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  Click here to go to the first Dev post in this thread.   Thread: Feedback: New Player Experience

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    Hi

    I am not a new player anymore but everytime i see a new player in town they are beging to get carried or for some gold or pets.

    Maybe putting something farmable in every level gap (for every expension) would help them building wealth and gear so they can enjoy leveling by themself.

    For the something i didn't think about that.

    Since there are not enough new player to play every maps with randoms they rely on boosting. Your plans of making seasonal's economy separate from normal chars can be great to revive the old maps. Especially if every map has something to get farmed for.


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    Those who beg are not new players, but old players with multiple accounts. They are too lazy to play the game and want to receive free stuff. They spend hours in the cities and make millions daily from begging. Some rich players even believe these fake new players and give them stuff worth millions.

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    We need lootable/craftable gear dropping from whole arlor maps/bosses which would actually help to progress through the game and endgame content. Not only through lockeds…

    There can‘t be a single person who uses these legendary gear drops from dune or event. You probably wouldnt even be able to do the last 4 cap content with it


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    Gameplay Feedback

    1. Class Scaling & Damage
    I am not a new player, but I have been working on a new HC character (Zodias maps with lvl 81 Legendary gear). Even with Legendary gear, the game felt fun and fluid only as a Rogue. With a Rogue's pink set, I could dash from minion to minion and massacre them quickly using just skills. My worst experience by far was as a Warrior. Honestly, it was upsetting. I felt like a "walking snail" with zero damage. The irony is that my main is a Warrior, and with endgame gear, I feel it’s the best class to play. But gearless? It’s pure Mordor.

    Solution: I would like STS to review attacking skills of all 3 classes to ensure they deal relevant damage per level cap. Skills should be effective on their own. Even as an endgame Warrior, I feel useless once my procs run out. I guess buff to skill damage is not that simple, because all those procs could buff them too much once their base damage is improved. However, there needs to be a way to make base skills powerful enough to clear minions/ fight bosses without procs, while ensuring that procs don't then scale that damage to a game-breaking degree.

    2. Movement Speed & New Player Retention
    While running gearless in HC, movement speed was a major issue. My two cousins started playing in November '25 and were very enthusiastic at first. However, they stopped logging in in January. When I asked why, their answers were exactly what I expected: "I am moving too slowly," "I can't kill anything," and "Everything good is too expensive." They both play Warriors, and their experience mirrors my struggle as an HC Warrior.

    Solution: Provide starters with a bound 1.5X non-stacking movement speed set (ring + amulet).

    If you give newcomers more speed and more power to their attacking skills, then even Legendary loot will feel like a meaningful upgrade. Thinking about next season with mythic/ arcane loot, i believe with strong skills even with Legendary/ Mythic loot without procs the experience of playing PvE without best gear could turn around 180 degrees.

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    New players don’t exist, it’s just returning players with fresh accounts pretending to be new

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    Get rid of loot boxes and the absolute need of the items within. Increase base movement speed of the characters. I just don't think new players exist, and once they figure out how much investment it takes to even play this game with any sort of efficiency, they are already on a different game.

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    1. Fix leveling. Make it a dopamine boost tactic, when people run maps and level up they know they are getting somewhere so they are addicted to playing more. Currently stuck as you know at levels 41-91 doing mostly dailies. If you can make it where a new account can run all of the campaign maps IN ORDER they should be able to level up to 91 in 6-12 hours or so of non-stop game play. Completing quests doing the maps at a maximum of 10 times each, add a ton of quests and lock the new campaigns behind a certain level so their exp doesn't get messed up from them skipping easier campaigns and their exp getting nerfed as they level up with the harder map.


    2. We should be able to farm dune maps with legendary gears and non-lock crate mythic gears should be able to be bought with tokens from the vendor. The items we can obtain with tokens from vendors are the ones that should be bound. Not the items Locked behind a paywall. After you wear the full mythic set it can be an achievement and also unlock a "Heroic" set which the mythic set can be upgraded to using a questline just like the mythic lv 31 gears.

    The biggest issue with new players is obtaining gear. Make quests give tokens for completing them. Players can use those tokens to buy certain gears with, they are bound upon purchase. Arcane items, mythic items, even some legendary items. They aren't stronger than current / locked crate pieces but atleast they will help progress in maps.

    3. Hardcore shouldn't be reliant on money and luck.

    4. End game player here - Bosses have too little health and pose no challenge at end game. Can we get a 200bil hp portal boss that once killed can drop some decent loot? Btw that 200bil hp would take 4 end game players around 8-10 minutes to kill if not less.

    5. Fix your pvp. You guys say "it doesn't pay the bills" yet I see hundreds of players investing billions of gold into PvP.

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    Default Hotbars

    Endgame content is effectively unplayable without hotbars. I can guarantee you that nobody is thrilled about spending their first platinum purchase/month of farming on those. Once hooked, new players want to spend money on gear that makes them stronger, not some glorified 4x2 Excel table. They might not even understand that hotbars is something they're missing. They can't switch between luck/gl/speed/damage sets in a timely manner, which makes them feel underpowered.
    Hotbars are NOT optional anymore. 2 hotbars is a bare minimum every new account should get. New players won't pay for essentials just to play the game, they'll just quit.

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    1. start a f2p character normal or hc just do it,
    2. try to gear up and do challenging APS’

    and update us weekly how is your journey going

    pretty common practice for other game developers, actually something that’s respectable by community

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    Since English is not my first language, I’ve used an AI to help translate the details I've gathered.

    I’ve had my account for over 11 years, but I usually play in cycles, returning every few months. Right now, the biggest frustration is the game's inflation. It’s discouraging to open the market and see that essential items for end-game content cost over 100M. This doesn't just demotivate returning players like me; it terrifies new players who see 'Best in Slot' (BIS) items at astronomical prices while they are only looting 200g from average chests.

    Given this situation, I have some suggestions that could help everyone get their gear and tackle the in-game inflation, making it easier for new players as well.

    Suggestion: Economic Overhaul and Gear Progression System
    This proposal aims to tackle hyperinflation caused by Gold Loot builds, reduce over-reliance on RNG (luck), and modernize the game's monetization model.

    1. Monetization & Battle Pass Overhaul
    The goal is to shift from a "Pay-to-Win" or "Gacha" feel toward a model focused on "Convenience and Cosmetics."

    Removal of Progression Items from Lockeds: Equipment and essential gear should be removed from paid crates. Lockeds would instead focus on Cosmetics, Elixirs, Pets, and Quality of Life (QoL) items.

    New VIP / Battle Pass System: Introduce a monthly or seasonal pass providing clear benefits:

    Bonuses: Double XP and Double Map Currency (e.g., Duneveil Coins).

    Accessibility: Purchasable via Platinum or a significant amount of Gold (acting as a necessary Gold Sink to help control inflation).

    2. Gear Acquisition Reform (Ending Absolute RNG)
    Replace the dependency on rare loot box drops with a merit-based system focused on active gameplay.

    Progression Vendors (NPCs): Arcane and Mystic items would no longer be exclusive to crates. Instead, they would be sold by expansion-specific NPCs (e.g., Trader Farfozz).

    Map Currency Economy: Gear would be purchased using specific map coins (e.g., Duneveil Coins) earned through quests and defeating enemies.

    Example: 4k coins for Arcane items, 2k for Mythic.

    Market Dynamics: These items could still be traded on the Auction House, but only after being initially purchased from the respective NPC. This applies to all future content, including Event items.

    3. Impact on Game Economy & Player Experience
    Curbing Inflation: By allowing the VIP Pass to be bought with Gold and tying top-tier gear to map-specific effort, we create healthy "Gold Sinks."

    Reduced Frustration: Players gain a clear path to progression. They know exactly how much effort is required to complete an 8/8 set, removing the "gambling" aspect of progression.

    Devaluation of Gold Loot Farming: Since the best gear is tied to map-specific currency, the desperate need to farm infinite Gold just to keep up with inflated market prices is significantly diminished.

    Conclusion
    This transition makes the game fairer for the general player base while ensuring a steady revenue stream for developers through cosmetics and passes. It prioritizes player retention over luck-based monetization.

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    Brutltg <<< I think this idea is great; it gives you a reason to spend time in the game, and you know for sure that it's no longer all luck-based or that you have to spend real money to get better equipment. I also find it very frustrating that in all other MMORPGs you farm your equipment through PvE content, but in Arcane Legends you have to open chests for real money and then still need luck to get good equipment. That makes no sense.

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    I agree in the suggestion of those old posts about new players game experience.
    A new player right now is for sure a kid and we the old players after so much years they are not kids anymore.
    Give them items with more movement speed and power that they can improve them by playing quests, give them weapons bound that getting power and stats by lvling like was the spirit equipment.
    Make those items to be vanish after some time if the player doesn't play those quests or if not playing.
    I don't care if some people begging for items because they have make it business, I have seen rich people trying to drop the prices of the items that you want sell so low that is almost like they are the real beggars!

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    Quote Originally Posted by Xexunasx View Post
    Brutltg <<< I think this idea is great; it gives you a reason to spend time in the game, and you know for sure that it's no longer all luck-based or that you have to spend real money to get better equipment. I also find it very frustrating that in all other MMORPGs you farm your equipment through PvE content, but in Arcane Legends you have to open chests for real money and then still need luck to get good equipment. That makes no sense.
    Finally a player with commonsense.

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    I request that in future updates the gold loot from boss drops be visible in the chat; even better would be the ability to see the total amount per map run.

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    Thanks for the feedback!

    -ALS

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