2012-12-05, 08:55 AM
Here are my thoughts on a few things i noticed while playing on the Test Server:
Maps & Zones
While i like the general design of the zones, i feel like there are way to many maps.
I know you paid for them, and i'm not saying we should ditch any map design in general, but why are there 3-4 maps in a single zone that are exactly the same?
Having so many duplicates of the same map over and over, in every zone, does not add anything to the actual gameplay, nor does it add anything to the flair.
It is just frustrating for people that start fresh when confronted with such a huge world where you barely notice any progress.
And i am very sure it will scare a good ammount of people off that will not give the game a 2nd try when seeing how huge the world actually is.
The total Number of maps could easily be reduced by at least 100 and we would still have enough room for all the different monsters.
Also, about the random seeding of monsters - while they are placed completely random right now, i see no benefit in having an ancient or legendary monster
apppear on 5 or more different maps. it takes away the distinct feel of "that's the map where you can find that one special monster", though that is of course
just a personal opinion. Still - it is very hard to remember any map names ( especially with the current drop-down menu for flying and 500+ map names)
and then find them on the list, there's no benefit on having them on multiple maps.
I would really welcome a placement where you can find ancients and legends on max 2 maps, zeniths on max. 3 maps, and even emissarys and lower should be somewhat bound to
the zones of the matching element types. This way things won't be as repetitive, and it would help build a certain flair within each zone. I know placement of monsters is not final, so this is just a suggestion.
Abilities & Monster rates
First off a little bug (or whatever you can call it, it seems wrong): Monster that are immune to certain elements can still get the immunity ability for that element.
As it seems, you want to keep the random abilities chosen from the respective list of monster tier. While that sure makes for some interesting combinations, it is
completely game changing and frustrating for hunting zenith/legend/ancient monsters.
The chances to get a good nature and good UVs on a Legendary have been really low even before. Then we got the random not beeing able to run away from
a wild monster, and hunting those monsters with low appeareance chance got a lot harder. Fighting random stuff all the time makes it a stretch to finally find what you are looking for.
Not only are the chances on the test server right now much lower with a general 0.32 for zenith, 0.08 for legends and only 0.01 for ancients, but on top you have to pray to get at least 1 or 2 good abilities, even IF the nature is ok, even IF Uvs are ok. I could probably do a calculation about the chances to find a somewhat decent legend with matching nature/UV/abilitie, but anyone reading that number would never go hunt them again. Ever.
So my conclusion is, while the idea of random abilities is cool, it's just not really useful for rare monsters. It just makes it impossible to find good ones.
So while it is fun for up to emissary class, i'd suggest to remove random abilities from zenith class and higher monsters, or at least legendary and higher.
Catching Monsters
I like the change that you can not spam ultimate boxes anymore, it's a great incentive to actually play the game the way it is meant to play.
I also like the fact that wild monster encounters got a bit more challenging - up to a certain point.
Again, this is mainly a problem for newer players, but it still is a problem. Emissary Monsters on level 50-70+ get boosted so much in stats, they can actually
kill unprepared trainers quite easily. Newer players that use regular / superior monsters in their team, with just random natures, no tp training, will get crushed.
I can see a lot of threads come up in the forums in the future, stating "the game is to hard" or something similar. Toning down those stat boosts above level 50
might be a good idea to not spoil peoples fun in the long run. And for legends and ancients, it creates another problem:
They are boosted so high that it is now way to easy to catch them. While this may sound weird, it is true. All that people do is use a equality type move.
It instantly brings an ancient or legend into ultimate box range, and in the end nothing has changed. So toning down those stat boosts would actually
make catching them harder again, if you need to hit them 1 or 2 rounds before throwing that ultimate box.
Moves
With such a big number of new moves, and such a huge number of total different moves, i ask myself:
What's the benefit of having those? Sure, it brings some variety, but does the gameplay benefit from that?
It is almost impossible to memorize all those move names, and people will pick just the best moves anyways.
I would really prefer a more limited number of moves, but balanced in a competitive and strategic way.
There is no need to have 10 different moves of the same element that just have 2 more damage, 1 less accuracy or other very minor differences.
if we give every different elemental type, say, 120 moves. (just a random number)
35 physical, 35 special, 35 status, 15 unique ones that are very powerful and reserved for legends/ancients.
Make those 105 moves well thought out and balanced, and with a really different function, and just copy/mirror them for every element with a different fitting name.
The 15 unique moves can have various effects in every elemental type to show special characteristics of the element and to make legends/ancients feel unique.
That way we can strategically plan and balance monsters for pvp, and memorize moves easier, not having to look every move up.
General Thoughts
The concept for the new version is really great, i like it. But i am concerned about the competitive factor of the game.
Let's face it: it's not the casual gamer - logging into the game once a week, not caring for stats - that keeps a game running. Neither will those people ever donate.
It is the competitive people, trying to best their opponents, trying to achieve something, that keep a game alive.
And those people will demand one thing above all: a well balanced, working game.
And while adding new stuff is always fun, it can potentially damage more things then it fixes. Having 1k+ different monsters is cool, but with random abilities, it doesn't even matter.
Having 500+ maps is cool, but if half of them are the same, it doesn't matter.
I can draw a picture for you how i imagine it working all together, without any realistic chance of having it, just what a competitive minded player would like:
- Number of maps reduced by ~100
- Monsters are only found in the zones that represent their element; the mixed zone is the only exception
- Zeniths appear on max 3 maps in the game, legends and ancients on max 2
- Random abilities only up to zenith tier; legends and ancients get somewhat good but fixed abilities
- Catchrate for zeniths back up to 0.5% from 0.32% per map, increases the chances to get a decent nature/UV/ability combination
- Because of the very low chance of zeniths having superior nature/ability combination, a few of them are still viable in pvp
- Once we can donate for ability changes, no more then 1 ability per monster (regular up to zenith, not for the legends/ancients anyway) can be changed
- The fly MT dropdown menu has an option to choose the zone before going to map names for easy navigation
- 1 map per zone is a guild map, guilds can fight over it, it contains something people are looking for. e.g. easy TP training, a certain legend, sth like that.
- The guild controlling that map gets a low ammount of taxes for all monsters that are killed on that map to make it interesting.
- Real - time pvp that updates whenever both players have chosen a move.
- Longer time to pick a move before one will be randomly chosen, since we have to look up abilities for every single monster now... or at least for zenith downwards in my dreams
These are just a few of my thoughts, i could go on with that, but i won't. I think the general direction i am trying to approach should be clear.
I see the update as a great chance to make monstermmorpg a good, balanced, somewhat competitive game people like to play on a regular basis.
And i would be really sad if we mess it up just because features are added or things are changed just because they seem cool.
I want a feeling of "i need monster x, so i have to go to place y or z to catch it", i like clear structures. Maybe i am the only one.
But maybe not.
Maps & Zones
While i like the general design of the zones, i feel like there are way to many maps.
I know you paid for them, and i'm not saying we should ditch any map design in general, but why are there 3-4 maps in a single zone that are exactly the same?
Having so many duplicates of the same map over and over, in every zone, does not add anything to the actual gameplay, nor does it add anything to the flair.
It is just frustrating for people that start fresh when confronted with such a huge world where you barely notice any progress.
And i am very sure it will scare a good ammount of people off that will not give the game a 2nd try when seeing how huge the world actually is.
The total Number of maps could easily be reduced by at least 100 and we would still have enough room for all the different monsters.
Also, about the random seeding of monsters - while they are placed completely random right now, i see no benefit in having an ancient or legendary monster
apppear on 5 or more different maps. it takes away the distinct feel of "that's the map where you can find that one special monster", though that is of course
just a personal opinion. Still - it is very hard to remember any map names ( especially with the current drop-down menu for flying and 500+ map names)
and then find them on the list, there's no benefit on having them on multiple maps.
I would really welcome a placement where you can find ancients and legends on max 2 maps, zeniths on max. 3 maps, and even emissarys and lower should be somewhat bound to
the zones of the matching element types. This way things won't be as repetitive, and it would help build a certain flair within each zone. I know placement of monsters is not final, so this is just a suggestion.
Abilities & Monster rates
First off a little bug (or whatever you can call it, it seems wrong): Monster that are immune to certain elements can still get the immunity ability for that element.
As it seems, you want to keep the random abilities chosen from the respective list of monster tier. While that sure makes for some interesting combinations, it is
completely game changing and frustrating for hunting zenith/legend/ancient monsters.
The chances to get a good nature and good UVs on a Legendary have been really low even before. Then we got the random not beeing able to run away from
a wild monster, and hunting those monsters with low appeareance chance got a lot harder. Fighting random stuff all the time makes it a stretch to finally find what you are looking for.
Not only are the chances on the test server right now much lower with a general 0.32 for zenith, 0.08 for legends and only 0.01 for ancients, but on top you have to pray to get at least 1 or 2 good abilities, even IF the nature is ok, even IF Uvs are ok. I could probably do a calculation about the chances to find a somewhat decent legend with matching nature/UV/abilitie, but anyone reading that number would never go hunt them again. Ever.
So my conclusion is, while the idea of random abilities is cool, it's just not really useful for rare monsters. It just makes it impossible to find good ones.
So while it is fun for up to emissary class, i'd suggest to remove random abilities from zenith class and higher monsters, or at least legendary and higher.
Catching Monsters
I like the change that you can not spam ultimate boxes anymore, it's a great incentive to actually play the game the way it is meant to play.
I also like the fact that wild monster encounters got a bit more challenging - up to a certain point.
Again, this is mainly a problem for newer players, but it still is a problem. Emissary Monsters on level 50-70+ get boosted so much in stats, they can actually
kill unprepared trainers quite easily. Newer players that use regular / superior monsters in their team, with just random natures, no tp training, will get crushed.
I can see a lot of threads come up in the forums in the future, stating "the game is to hard" or something similar. Toning down those stat boosts above level 50
might be a good idea to not spoil peoples fun in the long run. And for legends and ancients, it creates another problem:
They are boosted so high that it is now way to easy to catch them. While this may sound weird, it is true. All that people do is use a equality type move.
It instantly brings an ancient or legend into ultimate box range, and in the end nothing has changed. So toning down those stat boosts would actually
make catching them harder again, if you need to hit them 1 or 2 rounds before throwing that ultimate box.
Moves
With such a big number of new moves, and such a huge number of total different moves, i ask myself:
What's the benefit of having those? Sure, it brings some variety, but does the gameplay benefit from that?
It is almost impossible to memorize all those move names, and people will pick just the best moves anyways.
I would really prefer a more limited number of moves, but balanced in a competitive and strategic way.
There is no need to have 10 different moves of the same element that just have 2 more damage, 1 less accuracy or other very minor differences.
if we give every different elemental type, say, 120 moves. (just a random number)
35 physical, 35 special, 35 status, 15 unique ones that are very powerful and reserved for legends/ancients.
Make those 105 moves well thought out and balanced, and with a really different function, and just copy/mirror them for every element with a different fitting name.
The 15 unique moves can have various effects in every elemental type to show special characteristics of the element and to make legends/ancients feel unique.
That way we can strategically plan and balance monsters for pvp, and memorize moves easier, not having to look every move up.
General Thoughts
The concept for the new version is really great, i like it. But i am concerned about the competitive factor of the game.
Let's face it: it's not the casual gamer - logging into the game once a week, not caring for stats - that keeps a game running. Neither will those people ever donate.
It is the competitive people, trying to best their opponents, trying to achieve something, that keep a game alive.
And those people will demand one thing above all: a well balanced, working game.
And while adding new stuff is always fun, it can potentially damage more things then it fixes. Having 1k+ different monsters is cool, but with random abilities, it doesn't even matter.
Having 500+ maps is cool, but if half of them are the same, it doesn't matter.
I can draw a picture for you how i imagine it working all together, without any realistic chance of having it, just what a competitive minded player would like:
- Number of maps reduced by ~100
- Monsters are only found in the zones that represent their element; the mixed zone is the only exception
- Zeniths appear on max 3 maps in the game, legends and ancients on max 2
- Random abilities only up to zenith tier; legends and ancients get somewhat good but fixed abilities
- Catchrate for zeniths back up to 0.5% from 0.32% per map, increases the chances to get a decent nature/UV/ability combination
- Because of the very low chance of zeniths having superior nature/ability combination, a few of them are still viable in pvp
- Once we can donate for ability changes, no more then 1 ability per monster (regular up to zenith, not for the legends/ancients anyway) can be changed
- The fly MT dropdown menu has an option to choose the zone before going to map names for easy navigation
- 1 map per zone is a guild map, guilds can fight over it, it contains something people are looking for. e.g. easy TP training, a certain legend, sth like that.
- The guild controlling that map gets a low ammount of taxes for all monsters that are killed on that map to make it interesting.
- Real - time pvp that updates whenever both players have chosen a move.
- Longer time to pick a move before one will be randomly chosen, since we have to look up abilities for every single monster now... or at least for zenith downwards in my dreams
These are just a few of my thoughts, i could go on with that, but i won't. I think the general direction i am trying to approach should be clear.
I see the update as a great chance to make monstermmorpg a good, balanced, somewhat competitive game people like to play on a regular basis.
And i would be really sad if we mess it up just because features are added or things are changed just because they seem cool.
I want a feeling of "i need monster x, so i have to go to place y or z to catch it", i like clear structures. Maybe i am the only one.
But maybe not.