2012-12-23, 11:47 PM
Anybody who's been playing on the test server is aware that the
difficulty curve of the game has been cranked up to 11. (Out of 10,
mind you.) You start off with a level 10 starter, and even with a full
team of monsters, can find yourselves spawning at the Monster Center
after a failed battle with a level 2 emissary. (I know I'm not that
great of a trainer, but, uh... it's happened a few times. And not with
type disadvantages, either. :x )
It makes the game hard and
frustrating to play. I'd quit on it after about 5 minutes, especially
at a normal exp gain curve! (We're getting an exp buff right now.
imagine trying to actually TRAIN in these conditions. Ewwww.)
I
think we need to put the fun back in the game before updating the main
server, or we'll lose the small player-base that we have. I don't think
we need to give wild monsters the boosts they have, or, at the very
least, the percentages should be toned down severely. Running back to
the monster center every single battle just to train is a trying
experience. I did not enjoy it.
What I think we should try:
- Remove wild monster stat bonuses.
- Half the bonuses for NPC monsters (They still get buffed, but half as much, to account for TP training and such.)
- Work on monster loot drops. c: As far as it is between towns, I'd be tickled pink to see monsters dropping healing potions.
I
was also playing with the idea of lowering how much experience it takes
to level up monsters. But That'd be frustrating for people who already
have level 100's and fought hard for them. Also, with higher level
monsters in the wild, it might be easier to achieve those higher levels
anyway. Can't tell. Haven't played the game without crazy bonuses.
Side
note on loot drops: I'd like to see monsters only drop loot, and not
money.
If you want money, sell some of the dropped items and fight
trainers. Monsters don't carry coin. x'D (Well, perhaps some of them
do, but that could be their loot drop. lol )
difficulty curve of the game has been cranked up to 11. (Out of 10,
mind you.) You start off with a level 10 starter, and even with a full
team of monsters, can find yourselves spawning at the Monster Center
after a failed battle with a level 2 emissary. (I know I'm not that
great of a trainer, but, uh... it's happened a few times. And not with
type disadvantages, either. :x )
It makes the game hard and
frustrating to play. I'd quit on it after about 5 minutes, especially
at a normal exp gain curve! (We're getting an exp buff right now.
imagine trying to actually TRAIN in these conditions. Ewwww.)
I
think we need to put the fun back in the game before updating the main
server, or we'll lose the small player-base that we have. I don't think
we need to give wild monsters the boosts they have, or, at the very
least, the percentages should be toned down severely. Running back to
the monster center every single battle just to train is a trying
experience. I did not enjoy it.
What I think we should try:
- Remove wild monster stat bonuses.
- Half the bonuses for NPC monsters (They still get buffed, but half as much, to account for TP training and such.)
- Work on monster loot drops. c: As far as it is between towns, I'd be tickled pink to see monsters dropping healing potions.
I
was also playing with the idea of lowering how much experience it takes
to level up monsters. But That'd be frustrating for people who already
have level 100's and fought hard for them. Also, with higher level
monsters in the wild, it might be easier to achieve those higher levels
anyway. Can't tell. Haven't played the game without crazy bonuses.
Side
note on loot drops: I'd like to see monsters only drop loot, and not
money.

trainers. Monsters don't carry coin. x'D (Well, perhaps some of them
do, but that could be their loot drop. lol )