Part 1: The Beginner Experience & Leveling Flow
Population and XP Changes
First, I was pleasantly surprised to see other players in low-level maps, which used to be empty. It seems the shift of XP from Story Quests to Daily Quests has successfully prevented "speed-running" to the level cap, keeping lower zones active. This is a positive change.
The "XP Elixir" Knowledge Gap
However, I noticed that almost none of the new players I grouped with were using XP Elixirs. This significantly slows down their progress.
Suggestion: When a new player reaches Windmoore, introduce a tutorial step that forces them to buy a 50% XP elixir with Gold (accompanied by a brief explanation). This teaches them the value of XP boosts early on.
Slots
I noticed that slots are no longer obtainable via token farming. While 1 Plat for 1 Inventory Slot is fair, 10 Plat for 1 Auction Slot is unreasonable, especially since Starter Packs provide zero Auction slots.
Suggestion 1 (F2P Route): Rotate Crafting, Inventory, Auction and Furnishing slots into the list of Daily Events.
Suggestion 2 (Leveling Packs): Include a bundle of 10 Auction Slots in a high-level pack (e.g., Level 70 or 80 pack). Placing it at a high level prevents abuse by creating throwaway accounts while rewarding dedicated players.
Part 2: Gear Progression & Rewards
Leveling Packs Content
It is currently impossible for a new player to afford decent gear with the gold earned during leveling.
Suggestion: Add a Bound Orcfire Set (Weapon, Helm, Armor) to the leveling packs. Since PvP meta relies on Dragonfire and specific awakenings, giving new players bound Orcfire gear for PvE is balanced and harmless.
Additions: Each pack should also contain at least one 60% XP Elixir.
Story Token "Permit" Cost
Suggestion: Reduce the "Trade Permit" cost for the first character on an account to 10 Story Tokens. Keep the 30-token limit for alt characters.
Part 3: Player Retention & Economy (The "Boss Hunt" Model)
New players currently rely heavily on endgame players to carry them because they cannot loot anything of value to build their own gold. This dependency causes friction; veterans feel their time is wasted,(New players generally quit) and new players feel helpless.
Solution: Permanent "Boss Hunt" Content
Implement a permanent system similar to the Boss Hunt events.
Mechanic: Killing a boss grants a guaranteed chest (e.g., once per hour).
Loot: The chest should contain sellable items (to buy elixirs/vanity) or rare drops like Jewels, Pets, or Vanities.
Badges: Add a very low drop chance for specific Badges from bosses (e.g., an Inan Hesh Badge from Inan Hesh).
Mid-Tier Gear Accessibility
Items like Ebon Aegis, Terror Blade, and Skull Axe are crucial for mid-level survival but are currently too expensive or rare for new players.
Suggestion: Increase the availability of these items so their market price settles between 500k - 2m gold. If a new player can farm 20 boss chests and sell them to buy an Ebon Aegis, they become self-sufficient. This reduces the burden on veterans and keeps new players engaged.
Part 4: Gold Loot (GL) & Economy Balance
STS has nerfed Gold Loot (GL), which I do not oppose in principle. However, gear prices have not adjusted to match the lower gold income. The effort required to farm gold for gear is currently absurd.
Feedback: The new expansion feels unrewarding for many because farming maps with nerfed GL feels illogical.
Example of Solution:The "Catacombs" era was hyped because of the red loot (Arcane gear) drops. Players grinded despite low GL because the loot was exciting. Introducing a similar map with Bound Blood items or similar high-value drops would solve the dissatisfaction with the GL nerf.
Part 5: Revitalizing PvP (A "Win-Win" Proposal)
Currently, PvP is neglected, likely because it doesn't generate direct revenue. I propose a solution that satisfies players and generates income for STS.
1. Remove Pet Evolution Stats from PvP:
This mechanic is unbalanced and detrimental to the competitive experience.
2. New Feature: Seasonal Guild PvP
Concept: Every season, STS selects a specific Level Cap (can be a random, non-endgame level).
Structure: Pvp Guilds form teams (Max 3 players, 1 per class). Matches are ranked (Honor system).
Rewards: Top Pvp Guild Members receive "PvP Lord" titles, Badges, and Banners.
Why this works (Win/Win):
For Players: It revives the competitive spirit with fresh strategies and metas every season.
For STS (Revenue): Since the level cap changes (e.g., Level 41 one season, Level 66 the next), players will need to buy, craft, awaken, and jewel new sets of gear for that specific level. This drives massive gold and platinum circulation.
Final Note: Bring back Leaderboard (LB) Vanities and unique rewards to events. Let the rewards drive participation, not just the lack of gold elsewhere.
Wishing my voice to be heard.
Thank you for reading this far.



Reply With Quote

) 
Bookmarks