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  Click here to go to the first Dev post in this thread.   Thread: The Community Deserves Better

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    Quote Originally Posted by Cinco View Post
    The big takeaway that I see is: you want us to offer more for the free player. This totally makes sense and we'll do our best to make the f2p Arcane Legends experience richer. There are tons of good suggestions for virtually everything.
    What an outstanding analytical ability! But allow me to shift the emphasis in your analysis just a tad. The big takeaway here is not only about f2p experience, but rather filling the actual game with content. This game is (mostly) about getting stronger through clearing maps and acquiring better items. If 90% of these items are platinum purchases, that means you can get everything in five minutes, and there's no reason to actually play the game. Your current monetization strategy is literally sucking content out of the maps. You can only go so far on a diet of arcane deary poop and achievement points. This affects both f2p and plat buyers equally; everyone needs maps to be filled with loot, not just "free players".

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    Quote Originally Posted by dreoelak View Post
    What an outstanding analytical ability! But allow me to shift the emphasis in your analysis just a tad. The big takeaway here is not only about f2p experience, but rather filling the actual game with content. This game is (mostly) about getting stronger through clearing maps and acquiring better items. If 90% of these items are platinum purchases, that means you can get everything in five minutes, and there's no reason to actually play the game. Your current monetization strategy is literally sucking content out of the maps. You can only go so far on a diet of arcane deary poop and achievement points. This affects both f2p and plat buyers equally; everyone needs maps to be filled with loot, not just "free players".
    U cant even clear elder wood maps with legend epic or rare gear at all too


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    Quote Originally Posted by Cinco View Post
    An excellent read!

    The big takeaway that I see is: you want us to offer more for the free player. This totally makes sense and we'll do our best to make the f2p Arcane Legends experience richer. There are tons of good suggestions for virtually everything.

    As a studio, we read the commentary on these forums. It's true that we don't spend a lot of time replying in-line (let alone in real-time) but we do read. We also discuss the persistent criticisms of our content and systems that come from free and paying players alike. We make decisions about this stuff based on your feedback and analytic factors (like population, playtime, and revenue - to name just a few). Sometimes the decisions we make are very popular. Other times they aren't. Sometimes we make popular decisions that turn out to be bad business decisions. Other times, the reverse is true.

    I know it can be frustrating to see us to stick with certain decisions that you dislike, and it's tempting to think that we're simply doing it out of spite (or some desire to "kill the game"). We aren't. We are a business and we make our decisions to ensure that our business is healthy and has a long life. We do also experiment! Not every experiment is going to be popular or be a revenue success... but we are gonna keep experimenting - hopefully for the better!

    So thank you for the well-written feedback.

    On a personal note, I appreciate the deep emotional connection you have to Arcane Legends!
    I think you guys can avoid these dramas if you placed the "sts letter/ community letter" every year

  5.   Click here to go to the next Dev post in this thread.   #124
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    Quote Originally Posted by dreoelak View Post
    What an outstanding analytical ability! But allow me to shift the emphasis in your analysis just a tad. The big takeaway here is not only about f2p experience, but rather filling the actual game with content. This game is (mostly) about getting stronger through clearing maps and acquiring better items. If 90% of these items are platinum purchases, that means you can get everything in five minutes, and there's no reason to actually play the game. Your current monetization strategy is literally sucking content out of the maps. You can only go so far on a diet of arcane deary poop and achievement points. This affects both f2p and plat buyers equally; everyone needs maps to be filled with loot, not just "free players".
    A uniquely brilliant clarification! Yes - looting of power should not be forgotten. To be honest, I had considered this... but it's always good to reaffirm that great minds think alike.
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  6.   Click here to go to the next Dev post in this thread.   #125
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    Quote Originally Posted by Yuggernaut View Post
    I think you guys can avoid these dramas if you placed the "sts letter/ community letter" every year
    We have not had a year pass without a least one epic complaint thread. It's best to let them go (and not just because they significantly raise our visibility on all search engines) as they always contain good info about the players' true priorities.

    That said, yes! I had one for 2025 drafted but got distracted with other stuff. I'll see about putting one together before the first quarter of this year is in the books.
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  8. #126
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    Quote Originally Posted by Cogmaster View Post
    As I said, I can play any endgame content in Diablo Immortal without restrictions. Our clan has been Immortal multiple times and consistently top 10 – the competition is actually rewarding, not just a cash grab. New legendary essences and builds are constantly being added, and they drop naturally through gameplay like a true MMO should – not locked behind paywalls or loot crates. The matchmaking system works, so PvP is genuinely competitive without forcing you to swipe your way to victory. The game offers world bosses, raids, dungeons, Helliquary, clan wars, endless builds, and regular content updates.

    It's not even comparable – Diablo Immortal is a fully fleshed-out, polished game backed by Blizzard, with a player base that actually sticks around because the game is built to be played, not paid.
    Who paid you for this review? I played Diablo Immortal since release till last year and its absolutely pay 2 win lmao

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    Quote Originally Posted by Cinco View Post
    A uniquely brilliant clarification! Yes - looting of power should not be forgotten. To be honest, I had considered this... but it's always good to reaffirm that great minds think alike.
    Any plans on a gold decrease? Slowly decreasing the looted gold and increasing the amount of gold sent to the void via store purchases? It will hurt the 1bil aps but our economy is becoming more and more crazy. A decent weapon alone costs more than our current gold cap. Thats 1 gear, I understand how the economy works; if a weapon costs 50m vs 1bil it should and will take the same amount of runs on a map to obtain it no matter the status of the economy. The difference is how your players look at its value.
    "Omg a weapon costs more gold than my character can hold." vs "That weapon costs 50m ok I can farm that." In both instances say 50m and 1b take a total of 10,000 map runs with 1,000 gold loot to obtain.

    From what I understand you guys will not be able to do another gold cap increase. 32bit games cap out at 2.147bil.

  10.   Click here to go to the next Dev post in this thread.   #128
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    Quote Originally Posted by Encryptions View Post
    Any plans on a gold decrease? Slowly decreasing the looted gold and increasing the amount of gold sent to the void via store purchases? It will hurt the 1bil aps but our economy is becoming more and more crazy. A decent weapon alone costs more than our current gold cap. Thats 1 gear, I understand how the economy works; if a weapon costs 50m vs 1bil it should and will take the same amount of runs on a map to obtain it no matter the status of the economy. The difference is how your players look at its value.
    "Omg a weapon costs more gold than my character can hold." vs "That weapon costs 50m ok I can farm that." In both instances say 50m and 1b take a total of 10,000 map runs with 1,000 gold loot to obtain.

    From what I understand you guys will not be able to do another gold cap increase. 32bit games cap out at 2.147bil.
    We are prioritizing changes that would affect the drain side of gold right now and are not actively pursuing gold loot nerfs right now.

    I'm not saying they're off the table forever, it's just not the immediate strategy.
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    My post wasn't only about "p2w" i mentioned other issues especially about the unbalance in classes


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    Quote Originally Posted by Cinco View Post
    We are prioritizing changes that would affect the drain side of gold right now and are not actively pursuing gold loot nerfs right now.

    I'm not saying they're off the table forever, it's just not the immediate strategy.
    Remove the option to revive hardcore characters after death back to the hardcore state completely (only to option as normal character), shift the entire HC leaderboard entirely. Nothing's been happening on there for past 10 seasons.

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    In any game it’s disappointing to be able to purchase the best In slot gears straight from the store.

    Exclusivity isn’t a bad thing either but the amount of items being pumped is also out of hand.

    I’m hopeful STS can meet a middle lining at some point in the future.


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  14.   Click here to go to the next Dev post in this thread.   #132
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    Quote Originally Posted by Mely Original View Post
    My post wasn't only about "p2w" i mentioned other issues especially about the unbalance in classes


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    This is absolutely true. Your OP is very well-rounded. It's just that f2p demands for content are a category of change that I feel positive about.

    We are not prioritizing PvP and have made numerous public statements as to why and on our position with respect to PvP features in general. So much of the game is sustained by RNG, it's not likely to change substantially in the near (to mid) term for Arcane Legends' looting experience. The treadmill of "upgrading" is not going to suddenly stop; we are continuing to put a lot of development emphasis on new powers (jewels, pets, gear, etc.).

    That said, the general feeling of "class imbalance" - mostly at endgame - is a priority for us. For instance, we've heard from Rogues a deep need to improve their power to 'clear' and future weaponry is being designed with that in-mind, specifically.
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    Quote Originally Posted by Cinco View Post
    This is absolutely true. Your OP is very well-rounded. It's just that f2p demands for content are a category of change that I feel positive about.

    We are not prioritizing PvP and have made numerous public statements as to why and on our position with respect to PvP features in general. So much of the game is sustained by RNG, it's not likely to change substantially in the near (to mid) term for Arcane Legends' looting experience. The treadmill of "upgrading" is not going to suddenly stop; we are continuing to put a lot of development emphasis on new powers (jewels, pets, gear, etc.).

    That said, the general feeling of "class imbalance" - mostly at endgame - is a priority for us. For instance, we've heard from Rogues a deep need to improve their power to 'clear' and future weaponry is being designed with that in-mind, specifically.
    While I understand RNG and the upgrade cycle are here to stay, I do hope future content allows for more balance across all classes, not just Rogues. Also, even though PvP isn’t a priority right now, many of us still hope for its return in a more balanced and rewarding state someday. It was a big part of the game for many players, and we’d love to see it thrive again!

    At least for now, could you make CTF more accessible so we can open doors freely and enjoy clashes and VS with friends?

    It’s good to hear feedback is being considered.


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    Quote Originally Posted by Cinco View Post
    This is absolutely true. Your OP is very well-rounded. It's just that f2p demands for content are a category of change that I feel positive about.

    We are not prioritizing PvP and have made numerous public statements as to why and on our position with respect to PvP features in general. So much of the game is sustained by RNG, it's not likely to change substantially in the near (to mid) term for Arcane Legends' looting experience. The treadmill of "upgrading" is not going to suddenly stop; we are continuing to put a lot of development emphasis on new powers (jewels, pets, gear, etc.).

    That said, the general feeling of "class imbalance" - mostly at endgame - is a priority for us. For instance, we've heard from Rogues a deep need to improve their power to 'clear' and future weaponry is being designed with that in-mind, specifically.
    Drop the requirement to open CTF rooms to have at least 1 person on each side instead of 5. Maybe even add the option to make "private" ctf rooms preventing from people disrupting the clashes (those still happening) to join. Simple feature would help a lot for those that still enjoy the pvp I believe.

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  19.   This is the last Dev post in this thread.   #135
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    Quote Originally Posted by |Ares| View Post
    Drop the requirement to open CTF rooms to have at least 1 person on each side instead of 5. Maybe even add the option to make "private" ctf rooms preventing from people disrupting the clashes (those still happening) to join. Simple feature would help a lot for those that still enjoy the pvp I believe.
    Seems reasonable to me.
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    Quote Originally Posted by |Ares| View Post
    Remove the option to revive hardcore characters after death back to the hardcore state completely (only to option as normal character), shift the entire HC leaderboard entirely. Nothing's been happening on there for past 10 seasons.
    Old School Runescape has perfected HC.

    An Ultimate HC role, once a UHC dies, it’s only revive option would to become a normal HC Character.

    HC players are then removed from the UHC Lb’s after death.


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    Since the community and also myself gave so much criticism, I would also suggest some advises:


    Suggestion:

    Player vs Environment

    • More Farmable Vanity Drops: Introduce exclusive vanities that can be looted instead of just bought with platinum.

    • Balanced Event Rewards: Ensure leaderboard (LB) rewards are achievable for dedicated farmers, not just heavy platinum users.

    • New High-End Crafting Components: Bring back crafting recipes for powerful gear (similar to Nekro/Planar Pendant).

    • More Pet Drops: Expand maps that drop Heroic/Mythic/Arcane pets, giving F2P players better chances.(only Raha drops 1 heroic pet)

    - Events, not that platfocused with rewarding Lb items (you guys introduced Arcane Awake gems but Elite Gems get rewarded for top 10)

    - Lb Vanity Designs (Please make it more special like they used to be - I dont mind add shines, effects but cant be that the best vanities still in game are OG Jester, Ice Spirit, Ice Golem, Medusa, Yeti, Brood Lb Wings or so, Leprechaunt Banner, Ghost Medusa (recolour), Ghost Golem (recolour), Spectre Mummy (recolour), Kershal Vanity) Since 2016 the vanity desihns have a downfall (Yes Red Ohnii and Polar Dread were good) but took 8 years and LB Vanities should be special not the plat purchased one

    - Maybe involve also a map run counter so dedicated farmers also loot anytime (ran every elder 1000/1000 did not loot 1 badge or what else was lootable, I think best loot was Locked Elder/Massive Locked Elder) (Top 5 Winter Event - No Mortis Gem) (Top 10 Love Craft - surely 1,5+bil for elixir = 1 coin strike (10%) Jewel) just really not worth it for dedicated farmers to run

    Player vs Player

    - just fix CTF entry

    - and try to balance a classes (war jug is broken; its infinite and + dmg reduction from Ghost Crypt or Crypt - just impossible to play) its not that much

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    Quote Originally Posted by Cinco View Post
    Seems reasonable to me.
    I don’t know, what happened. I just remember pvp 2013-2016 was so much fun! Most of us would just love that experience back.


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    Quote Originally Posted by Blessful View Post
    Old School Runescape has perfected HC.

    An Ultimate HC role, once a UHC dies, it’s only revive option would to become a normal HC Character.

    HC players are then removed from the UHC Lb’s after death.


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    WoW classic hardcore, you die you lose everything. Simple as that

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    Quote Originally Posted by Cinco View Post
    We have not had a year pass without a least one epic complaint thread. It's best to let them go (and not just because they significantly raise our visibility on all search engines) as they always contain good info about the players' true priorities.

    That said, yes! I had one for 2025 drafted but got distracted with other stuff. I'll see about putting one together before the first quarter of this year is in the books.
    You should be worried about this complains. Like 7k views, thats half of AL players at least. Every time the game add new staff( vanity/gear etc.) that their purpose is to make players spend real money or in game currency, there is a player that comes here and complain about his looses.Like i spend i want what is best. Not i spent i don t get anything. Also i don t see the trades between players. Right now everyone scared to buy things, also i see players that cry days/weeks to sell their items. Imagine having items in auction and you don t sell thats frustrating.

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