MOLYA
02-07-2019, 07:42 AM
nice thread i like the idea and btw How many days did you spend on to make that all..

burntoutdex
02-07-2019, 08:00 AM
nice thread i like the idea and btw How many days did you spend on to make that all..

an entire month.

xzLegendszx
02-07-2019, 08:10 AM
an entire month.There you see a Player who really cares about Pocket legends...

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Irishcow
02-07-2019, 06:09 PM
I wish this would happen. Sadly STS would rather make more money than satisfy its players.
Why do I think this? They are making a new cap without fixing all these problems in the game and not adding these wonderful suggestions. D;

Absolize
02-07-2019, 07:57 PM
Remove enchants from PvP, best solution. 🤷🏻*♂️

Draebatad
02-07-2019, 10:05 PM
I wish this would happen. Sadly STS would rather make more money than satisfy its players.
Why do I think this? They are making a new cap without fixing all these problems in the game and not adding these wonderful suggestions. D;

That is pure speculation at this point. Who knows what all they are working on right now in regards to the community feedback. Let's be hopeful, patient, wait and see.

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seasidesolitude
02-10-2019, 08:27 PM
I’ve been playing PL since 2012 or 2013 and it’s so sad to see where the gold economy has gone I’m losing faith and it sucks... say goodbye to new players, good luck getting enough gold to purchase anything actually worthy in the game you’re either rich or your poor... :(

xzLegendszx
02-11-2019, 02:11 PM
True ads wouldn't help Sts would just lose all players because of the Gold Economy

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Calzone
02-13-2019, 06:15 AM
This thread is such a true reflection of how the current PL community feels.. kudos on the effort required to put this together.
I actually tried to introduce the game to a few friends who quickly got discouraged by the income (and therefore gear) disparity between the new and old players and lack of tutorials. They gave up after 15mins.

burntoutdex
02-13-2019, 06:55 AM
This thread is such a true reflection of how the current PL community feels.. kudos on the effort required to put this together.
I actually tried to introduce the game to a few friends who quickly got discouraged by the income (and therefore gear) disparity between the new and old players and lack of tutorials. They gave up after 15mins.

Pretty much. The disparaty in gold making ability is quite large because of a lack of tutelage in the early game (where it should be most important..to keep new players around).

Dolloway
02-23-2019, 09:47 PM
Lack of ways for new players to obtain wealth

i. inability to obtain sufficient gear to play solo (regardless of player skill)

The point you made about being able to clear maps up until players hit the tombs is quite true, with the exception of perhaps Sandstones Caves which I've found is slightly harder than other maps around the level 18-25 range due to mob abilities, sandstorms that follow you, and quicksand spots that can kill you in one shot at this level.

Regardless, players can choose to level in Fathom Crypts over the Sandstone Caves, so this isn't as much of a bump in the road as Alien Oasis 2 Tombs are to players who reach them.

The aliens attack for an exceptional amount of damage and the Djinns have far too much health. I remember trying to solo these Djinns a while back in normal gear without elixirs or a pet and I would literally have to run in circles around the map for often several minutes until each Djinn would fall due to its significant health pool. The mobs could certainly be toned down to make it easier for newer players and less fortunate players who don't own a pet.

To add to this, I think the big Lava monsters in Blacksmoke have far too much health and some have a ranged attack that lowers the player's health and mana pool, meaning players will have to waste even more potions in order to survive these mobs. There are other examples as well - the big Golem monsters in the Ancient Caverns have far too much health and players will often get sprayed by the barrage of quick attacks from mobs that also drain health and mana regen.

As we venture into the future of this game, we need to make the path to endgame easier for players leveling up. While pets have made the path easier for the wealthy, they have not solved the issue for newer players and those who do not possess enough gold to purchase a pet (Dev Dragon, Tinsel, etc.). Furthermore, Cinco should examine whether it would be a smart move to decrease the xp required to level up for lower levels as we drift towards the level 110 cap, particularly for the higher levels where the xp required to level up to the next level starts to creep higher and higher (70/80...85-105?). Over time, it should become easier to level up once that level cap has passed us and a new one is introduced.

The suggestion you made about quests offering more gold is a valuable one. Personally, I would make it so that the quests give 3000 gold per quest completed. It is difficult to bot quests over and over again and I don't think this would be abused by the community; rather, I think this would very much help newer players obtain the necessary gear needed to complete maps and campaigns.

In addition to this, I would also like to suggest that perhaps quests could offer better rewards for players who complete them. As of right now, there are valuable rewards given to players for completing certain quests (I.e. Cyber, Black Ice, etc.), however, these are few and far between. It would be truly awesome if Cinco could add some better quest rewards to Forest Haven-Ancient Caverns maps. As of right now, the quests seem very much outdated and the rewards feel obsolete compared to the more helpful gear that players may obtain through other means. For example, if Cinco added a new quest or overwrote a pre existing quest to Forest Haven and made it so completing the quest rewards a level 5 item of your choosing (level 5 purple Forgotten Bow, Forgotten Staff or Forgotten Blade), this would help new players out so much in the beginning stages of the game against mobs up to level 20. Another example of a quest reward Cinco could possibly add is a recolored level 66 Angel set (we can make it level 68 if you'd like to make the two differentiate, similar to how Green Ice is level 32 while regular Ice gear is level 30) that can be obtained through completing quests in Humania.

I would also opt to increase the base amount of potions that a player can carry from 25 to 100. Purchasing potions isn't a viable gold sink in this game any longer and there are many other better sinks available (enchantments, event vendors, etc.). I personally wouldn't mind seeing the minimum holding cap increased from 25 to 100, as well as potions regenerating at a faster rate as a reward for killing mobs. I think such a small change like this could go a long way in helping out newer players survive in maps, especially if the 'Auto-Use Health Potions' option is on. As Burningdex stated, in addition to completing a quest, the quest should automatically give a player 25 health and/or mana potions (maybe one of your choice?). I must emphasize that newer players use health and mana potions as if they're candy... They're gone in a flash.

ii. gold inflation over time


With the recent implementation of Qtr/Stat Guns, and Stat Pets, PvP over L50 has all but died out. These weapons add such insane stats compared to campaign weapons, that there isn’t really any use for the other items. These weapons, as of right now, are only obtainable for platinum inside events. The “cheapest” you can buy a Qtr for is 500Platinum. If you take the value of 1platinum, at the best possible price (eg buying 2k at a time), 500Platinum equates to $25USD. However, this is unrealistic, as I believe most people buying qtr’s buy Platinum 800 at a time, meaning the value of 500platnium is $36USD.

In the recent event, a new stat pet was added, Tinsel. This pet was available for 400platinum, meaning it has a monetary value of $20 USD if buying platinum 2k a time. This is probably the item in the highest demand at the moment due to its speed and superior stats. It’s worth 25-30million gold – a figure almost unobtainable to new players due to the lack of gold given by quest rewards. This really extends the gap between rich and poor, as newer players will struggle to ever acquire wealth in an economy where everything is overpriced.

The supply for these event items will never be as steadily available as an item that can be farmed, as they are discontinued. The problem with this is that Qtr Weapons and Tinsel’s are in such high demand due to their usefulness in PvP and PvE, that their prices have skyrocketed to anywhere over 10million gold.

Their introduction has also killed off PvP at levels over 50 as no other gear is needed. This in turn, means that no one farms the relevant campaigns for once desirable gear. This means most new players have an inability to obtain gear for their level as nobody farms the maps and auctions off trash drops for cheap. Meaning the supply for items is decreasing continually, whilst the demand will always be increasing as long as players are levelling up – increasing the price per item.

Burningdex is spot on right here. Simply put, no other weapon can compete with the Quarter Stat weapon in both PVP and PVE. Coupled with enchantments, the introduction of level 50 Quarter Stat weapons has caused level 50-80 PVP to die out.

In my opinion, the best option to combat this current dilemma is to heavily nerf Quarter Stat weapons in PVP, similarly to how level 100 Pure Stat Weapons were nerfed in PVP. By doing so, regular gear such as level 50 Shadow Weapons (with wand, shotgun, or Axe) will actually be useful again in level 50 PVP other than just the helms and armors that players wear while equipping a Quarter Stat item. If the Quarter Stat weapon is heavily nerfed in PVP, we may very well see a resurgence of level 50-76 PVP where the campaigns' sets (AO3 all the way until Blacksmoke Mountain) can flourish in PVP once again without being totally outclassed by Quarter Stats. On the flip side, Quarter Stats would still be amazing in PVE, which is their primary use right now anyway considering there's almost 100% inactivity in PVP for levels 50-99.

Once Quarter Stats are nerfed, level 50-76 campaign weapons and shields will be sought after again and will be valuable in the market once more; thus, there will be more gear farmed... But how much is uncertain, as this solution is only one to a problem that requires several solutions to truly resolve its problem.

iii. event's and their little advertisement in-game

Events should definitely be advertised better in-game. As it currently stands, the only advertisement in-game that happens is a little note in the update banner box. Other than this, you have to go out of your way to find out details about upcoming events on the game. If you're not a forumer... Well, you're going to have a significantly difficult time trying to find out about the next event or content update. While there are Discord channels that help players out, keep in mind that not everyone knows about these channels or is a forumer and can come to realize these channels exist to help out players.

The forums are very inactive currently and I can't think of a more inactive period of time in PL's forum history than in 2015 when developers stated that they would no longer be updating the game. Clearly, something needs to be done.

In the case of advertisement, there are multiple ways to inform players that only casually play the game or are not forum/Discord regulars. Firstly, Cinco can make a box pop-up on the game when you login to the app, similarly to how the game automatically advertises STS' other games available for download. For example, the pop up box can say something like "Valentine's Day Event Coming! Click HERE to find out more!" with hearts to make the message decorative. Upon clicking the pop up box, this would prompt the user's browser to open up the Announcement thread where Cinco posts details about the upcoming event. This would potentially attract new voices to the forums since the game desperately needs an active forum community again in these quiet times.

In addition to this, the Towne Crier can be utilized in an effective way again to get messages about events across to all players. Perhaps when joining a town after an update preparing for an event or a notable content update, a message can pop up on one's screen and state "Talk to the Towne Crier to learn more about Friday's upcoming event!" or something in that fashion.

iv. Autolevelling

I don't have much more to contribute to the auto-levelling discussion other than what Burningdex posted in this thread. However, I do want to take a moment to comment on two things; first, I want to take note of the fact that by level 9, archers automatically receive two points into the skill Avian Scream if they have auto leveling on, when those skill points would best be used on skills like blast, root, or focus. It doesn't make too much sense to encourage low level archers to get close enough/on top of their enemy in order to hit avian scream. As Burningdex stated multiple times, low level players often run out of health potions quite quickly and the best tactic a low level archer can use to combat mobs is kiting, rather than getting up close and sacrificing a chunk of health just to hit an avian scream when that damage could come from a blast shot instead.

In addition to this, I believe that Avian Scream un-root/un-freeze scaling goes by 20% each level up to level 5. This means that at level 1, an archer would have 20% chance to un-root themselves, 40% at level 2, etc. From my understanding, this un-root/un-freeze ability wouldn't be necessary/helpful to archers until they reach Lost Expedition maps in the mid level 20's and have to unfreeze themselves from the constant Yeti attacks. Therefore, I see no purpose in having the auto-levelling system give archers Avian Scream at such a low level, let alone put two points into the skill. It seems as if the system doesn't distribute points on the basis of their usefulness, but rather if a new skill is unlocked, the system automatically distributes a point into it to alert the player that they have unlocked that skill, even though that skill may be of little to no use to them at their current level.

Now that that's out of the way, I'd like to focus on the skill Meditation, perhaps the most useless skill in the game... And Divine Aura, which barely fails to pass Meditation as the worst skill in the game, but only because Meditation has a self armor-debuff when cast, while Divine Aura does not.

As we can see based on the auto levelling screenshot shown by Burn, archers receive one point in Meditation by the time they reach level 9 - this is one point too many. In fact, there's a rock solid argument for never using Meditation at all in this game, even if you're a level 105 archer.

https://i.ibb.co/SrN8kf9/image.png

If you take a look at the picture above, you can see right off the bat that level one Meditation self-debuffs an archer's armor by -2. At such a low level where the archer only has roughly 5-7 armor, a cut of -2 is huge and is equivalent to a drop of 22-40% of the archer's total armor.

In addition to this, it costs 10 mana to cast level 1 Meditation and will result in a gain of 26 mana (3 seconds of +12... 36.. Minus the initial cost of 10). This is simply not enough to cast Thorn Wall, which costs 30 mana. Ideally, a mana-regeneration skill would regenerate enough mana to cast at least one skill, no matter the cost.

https://i.ibb.co/d5HwHTH/image.png

While Rhino's Divine Aura does not have a self-debuff, it costs 10 mana to cast level 1 Divine Aura, which results in a gain of 14 mana (3 seconds of +8... 24.. Minus the initial cost of 10). This is even worse than Meditation and the gain of 14 is not enough to cast any Rhino skill (excluding mana-free skills, of course), even Summon which costs only 15 mana.

In sum: Meditation (the worst skill in the game) and Divine Aura (the second worst skill) have almost zero practical use in both PVP and PVE. The costs of using either skill far outweigh any gains you could possibly make by casting the skill, especially in the case of Meditation's self-debuff.

So I'd like to propose changes to these two skills. Firstly, if the goal is to provide archers a skill that results in a gain of some stat and a loss of another stat, perhaps Meditation should work as followed:

Casting Meditation would result in the same mana regen growth as it currently has, while in addition buffing an archer's skills by 30 damage/10 crit. To compensate for this, the archer would also lose -10 armor while casting the skill. This would obviously be a high risk, high reward skill that archers could utilize, especially in low level PVP <30 where archers struggle to kill enemies because they simply do not have enough damage to compete. Cinco could scale the levels up to 30 dmg/10 crit, -10 armor if he so desires. Meditation: Focuses on building up reserves of damage left in the tank, while letting one's guard down (armor).


Suggested by Quality and myself:
Replace the bird skill meditation with one called ferocity and make it give +30dmg, 10crit at L6.
L1 5dmg
L2 10dmg 2crit
L3 15dmg 4crit
L4 20dmg 6crit
L5 25dmg 8crit
L6 30dmg 10crit

I do not think there needs to be a new skill made - we can just use the existing one (Meditation). While I do partially agree with Quality and Burningdex, I also believe the skill needs a risk component as well to make it balanced (a self armor debuff, as the skill was intended when originally created).

L1 5dmg 1 crit, -1 armor
L2 10dmg 2crit, -2 armor
L3 15dmg 4crit, -4 armor
L4 20dmg 6crit, -6 armor
L5 25dmg 8crit, -8 armor
L6 30dmg 10crit, -10 armor

Level 7-9 could be scaled as follows:
L7: 35 dmg, 12 crit, -12 armor
L8: 40 dmg, 14 crit, -14 armor
L9: 45 dmg, 16 crit, -20 armor

The highest level offers the highest risk/reward element in the game with a self-debuff of -20 armor as compared to the -14 at level 8.

The same could apply to rhinos' Divine Aura as well, who tend to struggle in low level PVP, even above level 30. Both changes would be greatly more useful in both PVP and PVE for both classes and could go a long way in making rhinos and archers viable in low level PVP once more.

Alternatively, class-specific amulets could be added to lower levels that will help birds and rhinos out tremendously by buffing similar stats as I've written in this post. However, my point still stands that Meditation (and Divine Aura) as a skill would still be practically useless and have no place in this game.

Little to no advertisement of the Game in the App Store and Playstore

I'm not knowledgable or experienced at all when it comes to advertisement and the App/Playstore. I don't know how it works beyond the simple details stated in this thread.

However, I have ideas (though some are admittedly long shot) on how we as a community can restore the Pocket Legends player base.

I know one very common advice from the developers is for us to 'tell our friends, tell our family' to install PL and play it; a word-of-mouth form of advertisement. However, I don't think this is enough - there are only so many people we can tell, and pitching a game that has been out for nearly nine years isn't exactly easy when the kids these days are into the next big thing like Fortnite, Apex Legends, Brawl Stars, SSBU, etc.

Pocket Legends as it currently stands is just simply not a stream-friendly game. There's nothing too exciting to stream, whereas games like Fortnite or the newest game Apex Legends always have fast-paced action, insane shots, a landscape that is always changing (location additions, snow, planes, quads, etc.), a creative mode to build more game modes within the game itself, etc.

But there are ways for PL to become more stream-friendly and feel very new at the same time. If we look at a game like Brawl Stars, the game itself has many different modes, including Gem Grab, Heist, Brawl Ball, Bounty, and Solo/Duo Showdown.

Why can't we have similar or brand new modes in PL to make the game more action-packed and stream-friendly?

Games like:

Deathmatch (Time Limit 2 minutes):
The rules are quite simple: Gain as many kills possible within the two minute time limit. The team with the most kills at the end of the round will be awarded victory. This can be 1v1v1v1, 2v2, 3v3, etc.

Ring Leader:
The goal of this mode is to capture the orb in the middle of the map and to hold onto it until the time limit runs out (2 minutes). If you are killed in battle, you drop the orb and opponents are able to pick up the orb. Perhaps the person with the orb can have golden rings circling around their body to indicate they have the orb (like buying the Shadow Hunter elixir). If no players is holding the ring/orb at the end of the time limit, the game will go into sudden death - the first player to pick up the orb will be awarded victory.

Legendary Lootables:
This mode would have a combination of PVP and PVE elements. Elites, Pinks, Purples, Greens, Oranges (including crafting, weapons, shields, armors, helms, rings, amulets, etc.). A spawner in the middle of the map will drop items for teams to pickup throughout the match; the items will be of different rarity each time they come out of the spawner in the middle. The goal is to pickup ten items. Once a team has successfully done so, a timer will display counting down from 15 seconds. If a team manages to successfully hold onto ten items until the timer ends, they will win the game and be awarded the items upon victory. If a teammate is carrying three items and is killed, they will drop the items and opponents are able to pickup the items or teammates are able to gather the items once more. A player can hold up to ten items at a time. If a player is killed during the timer, the timer will stop and only restart once a team has picked up ten items once more.

Nuri's Penitentiary:
Nuri's monsters spawn randomly throughout the map, creating a difficult prison to navigate through. This will be a 1v1v1v1 mode where the player's goal is to loot the item that Nuri drops in the middle of the map. Upon doing so, a mirror will charge up (light up green). To get out of this penitentiary, the only way out is to charge up the mirror for 10 seconds and escape with Nuri's loot (lighted up mirrors will darken after thirty seconds if no player is able to escape and another mirror will randomly light up green on the map) This won't be simple though; the player who loots the item will have to fight off Nuri's minions, as well as three other players who also want the loot item. If a player dies, he will drop the loot item on the ground and any other player is free to pick it up. The player who can charge up the lighted up mirror and escape to towne will be awarded victory and the loot item. Perhaps Nuri's minions can also randomly drop damage, health, mana, speed, and armor orbs to players who kill them in order to help them out in escaping with the loot and fighting off foes.

https://i.ibb.co/4T1GGm5/image.png

Soccer Legends:
Add a ball to the middle of the map and two goals on both sides. The team to score three goals first wins the game. You cannot attack a player when you have the ball in your possession, you can only shoot. Those who do not possess the ball can attack the opposite team. Crypt Killers (3v3 PVP Arena) would be a perfect map layout choice for this mode. The ends of the map could act as goals.

https://i.ibb.co/Y2yPcsX/image.png
https://i.ibb.co/mDGZD1Q/image.png

Survivor:
1v1v1v1. Each player has three lives. Once a player is killed three times, they are eliminated from the game. The last player standing wins the game.

All player kills would count towards PVP stats, all mob kills would count toward PVE stats in these modes.

If modes such as these are introduced to the game, interest in streaming would grow with the action-packed new content. There would be a lot more value in streaming the game and viewers may want to watch the content to see how to efficiently compete in these modes, what loot drops, etc.

One of the biggest reasons streaming failed for AL when STS hired a streamer to promote the game and do giveaways is because it wasn't advertised very well, and the streamer was virtually unknown.

If STS were to hire a noteworthy streamer to promote PL (or any of their games, especially new ones), the game would grow in popularity.

Another idea that I believe has even more of a chance of succeeding is to pay social media influencers (Instagram, Tik Tok, Twitter, Reddit, etc.) to advertise the games on their platform. Although it may be the most obvious option, channel that STS chooses doesn't necessarily have to be involved with gaming. There are a plethora of other platforms with different genres that could advertise PL as well, such as music, memes, etc. There are also sites where you can go to purchase social media accounts for a few hundred dollars. These accounts often come with a few hundred thousand followers and if attempted, STS could hire someone or give the reigns to someone in the community who could run the account and advertise PL while still growing the channel with regular content. For reference, friend of mine was able to successfully purchase a social media account, grow the account from 300,000 subscribers to over a million, and promote his brand as a whole (gaining hundreds of thousands of followers on other social media platforms). To this very day, he still has a cult following of dedicated fans who would go so far as to even attend a virtual meet-and-greet. A channel for messaging quickly filled up with 99 other people in less than five minutes when my friend was testing out a meet-and-greet.

Imagine having people download PL so they can virtually meet one of their role models, big influences, or idols. The influencer could attract a large gathering of people to download the game and play just to see them. Even 100 new players a day would grow the game immensely compared to what we currently have. But again... The game definitely needs to be fixed before this should even be considered because it won't matter if you can attract users to try out a game if you can't also retain those same users to continue playing.

Gambling.. Oops, I Mean Enchantments

i. Gambling.. the actual probability

The probability of gaining perfect enchantments on three slotted (elite) gear items and four slotted (mythic) items calculated by Burningdex is purely insane. If you haven't seen his chart, he listed that players only have a .0003% chance of getting a perfect elite weapon, for example, and a .00002% chance of getting a perfect mythic ring.

I think it goes without saying that this is utterly ridiculous. There are many solutions to this problem that Burningdex has pointed out, but I'd like to add a few to the list myself. We understand that STS is a business, but this is worse than a casino, especially when you're trying to implement such a system to a game with only a few hundred regular players. Games with millions of players don't even have such poor systems.

First of all, it begs the question as to why there are downright silly stats that players can potentially roll. The only purpose of this is to make it even more difficult/impossible to get the enchantments that you desire. No player wants 1 int, 1 str, 1 Dex, 1 m/s, 1h/s, etc.

In fact, the ONLY desirable enchants as of right now (and since the beginning of enchantment introduction) are damage, armor, and the new gold loot% enchants. There is absolutely zero desire for any other enchants outside of these three types because damage, armor, and gold loot% outclass any other enchantment stat in the game.

One solution is to eliminate all enchantment stats that can be rolled other than damage, armor, and gold loot%. Keep the current enchantments on gear that has been enchanted already, but make crit, health, mana, m/s, dodge, etc. enchantments discontinued from the enchantment list so no player is ever able to gain these enchantments ever again. This would increase the probability of getting the enchantments that players desire.

Another solution to this dilemma is to make mythic sets unenchantable in the 110 cap. We do not necessarily need enchanted gear and if the stats of the mythic gear are superior to even the best enchanted 105 gear, this would be of no issue at all. So this is one idea to 'save' the 110 cap at least... But twinking would still suffer.

The best solution for players is obviously to just make enchantments PVE-only, but players such as myself would have zero interest in pursuing enchantments ever again if that were the case, other than maybe gold loot% enchantments or other enchantments that benefited players in PVE more than damage/armor (like a speed enchantment only applicable in PVE). There are ways to counter this though; Other potential enchantments that could be added to cater to a PVE-only audience might be reroll%, boss spawn%, spawn the boss multiple times type of enchantment, minion/enemy reduction% enchantment, healing over time% enchantment (say 5% heal over time), etc.

However, this very popular opinion among players is not good for the developers/STS from a business standpoint. It makes absolutely zero sense from a business perspective to completely get rid of the enchantment system. While the system may currently have major flaws, these flaws can be fixed. If we're being entirely unbiased here, what's best for business is to keep the system in the game but make it fair and transparent for players so they feel like they're getting their money's worth.

I'm going to be completely honest - I've dropped a few hundred dollars trying to get great/perfect enchants during this cap. I haven't even come close to hitting a perfect roll. I haven't even rolled a stat that's unobtainable by players with gold (i.e. More than 240 armor 80/80/80 slots on armors.. 220 armor added up on elite armor rolls is my max roll with platinum). With that being said, I told myself I wouldn't purchase any more platinum for enchantments while the system is clearly broken.

I know those who have spent 10,000 platinum rolling one single piece of elite armor trying to obtain good stats, merely to be disappointed when they cannot hit a number above 240 armor... Again, 240 is obtainable through gold rolls.

If it is so impossibly difficult to roll 'perfect' stats or even close to 'perfect' stats (not counting amulets and rings) even with platinum, what incentive do players have to keep pumping their platinum into such a reward-less system?

You aren't paying for a chance at a rare vanity out of a crate or loot box either; you're paying for stats that you absolutely NEED in PVP in order to compete. I would take far less of an issue if players were paying for a chance at something not necessary to one's success in this game (i.e. Cosmetics).

What's even sadder is that in other games, you can CHOOSE what to get with the money that you spend.

What personally turns me off with these 'enchantment rolls' is you're essentially paying for a dice roll. At least those with addictive personalities know that if they buy drugs, they know they're getting the drugs they paid for. Now imagine going to the dealer and buying stuff that may or may not get you high... That's essentially what the current 'enchantment system' is.

So I'd like to propose a new enchantment system that will be far more fair and transparent than the current one that we have now.

Everyone will start at .250% odds to hit a perfect roll at the start of rolling. Over time, this % will continue to increase, thus offering the player better and better odds at hitting a perfect stat like a 300 armor (100/100/100) elite armor with platinum or, if they alternatively use gold, their chances to hit a 240 armor (80/80/80) elite armor.

Take a look at the spreadsheets below to get a sense of how your odds increase over time/more rolls:

https://i.ibb.co/yPqhR47/image.jpghttps://i.ibb.co/BKXy24x/image.jpg
https://i.ibb.co/F06qrcr/image.jpghttps://i.ibb.co/cCFnjLg/image.jpg

As you can see, it would take a maximum of 363 rolls in order to hit a 'perfect roll'. However, it would most likely take significantly less rolls to achieve your 'perfect roll'. At just 40 rolls in, you can see your odds increase to 10% odds, far higher than what we currently have, and keep increasing to 20% or a 1/5 chance to hit a perfect roll once you hit 79 rolls without a perfect roll (100/100/100 - 80/80/80).

The sheet is self-explanatory... Your odds continue to increase for every enchant rolled without hitting a perfect roll.

As you can see in the box, a 'perfect roll' is comprised of only damage, armor, or gold loot% stats. All other stats are unwanted and useless to the vast majority of players. This means that you will never hit a 'perfect' crit roll of 5/5/5 because perfect crit rolls will not exist under this system. They will fall outside the scope of the system and not count towards the odds of hitting 'perfect' damage, armor, or gold loot% rolls.

I believe .250% is a nice percentage to start off with, although Cinco is obviously welcome to change this percent if he believes it to be best, perhaps making Mythic rolls start at .150% and legendary rolls start at .500% based on rarity.

I truly believe a system like this would be much more fair for both players and STS.

- Players will be able to finally achieve perfect stats on enchantment item rolls (excluding amulets and rings which can already be perfectly rolled).

- The market's prices on enchanted items/sets will witness significant drops. Sets will not cost 100m+ for the best/perfect/most close to perfect enchanted items anymore. There will be far more of these statted items in circulation.

- Developers can publish the odds of rolling perfect stats and be as transparent as possible with their player base, which would work to get rid of any player confusion. Currently, there are zero statistics published about the current enchantment system.

- Players won't have to pump infinite amounts of platinum down a hole that you can't see the bottom of. Rather, there will be definite amounts of gold or platinum a player will have to spend to roll 'perfect' stats and in almost all cases, players will have to spend far less than this 'definite' amount.

- The community will be less angry/feel less neglected. I think this is a good one.

Please consider implementing such a system as this that I believe would be 'best for business' - a fair and reasonable compromise between both players and developers.

ii. The Gold Sink

Several more ideas to add to the list:

- An npc that sells brand new vanity weapons/sets every few weeks. The vanities could cost 20m total and be a permanent feature in the game or something. Just recolour some dragon sets and people will buy it up. Easy work/gold sink.

- An npc that allows you to recolour your favourite vanities for gold. Recolor costs 5m each.

- New backgrounds that cost 5m each. Maybe animated backgrounds cost 10m each.

- An npc that allows you to recolour your face for 5m. Pink faced elves. Orange koalas. Blue canaries. Something something.

- More customization added to the game like in PLA. The two things that PLA did right was offer significant amounts of customization options (which PL could implement and use as a gold sink) and the gauntlet feature...

- A gauntlet map that requires 500k to enter each time. Players on top of the gauntlet leaderboard (for time/Wave completed) at the end of each season will be awarded a unique title or pet.

- Option to convert your weapon/shield/whatever into a vanity.. Costs 20m. Also maybe an option to convert it back into a weapon/shield/whatever for another 20m.

Miscellaneous:

There are other ideas that don't exactly fit the other sections of Burningdex's thread but could be added to the game to spark game activity.

Disable xp/Gain kills

Very simple concept. Revert the change that made it so that toons with disabled xp on cannot gain kills. This would make certain twink levels far more popular again. Additionally, this would help out the economy tremendously. Imagine locking a toon at level 56 (or 51) and farming Sewer pinks/gear to sell... Lots of oranges, greens, purples, and pinks would be available for purchase from campaigns 50-80 would be available in the consignment shop once again due to this simple addition. Players could farm kills while farming bosses/gear.

New Vanity Drops Added to Every Campaign - Renewed Farming Interest

Add vanity drops to every single campaign that mesh with the theme of that campaign. For example:

Forest Haven:
Orcish Bow Vanity
Meathead Vanity
Buwanda's Staff Vanity

Dark Forest:
Forest Leather Vanity
Platinum Axe Vanity

Fathom Crypt:
Wicked Winker Vanity
Demon Claw Vanity
Darkbolt Staff Vanity

Sandstone Caves:
Crystal Armor Vanity
Crystal Sword Vanity
Earthquake Hammer Vanity
Onyx Wand Vanity

Lost Expedition:
Yeti Leather Vanity
Green Ice Sword Vanity
Green Ice Staff Vanity
Green Ice Bow Vanity
Green Ice Wand Vanity (new)
Green Ice Talon Vanity (new)
Green Ice Axe Vanity (new)

Swamps:
Lizard Leg Vanity
Mamboza's Hooch Vanity
Voodoo Robe Vanity
Copperhead Trident Vanity
Frog head Vanity

Alien Oasis:
Desert Eagle Talon Vanity
Scorpion Leather Vanity

Alien Oasis II:
Red Khopesh Vanity
Yellow Khopesh Vanity
Scarab Bow Vanity
Mynas Helm Vanity
Royal Staff Vanity
Zuras Lance Vanity

Alien Oasis III:
Void Armor Vanity
Rift Armor Vanity
Mega Blaster Vanity
Cyber Armor Vanity
Anything Cyber Vanity
Void Talon/Shield Vanity
Cosmos Wand/Eye Vanity
Rift Sword/Shield Vanity
Keepers Staff Vanity

Sewers:
Fortified Helm Vanity
Different Colored Gem Bow/Staff/Wand/Sword Vanities

Nuri's Hallows:
Glyph Armor Vanity
Demonic Armor Vanity
Demonic Pieces Vanities
Glyph Pieces Vanities

Mount Fang:
Crafted Armor Vanity
Crafted Sanguine Bow Vanity
Crafted Lilith Staff Vanity
Crafted Orlok Sword Vanity

Humania:
Crafted Sandwalker Armor Vanity
Crafted Sandwalker Helm Vanity
Devil's Staff Vanity
Tiki Crusher Vanity
Phantom Bow Vanity

Blacksmoke Mountain:
Phoenix Bow Vanity
Fiery Wand Vanity
Fiery Eye Vanity
Fiery Armor Vanity
Savage Scythe Vanity
Savage Shield Vanity

Ancient Caverns:
Same as Sandstone Caves, except Crystal blue

Return of the Overlord:
Darzac Blaster Vanity
Darzac Armor Vanity
Wastex Sword Vanity

Prison Vanities:
Kyraz Bow Vanity
Casyr Wand Vanity
Casyr Eye Vanity
Molix Sword/Shield Vanity

I'll stop there for now, but you get the gist - add vanities to the loot table in each of the campaigns that PL has to offer. This would make PVE active once more, since currently no one has any motivation to farm any of these campaigns (for the reasons aforementioned). While looting these vanities, other pinks and valuables are bound to drop, causing CS prices to fall and opening up a larger supply of items for newer players to buy.

Ring Slots

Create a new type of vanity - the ring slot! Ever since the Trail of Lights Armor vanity came out, I and many others felt as if it shouldn't have taken up the place of an armor slot. It does not seem like a vanity, helm, pet, or shield at all and thus, shouldn't take up one of those vanity slots. Instead, this vanity was unique enough to warrant a new type of slot - the ring slot. Here, you will be able to equip vanity rings that gives you extra sparkles, stars, lights, smoke, etc. just as a set would.

These rings, like the vanities that I previously mentioned, could also drop in campaigns that fit their theme. There can be a demonic flame or glyph flame ring that drops in Nuri's Hallows... There can be a Gold/Green Sparkle ring that drops in Sewers... There can be a Purple Star Ring that drops in Shadow Caves... A burning ring that drops in Blacksmoke... You get the point. Once again, this would also respark interest in PVE and while farmers are trying to loot these items, they will inevitably loot other pinks and valuables that they will list in the consignment shop, thus decreasing the inflated price in the shop and creating a larger supply for newer players.

Daily Deals
The Daily Deals section of the game hasn't been touched in forever. I'm honestly not even sure if Cinco knows it exists, otherwise I think he would have updated the deals and capitalized on it by now.

Anyway, the Daily Deals can be both a platinum and another gold sink. New vanities can be put on sale for 5m gold, for example, as a gold sink (or plat).

There can be gaze faces added to the daily deals, for 60 or 75 plat instead of the normal 50 plat it costs during event times.

Level 10 amulets can be added to the daily deals for gold or platinum purchase.

Pure Stat and Quarter Weapons can be added to the Daily Deals for a fraction of its price in the platinum store.

Platinum packs (such as conqueror) can be added to the Daily Deal for a fraction of its platinum store price.

Different coloured Holoshields can be added to the Deals (black or rainbow Holoshield, for example)

Different coloured Starries can be added to the Deals (White with Black Stars, Red Starry that isn't Christmas-Themed and is darker like Voodoo Armor, Orange Starry, etc.)

Different Coloured Founder Helms without Stats (White Founders with Black Gems, Black Founders with Red Gems, Red with Black Gems, Blue with Gems, etc.)

Enchantment deals: purchase an elixir that lasts for 24 or 48 hours that gives the player discounted enchantment rolls/awakenings.

Elixirs that grant 2x boss spawns can be added to the Deals.

Elixirs that reduce the mob size/numbers in campaigns can be added.

Elixirs that grant player invisibility to mobs - mobs cannot attack you.

Elixirs that automatically spawn the boss without killing a certain number of mobs.

Elixirs that raise the chances of obtaining a pink or elite drop.

Elixirs that eliminate a particular rarity drop (say eliminate commons or trash rarity from the loot table when purchased).

Guild Hall purchasable decorations (tables, chairs, snow, falling leaves, barrels, orbs, fire pits like in Blacksmoke Mountain towne, confetti, banners, pvp shields on the walls, pool table, a dummy that can be attacked to test dmg, personal guild hall consignment shop, personal guild hall enchantment npc, personal guild hall Vinnie the Vendor, personal guild hall PVP portal where guildmates can play in a private zone, freeze pit, traps like ones found in Nuri's Hallows, etc.). All of which would be purchased for fun of course. Maybe there could also be an option to fund the amount (say 500-1000 plat) and each member of the guild could contribute 20 plat minimum to the fund. After the goal is reached, some of these decorations or a 'bundle' can be purchased for the Guild Hall.

Contests:

Contests are another critical component to PL's success. Who could forget the contests of the past such as the item design ones for Alien Oasis, Forest Haven, or Humania weapons, among others? How could we forget the haiku contest or the video contest to show how you play PL with anyone, anywhere, anytime?

As I said before, active forums are one element that needs to be focused on for the success of the game. What better way to contribute to this than hosting a few contests every year? Not only that, but the winners could have their ideas implemented into the game like the winners of contests past.

Even something as simple as offering to name implemented items after the winners (I.e. Orcish Bow, Buwanda's Staff, etc.) could appeal to the masses and attract a large gathering of people to enter the contest and spark activity on forums.

In addition to this, it may be a wise decision to bring back the Spotlight feature on a monthly basis (or possibly every 3-4 months) and award a set amount of platinum, say 100, to the person who has contributed a very helpful or innovative idea to the community. The winner could also be featured in game like in previous years with a link to that person's content or the Spotlight thread.

Account Bans:

Many of my friends have been banned, many other peoples' friends have been banned. They don't all necessarily deserve a second chance, but sometimes getting permanently banned is far too harsh of a punishment for the crime committed... And in some cases, the innocent get punished for a crime they did not commit.

I think STS should adopt a different system for bans. If we look at another game like Order and Chaos, bans can last up to five years until the person's account is unbanned. If STS were to adopt a similar system, I believe that those who have committed certain violations, those that fall into a moderate or low violation category, could come back to the game once more. Considering that you can play Pocket Legends as young as the age of 13, many of these offences were caused during a person's teenage years.

Let's take a 13 year old for example: they commit a violation of the terms of service - perhaps they swear too much and get banned from the game, perhaps they say something racist and they don't even truly understand what the meaning of the phrase or word they uttered is at this young of an age. Perhaps they committed some other violation of the Terms of Service and didn't even know that this was a violation considering this was their first offence.

Now imagine that 13 year old five years older at 18 years of age... They went through middle and high school, they may be applying to college or be on the brink of attending. Their brain has undergone significant development in the last five years. Their frontal lobe begins to become less of a factor in their decision-making and the individual displays reasonable judgment when speaking and acting. Their behaviour has changed significantly and their past actions at the age of 13 no longer define them.

You were once young and did something wrong, whether it was accidentally breaking a vase by throwing a football in the house or receiving a poor grade on a test. You shouldn't be punished for a lifetime for something you did long ago.

Let the punishment fit the severity of the violation.

Seasonal Leaderboards:

A while ago, a forum user posted a thread about seasonal/monthly leaderboards which can be found here:

https://www.spacetimestudios.com/showthread.php?385712-LeaderBoard-addition!


My suggestion, I think there should be leaderboards separated into divisions or level based. If leaderboards were split up into divisions the levels should be something like this.

1-15
16-31
32-47
48-55
56-66
71-75
76-80

This could cover all main levels of pve,pvp, and ctf in one broad category without making each level have its own leaderboard.

Or you could make every level a separate leaderboard, All you would need is to add a level change option on the leaderboard to make it so players can cycle through to the level they're trying to look at. I feel this would possibly make other levels/the game more active. Giving people a chance to acquire being on the leaderboards again. And give them a goal to play towards everyday. Again this is just a thought, But I think it would be an awesome addition to the game!


This will not only make PvP more intense and engaging, but this would cause people to play various levels now. If there are less players at a certain level (like 51), and one player keeps getting the prize every time, eventually there would be competition (because of the prize). Also this would promote FFA because people would want more kills. The incentive of winning a prize would hopefully make players find new ways of beating certain classes. This could possibly contribute to the improvement of PvP imbalances.

Also, I have a feeling that this is going to get implemented in AL. If it's a good idea for PL then its on the devs' list for AL.

***

I felt like it would be a great time to pitch this idea to Cinco/devs once again. STS has a lot more resources and tools at their disposal than they did 2-3 years ago as evident by the amount of new content, the update to the current leaderboards, new features, and so forth.

We could use a seasonal or monthly leaderboard that rewards players for kills gained in 30 days (or 90). Obviously, there would need to be certain restrictions made so that this system would be fair to all those who compete. Namely, I think it would be a wise decision to not allow kills gained in locked games to count towards this leaderboard. Furthermore, it may be smart to also add a spawn to Myx towne or something (as in during PVP events) so that only kills gained entering this special PVP zone would count towards the leaderboard.

In addition to this, it may also be fun to have monthly PVP zones that focus on certain sets or types of gear. For instance, perhaps we could have a Demonic PVP zone one month where users could purchase a special Demonic set from the store that would only be available for that 30 day period for that zone/PVP event and then be taken away after the 30 day period. The events could rotate between different sets, like Demonic one month, Humania sets the next, Shadow gear the following month, and so forth. It would work like Honor gear/zones work now: you're only allowed to join the zone with that gear.

Tournament Prizes:

The last issue I'd like to raise in this post is tournament prizes. This isn't a very high priority compared to the other topics in this post (like enchantments and the progression system in the game), but I thought I'd mention it; I think skull and crossbone shields have been recolored enough and we should get some new skull and crossbone themed vanities from tournaments (armor, helm, weapon, pet, title, etc.). There are only so many skull and crossbone shields that can be made and I think that the player base is tiring of them by now. Perhaps we can have a rotation cycle... One tournament would offer a vanity armor prize, the next a vanity helm, the next a pet, a title, etc. We can rotate back to shields eventually if that's what the community desires to be brought back at a later time, but I think we should focus on something new for tournaments. After all, skull and crossbone shields have been awarded as tournament prizes since 2011 and Cinco himself has stated numerous times in various ways that we should not dwell on the past or long for the goods of yesterday. Rather, we should strive to create fresh and new ideas for tomorrow.

Thanks.

- Dolloway

XghostzX
02-23-2019, 11:03 PM
Dollo,

What an awesome response to Burn's thread. I admit, you nearly succeeded in making me tear up with all of those wonderful ideas organized into one reply. :')

I love how you first address the fundamental issues of actually leveling up as a newbie. The biggest ideas that resonated most with me include: (1) readjusting the damage output of PvE mobs; (2) the health/mana potion idea – that's something I never thought of, and yet, that could change the way early levels are played dramatically (and for the better)... what an awesome suggestion! And finally (3) rewarding players with useful weapons and viable quantities of gold through quests.

I think the implementation of farmable vanities in each map (theme related, of course) is an absolute MUST. This achieves two things: (1) It revives the endgame PvE community and, more importantly, (2) higher level players would feel more incentivized to actually level up newer players. I for one avoid PvE most of the time, but I would do anything to relive some of these awesome old maps, farm some vanities all while helping other players level up. It's a win-win.

You and burn said it perfectly – the game is certainly not in a state to be advertised. I've been longing for new PvP modes for years, and I am a firm believer that diversity of game modes delivers a new type energy to one's gaming experience. There are countless PvP videos on youtube that just aren't that fun to watch. I would love tuning into to a game mode like your aforementioned 'survivor' (there are way too many cool ideas I have for game modes...)

I also concur with your proposal to fixing the enchantment system. I, for one, refuse to pay a dime to this bogus gambling system in light of the fact that the odds of rolling something decent are extremely low. I would, however, spend real $$$ knowing that my money is getting me increasingly better odds each time. The transparency, certainty, and finite capacity of the enchantment system would feel much more user-friendly. It's hard to think that this would not be a win-win system for players and STS, but obviously that's something for Cinco to answer/consider.


Some neat ideas you also mentioned for more community involvement and activity via forums. I just think that without some new content, a fresh new system of PvE/PvP + gear, the community involvement might not be where we want it to be.

Those are just some of my initial thoughts to your response, but as always, we all appreciate the constructive and well thought-out ideas you bring forth.

Cinco, I know you hate me and that I drive you loco on the forums, but we love you and hope you can consider some of these ideas :)

burntoutdex
02-23-2019, 11:32 PM
Dollo,

I truly have nothing to add, that was an excellent (if not perfect) response addressing everything.

I really hope the devs listen to what you have to say about both the fundamental issues along with the new modes/PvE features.

Thank you for taking the time to make this post, it is really appreciated and i hope it doesn't go unnoticed.

EDIT: i would reallllllllyyyy like to see a contest that gives the players a chance to redesign the App/Play Store descriptions, videos, and images for PL. I really think this would help bring in more players from the store, and is definitely a way to spark activity both in game and on forums (taking pictures, making posts etc.)

xzLegendszx
02-24-2019, 02:16 AM
Well I hope the Devs look into the thread...

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Snacking
02-24-2019, 11:43 AM
Well I hope the Devs look into the thread...

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It’s been like a month and they haven’t even acknowledged it. Seems kind of pointless to keep pushing it imo.

xzLegendszx
02-24-2019, 01:06 PM
It’s been like a month and they haven’t even acknowledged it. Seems kind of pointless to keep pushing it imo.Yea true and even if they looked at the thread I don't really think something will get done.

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Fwend
02-24-2019, 06:27 PM
A very thorough, detailed and well thought out response from you Dolloway. I wouldn't expect any less knowing your passion and love for PL.

I like your suggestions of new types of games incorporated into the game to promote streaming.

Enchantments have always been a very strong point for those who Pvp. Similar to opening up chests in AL and whilst farming for loot.

Its all about just random luck. There is no rhyme or reason as to why some get the best loot or enchantments after a few attempts and why others get nothing no matter how much real life money they spend on platinum (they get very discouraged and upset).

Ideally in a Utopian world we could get some sort of guarantee from STS that we will get what we desire with the use of Plat. But with that, what occurs when we all get what we desire? Will we spend more money on Platinum to try to sell these items we achieve to increase your gold wealth value on game. Or will you stop spending on Platinum once you get the sets you desire with the most overpowered enchantments?

Daily Deals list does need a revamp, to encourage us to spend Platinum.

And regarding account bans, I do understand this sensitive issue. Some get banned for valid reasons, others innocent get caught up in it all as well. But there are numerous amount of players who do get banned, they just continue to play buying new accounts and making new clean accounts to black market or be toxic again. But this toxicity or black market is not just alone on game, it flows down to social media.

As my discussion with many others on discord. Our beloved game, from a users point of view, we can see many improvements that are necessary to make it grow, and become active again. There is a long list of what we feel needs to change.

However, thinking from STS point of view. Will the amount of time and money invested into PL, increase its player base in the long run? Will it make players spend more money on Platinum? Will the risks pay off for STS?

From a business point of view. Invest funds into my best product and let that shine.
An old product not selling might even get taken off distribution, and its just what STS have done the past 2 years, sun-setting some of their games that are not financially sound.

That within itself is food for thought.

Draebatad
02-24-2019, 10:05 PM
No worries, STS has a handle on it! PL will be amazing in 2019. And for future reference: 31 page / 67k character and 22 page / 50k character posts are not really that consumable.

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XghostzX
02-24-2019, 10:31 PM
Ideally in a Utopian world we could get some sort of guarantee from STS that we will get what we desire with the use of Plat. But with that, what occurs when we all get what we desire? Will we spend more money on Platinum to try to sell these items we achieve to increase your gold wealth value on game. Or will you stop spending on Platinum once you get the sets you desire with the most overpowered enchantments?



Definitely a valid point. At the end of the day, we'll never know as customers the business-standpoint of such decisions. My gut instinct tells me that Dolloway's proposed model would fare better than the current system in terms of generated revenue. (Obviously, there will always be outliers who drop vastly higher amounts of $ on the game). Though I would think that with this new system, the on-average generated revenue would be equal or greater than the current system's revenue. Ultimately, though, it would lead to a more sustainable gaming experience both by increasing consumer welfare and keeping players more active (which I would think is a much better long-run investment).

Cinco
02-25-2019, 10:17 AM
Excellent! Keep it coming, Legends! I'll share this thread with my co-conspirators so we can refer to it in our discussions of the future for PL.

I am not planning to respond in detail to everything. Your continued participation in the thread (and others related to the future) is most important :-)

tarlan
02-25-2019, 04:02 PM
I think the beautiful Dollo may have already said it, but the game is quite empty and it makes it very difficult to level.

I was thinking maybe add:
•daily/weekly quests with high xp rewards and maybe some gold or elixir rewards

• 1. solo dungeons with lower difficulty but less items and only rare spawning mini-bosses
-or-
• 2. level difficulty would scale to the number of players(I don’t think this is already implemented)

• 1. possibly lower the overall amount of xp required at low levels
-or-
• 2. run global xp boosts for certain dungeons every weekend(possibly)

Just my 2 cents
Thanks for caring Cinco, you are a legend for keeping people’s memories alive here. We all appreciate you.

burntoutdex
02-25-2019, 08:00 PM
Excellent! Keep it coming, Legends! I'll share this thread with my co-conspirators so we can refer to it in our discussions of the future for PL.

I am not planning to respond in detail to everything. Your continued participation in the thread (and others related to the future) is most important :-)

Thank you, i am glad to hear our ideas have not gone to waste :)

Waydog
02-26-2019, 11:22 AM
Wow Dolloway... Outstanding response, I am truly speechless. I don’t think any other human being on earth is capable of such perfection. I know you and I know your love for Pocket Legends, and I am honestly not surprised. Keep it up my man (:

fruitbattwo
02-26-2019, 01:00 PM
Great response, Dollo. Another example of how much the game can be improved when the players and staff come together and communicate. Our requests have been heard, so hopefully some needed changes and features will be implemented.

PL’s future is looking bright, can’t wait to see what happens next!

Irishcow
02-26-2019, 03:48 PM
Someone start a drum roll until next cap release.

Irishcow
02-27-2019, 10:03 PM
How about instead of just adding on new skill points, we could do that as well as adding a new skill?? This way everyone at endgame doesn’t have the same build.

These are just some ideas I had for skills,, they don’t have to be the actual skills. Just using my imagination. :)

Rhino- protector- a 6m area shield that heals teammates but damages enemies to keep them at range.

Mage- sacrifice- sacrifices their character completely to give their teammates a boost in health.

Bird- rapid fire- makes their auto from their weapon increase in speed significantly.

Fox- vanish- makes them vanish from sight and be invincible from dmg for 2-3 seconds, but be unable to attack during this time.

Bear- battle cry- a scream that is so loud it confuses the enemy, inverting their controls for a few seconds.

I didn't want this to be lost since it's a noice idea. Not the exact skills, but the idea of making new skills.

Irishcow
03-18-2019, 03:33 PM
And can you also consider making year shields 4-9. Like how there was 1-3 year shields, but make them untradable like how they used to be.

burntoutdex
03-18-2019, 05:31 PM
I think the beautiful Dollo may have already said it, but the game is quite empty and it makes it very difficult to level.

I was thinking maybe add:
•daily/weekly quests with high xp rewards and maybe some gold or elixir rewards

• 1. solo dungeons with lower difficulty but less items and only rare spawning mini-bosses
-or-
• 2. level difficulty would scale to the number of players(I don’t think this is already implemented)

• 1. possibly lower the overall amount of xp required at low levels
-or-
• 2. run global xp boosts for certain dungeons every weekend(possibly)

Just my 2 cents
Thanks for caring Cinco, you are a legend for keeping people’s memories alive here. We all appreciate you.

Somehow missed these, theyre great!

I like the idea of weekly quests giving out high xp, that could be beneficial for new players.
I'd be inclined to do the 2nd pption over the 1st because it already exiss and doesn't make the "group map" items even rarer (increasing the price more).
The last one is interesting, if it didnt work with all access it could be a good way to spark activity in other pve maps.

Thanks for the suggestions :-)

Draebatad
03-19-2019, 05:49 PM
Very good news about the upcoming improvements to the enchantments system! Another community suggestion finds favor. Couldn't be more happy about this. Thanks for listening to us.

From what Cinco has just said, we will soon be able to enjoy the ability of protecting desired enchantments from re-rolling.

This means you will be able to keep the ones you want and roll the ones you don't want.

176317

This is a huge change for the better and might even bring some oldies back to PL.

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burntoutdex
04-24-2019, 04:55 AM
EDIT: I didn't copy what I wrote beforehand, and it was too long to post straight away (I did not think it would be).. it should be posted after it is read through by a mod, I hope.

(I had since used the clipboard for something else and lost what i'd written)

burntoutdex
04-25-2019, 05:08 AM
Well, my post didn't post, so i'll just recreate it:

As we reach the beginning of the 110 cap, I firmly believe it is time to start advertising this game again. There is never a time where the game is more active than the release of a new cap. Why not capitalise off this fact and start advertising the game to coincide with 110's release?

There are many ways to achieve this...

I think a good place to start would be updating the keywords (Search-terms) for the respective App Stores that this game is released on.

I mentioned my reasoning for this in the first or second post of this thread.. but, i'll repeat it here: searching the same thing on the same App Store with different devices yields seemingly arbitrary results for where this game appears on the results list. I feel as if this has deterred a lot of potential customers because they simply can not find the game despite searching the same thing as someone who could.

I think now is a great time to adjust these search-terms to help get PL back onto the radar.

Another thing is that the App Store's description and images of this game are very outdated and could (in my opinion) be made a lot more enticing, considering the immense amount of aesthetic changes the game has undergone since the last screenshots were updated (i.e. new vanities and maps).

In the past, we have had community contests to help fix this problem - why can we not have one for PL?

Suntv
04-25-2019, 12:27 PM
I really like Dolloway's idea about making vanities of items which then only drop in their 'own' dungeons. It will make players farm lower levels again which then leads to lower alts and new players to be leveled easier. Plus they can get the vanities too and sell them for probably more than average gold.

Which made me realize it's probably a good idea for max level players to help out one or more low level players. Perhaps 'sponsor' them with some gold which will make them more enthusiastic. Some of you might say that this will not bring you anything, however it might just bring you extended life of this amazing game :rugby:

burntoutdex
04-26-2019, 12:16 AM
In regards to App Store Optimization, there are factors in addition to keywords. And keywords can only be changed during an app update.

The amount of downloads an app gets is still a key factor for any app’s ranking in both Google and Apple app stores. The more users download and install an app, the higher its position in the app store rankings will be. Similarly, the number of uninstalls seems to have a negative impact in the Play Store ranking.

How often users open an app are especially important. This is a critical factor since not only the amount of downloads affects the app ranking but how often users actually use an app.

To a lesser extent, app rating and reviews should be helpful as well. The majority of users are more inclined to download an app that has many positive ratings and convincing reviews - especially recent ones.


I didn't realise uninstalling affected rankings.. that's an interesting concept.

These are all good things for StS to keep in mind. Though, I am sure they are aware.

Perhaps there is no longer a realistic way to fix the rankings considering the long-term trends that may exist can no longer be fixed.


I really like Dolloway's idea about making vanities of items which then only drop in their 'own' dungeons. It will make players farm lower levels again which then leads to lower alts and new players to be leveled easier. Plus they can get the vanities too and sell them for probably more than average gold.

Which made me realize it's probably a good idea for max level players to help out one or more low level players. Perhaps 'sponsor' them with some gold which will make them more enthusiastic. Some of you might say that this will not bring you anything, however it might just bring you extended life of this amazing game :rugby:

Exactly!

Vanities in the 'traditional' maps would help new players tremendously because they'd be able to run maps with more than just themselves for company. I hope that during 110 this could be considered.

yannjoel
04-26-2019, 09:09 AM
Those vanity drops could be added to LV'LAR since players at max Lvl really don't need xp-orbs.
But i don't know if its possible to add map-depending drops to a random spawned enemy?

Suntv
04-26-2019, 02:25 PM
Perhaps even make it so that vanity can only drop for the associated level and below. I.e. the vanity 'Custom Recurve Bow' drops only for lvl55 and below.

burntoutdex
04-26-2019, 07:58 PM
Those vanity drops could be added to LV'LAR since players at max Lvl really don't need xp-orbs.
But i don't know if its possible to add map-depending drops to a random spawned enemy?

It's possible, it was done for the birthday boss this year (the name eludes me).

Braydenks
07-11-2020, 12:56 PM
I still love this thread

purppaw
07-11-2020, 01:02 PM
I still love this thread part 2

daysalalican01
07-13-2020, 11:04 AM
Yikes and we are half way thru 2020... time flies.

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