Game play expirence.

Greetings pwi players! As you are aware the game play expirence has evolved into something extraordinary, however, As advertised; the game is free to play but most people have found that the game play has become a pay to win. Because of this the number of players have gone down. Players no longer play. I am sad to see many of them go. How can we as a community make the game play expirence better so that it becomes a play to win rather than a pay to win. We would like to see members return and even new members join in. Leave your ideas at the bottom. Lets make this game greate again!
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Comments

  • kalystconquerer#0876
    kalystconquerer#0876 Posts: 1,421 Perfect World Employee
    Hello!

    Here's some things I'd love to implement in the future! PLEASE NOTE - these are just some general thoughts on proposals I have, these are in no way meant as a guarantee of any content being created. These are just long term projects I work on when I'm not running around the forums or doing, well, everything else!

    -A way that restores value to DQ without necessarily needing to put coin value back onto it. The amount of DQ left on players is much higher than I had anticipated, which would dramatically alter our economy.
    -New in-game events (version exclusive) that give people useful consumables and other items to improve the quality of life.
    -New Event Shop items that offer players useful items/consumables/etc.
    -More types of events ran on the forums/social media that gives players more access to end game content, as well as things that cater to beginners and mid-game players

    I'd definitely like to here what other people are thinking about making it a bit more accessible for our free to play players, so I'll be checking on this thread throughout the coming weeks!
  • sjampie
    sjampie Posts: 626 Arc User
    Don't worry, I cannot escape from PWI.
  • extreemskyguy
    extreemskyguy Posts: 30 Arc User
    Excellent! It's good to see that you are on board with making this game an expirence that everyone can enjoy equally.

    Let me share some things i have noticed. While this game should be free to play items have emerged which the drop rate is less than good which meens the price players set have become to high there for making the game a pay to win.

    Players are having a hard time reaching the level or gaining items in which can make them just as powerful as the ones who spend money to get to the top. Most players who play pwi are players who have the money to spend. They have become so strong that they are able to solo many things or run squads with like wize players which then makes it hard for thoes who don't have money to spend much harder to find squads to do things they need like PV, EU. Etc. This results in players leaving and going to other games.

    Rank 9 has been out for quite some time and is still the most expensive gear to get. It's the gear most guilds require to join. 10mil coins is the cost players have set for just one mat needed to make rank 9. It would take twenty days to farm ten mil (eight hours a day of farming coins gets a player 1.2 mil. But you have to keep in mind the cost of repair can be around 500k.) in coins to buy one mat but if a player has money to spend.. they can get any mats needed easly. While it is noted that the increese in coins on each server has sky rockeded there needs to be a balance in how much a player can sell an item. By putting a limit on how much a player can sell an item it would then make it easer for players to afford what they need for an equall game play expirence. Gm's will still make money and players will return.
  • ironpwner
    ironpwner Posts: 94 Arc User
    - Implement a way to control market price of pack items.
    - Implement a way to control gold market prices.
    - Improve the sorting system for Nations Wars, so that all 4 nations get strong squads and not all big factions in one or two nations vs alt nations.
    - Put DQ items in the upcoming Transmutation System (DQ would be valuable again and no coin value needed on them).
    - Remove item and coins pick up from auto-cultivation (to prevent excessive DQ items farming).
    - Pursue and ban ilegal bots.
    - Create a real coin sink for the trillions and billions of coins on the servers.
    - Remove Jolly Old Jones's Advance Grinding Machine quest.
    - Balance the classes on PvP.
    - Make a better revamp to some underrated classes to make them more appealing to play as (i.e. Mystics, Wizards).
    - Implement a Talent Paths System, just like (I don't know if I can name it on here) Forsaken World. This would give an even more varied way than glyphs to customize character builds/playstyles.
    - Make Kun Kun a weekly event world boss.

    That's all, I ran out of ideas.
    War. War never changes. Memento mori
  • orangeitis
    orangeitis Posts: 183 Arc User
    Just tossing ideas out there.

    Idea #1: FB tablets. FB tablets FB tablets FB tablets. FB tablets! Either dramatically increase the amount of rep obtained from them by orders of magnitude(I'm talking tens of thousands) or put endgame rewards in. Something to better incentivize powerful players to take part in tabbed runs. Also, make extra tablets be purchasable via high amounts of coin. We need as many coin sinks as we can get.

    Idea #2: Give us higher bank expansion quests. Let us put that DQ to good use! Maybe replace the bank expanders in the botique for DQ items. Heck, replace even inventory expanders with them!

    Idea #3: Enable DQ trade-ins for event gold. Maybe at a rate of 5 DQs per 1 event gold.

    Idea #4: A new Dragon Quest? Something that gives more aggressive rewarding for the time and coin spent.

    Idea #5: Transmogrification system. Let us reskin our weapons and armor by sacrificing other weapons and armor. Fees would vary on gear level, and the cost of reskinning endgame gears should be in the tens of millions. Also, extra "fashion" armors(that are just meant to have new armor styles that can be applied to other armors) could be sold at Tailors or made via the Tailor production skill for slightly less coin. Another good coin sink!

    Idea #6: DQ items as genie food, perhaps? Chi stones aren't that known about to newbs. And we could always use more non-coin uses for DQs.

    Idea #7: More amenity NPCs in each race's main city. Essentially a way for us to not need to go to Archosaur each day.

    Idea #8: Large-exp daily quests purchasable via coin. 'Nuff said.

    Character appearance suggestions
    (more of suggestion's for the art teams, I suppose)

    Idea #1: Can the wings of our Winged Elves appear onstantly on out character's backs? Like the wings on the Winged Elves in the character creation screen and on some NPCs. It'd be a great way to show off chance box wings, for instance.

    Idea #2: I know it's been suggested many times before, but can we get matching beast transformations for our Untamed? I know it'd be hard, if not impossible to link an appearance to a skill mechanic, but we could manually choose the beast even if it's not linked. (think how Champions Online's tailor/powers concepts intertwine)

    Idea #3: Again, it's been suggested before, butis there any way the devs can let us keep the top halves of the appearance customizations in our Tideborn's Tide Forms while also letting them use skills in those forms? I know they're treated like Untamed beast forms, but Untamed have special skills they can use as beasts. TIdeborn don't have that at all. As it stands right now, the Tide Forms are only used to move quickly underwater.

    I may post later with more ideas. =D
  • magicsabre
    magicsabre Posts: 167 Arc User
    edited August 2017
    Here are ideas:

    1. Make quests limited to players not more than 10 levels higher than level of quest.

    2. FB tabs must be limited to players of proper level. Can be used bound items of proper level to increase rewards.

    3. Remove bots from the game.

    4. Ignore DQ items, since I see, that it must have value one coin each.
    ...
    -... The amount of DQ left on players is much higher than I had anticipated, which would dramatically alter our economy.
    ...




    Good, if it will be implemented:
    Here's some things I'd love to implement in the future
    ...
    -New in-game events (version exclusive) that give people useful consumables and other items to improve the quality of life.
    -New Event Shop items that offer players useful items/consumables/etc.
    -More types of events ran on the forums/social media that gives players more access to end game content, as well as things that cater to beginners and mid-game players

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  • coinsrus
    coinsrus Posts: 131 Arc User
    If you want more people to stay remove the log off and exit button
  • busooker#5045
    busooker#5045 Posts: 11 Arc User
    Would like to see SZ removed in the cities/villages. Also if someone is on the same spot for over an hour he should automaticaly go in PK mode. The fun I will have by killing catshops lol.
  • danilo#8744
    danilo#8744 Posts: 44 Arc User
    In my opinion, what I had in the old times, is I could farm how ever times I want, I do not have to make alts to do it from dailies, this is really depressing.
  • dragonpig
    dragonpig Posts: 12 Arc User
    like any other mmo, once a game reached a certain age, it will has a drop in old players base and will also face the common issue of getting new players to stay. getting new players is part and parcel of marketing job, but getting these new players to stay is that of the dev job. as far as we can see, every new content update so far only add on to "end game" only. there is a need to add new content that is cater to all players, for both new and old. one good method i suggest is adding new class to each current race, for example adding monk class to human race. this will definitely make many more old players return, like what happen when pw introduced new nightshade race. one thing good about adding a new class to existing races, is it doesn't require adding more maps/cities.

    another suggestion is to revamp the veno pet system, which i think can be tweaked further to make tameable pets stronger by implementing "star grading" system. the idea is like war avatar, you can infuse same type pet egg into your pet to upgrade it to 1-star until say 10-star, giving the pet higher stats. this will make taming tameable mob fun and will create a market for catshop to sell eggs, thereby allowing new veno player a new alternative means to make coin other than the usual JoJ which is limited to players below lv80.

    one last suggestion is allow archer to fire their bows without needing arrows. any equipped arrows will be used just as additional damage to equipped bow. this will help new players who create archer toons facing the frustration of having zero arrow in starter town while doing quests and not having enough coins to buy arrows. i gotten this idea when watching a youtube streamer playing new archer toon. like what the streamer said, the use of arrow in mmo is very outdated. i believe pw can take advantages of those youtube streamers comments/feedback to improve the gameplay, not only for new but also old players as well. kind of reminding me those old days we need a pickaxe to do digging quests.
  • pal2002
    pal2002 Posts: 19 Arc User
    bring back xnw so people outside the usa can actually do nw
  • shag1991
    shag1991 Posts: 31 Arc User
    @dragonpig while i respect your input i dont think they would do much to really help the game. As it is you're only catering to two classes, The veno issue may make people some money which is needed after lvl 100 but the arrow thing is somewhat useless. As it relates to getting the players it is the job of marketting, but i remember way back pwi had a referral system, I notice we no longer have it. I think they should bring it back.

    Speaking from a f2p perspective @kalystconquerer#0876 what we need for new players is one a mentorship system. Personally there is so much content that a new player has to deal with which can be discouraging, i dont know about anyone else but the whole celestial vale journey annoys me. Anyway while people may say armor is easy to get and its true at the early levels. New players often have no idea what direction they need to take and us older players already have a lot on our plate daily. I would suggest a nice reward system for players who really help out the noobs, how to implement this i have no idea, but im sure yall can figure it out. One thing i would definitely suggest though is increase the amount of rep you get from tabs in fb.

    I made this suggestion in a next post and ill say it here once players reach level 100 there isnt much left for them. if they dont already have atleast r9 they will be looked down on in most of the newer instance speaking for DH and UP, exceptions are made for nv3 when they are desperate or they know you. I think we need more soloable instances which drop endgame mats. it can follow twilight temple mechanics. i also think we should tweak older instances to bring back there relevance.
  • sylenthunder
    sylenthunder Posts: 3,061 Community Moderator
    The biggest problem with this game is that it's basically a snooze-fest outside of TW, xTW, XNW, name your PvP event.
    And you can only really have fun in those events if you either drop a **** load of money on the game, or spend every free hour farming/grinding. (Assuming you have a rather large number of free hours.)

    For the casual player, PWI sucks. And we can thank the original PWE management for a lot of that.
    This is the reason more people are leaving, and you aren't getting new players. For the average player the game is just a grind fest. Sure that's fine if you are a China player, since they apparently like that. Power-creep is what started killing the game years ago. The new mechanics to make it more interesting after the creep made it stale are what will make it die off completely. New players don't stand much of a chance of catching up.​​
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  • mistressani
    mistressani Posts: 101 Arc User
    Its honestly sad how this game boasts about it F2P content yet the actual game play and game merchanics say other wise - from the removal of the coins earned from Dragon points drops and the Dragon pint reward shop, the decerease in mold drops for gears as well the lacking of fun events like Archo Assult, even common gear gear drops sell at worthless prices to Npc shops no wonder this game isn't seeing any new players because there's really little that attracts them to this game
  • heerohex#3018
    heerohex#3018 Posts: 4,880 Community Moderator
    For the casual player, PWI sucks. And we can thank the original PWE management for a lot of that. .​​

    Yer... Said...

    Ive said it before as well about event times. Outch and killing Nirvana with the different rate Canny Crystals from NW tokens as well ETC ETC. The game has also become stupidly large to complete everything now you need a whole day. Yes I know thats the idea but if you have fallen behind this does not help.

    Tho @kalystconquerer#0876 count me in to help with designing PWI exclusive events... Now can we use the XServer?

    Im pleased to see some time zones are being catered for more now so My thanks to Kalyst for her hard work.
  • geochris
    geochris Posts: 108 Arc User
    In order to get new players to stay everything needs to be streamlined. Getting to lv100, getting cultivation, getting gear, getting skills, grinding vitae. PWI should do everything in their power to help new players reach the end game content.

    Unfortunately even with these changes i doubt it will change the fact that it is almost impossible for a new player to catch up. I am a very old player and I still haven't been able to make a PVP toon, mostly because of spirit. I am glad they added the boundary level pills, however their price point makes it practically impossible for a new player to buy, especially if you want them to buy r9 in addition to several boundary pills.

    Jolly jones is one of the bright spots for new players as it gives them a chance to try different classes and still get some benefit from the toon if they decide to play a different class. Their old toon can then generate some coins for them. Not a lot of coin but enough to pay for teleport fees, repair bills and a few other things.
  • heathern
    heathern Posts: 4 Arc User
    geochris wrote: »
    In order to get new players to stay everything needs to be streamlined. Getting to lv100, getting cultivation, getting gear, getting skills, grinding vitae. PWI should do everything in their power to help new players reach the end game content.

    Unfortunately even with these changes i doubt it will change the fact that it is almost impossible for a new player to catch up. I am a very old player and I still haven't been able to make a PVP toon, mostly because of spirit. I am glad they added the boundary level pills, however their price point makes it practically impossible for a new player to buy, especially if you want them to buy r9 in addition to several boundary pills.

    Jolly jones is one of the bright spots for new players as it gives them a chance to try different classes and still get some benefit from the toon if they decide to play a different class. Their old toon can then generate some coins for them. Not a lot of coin but enough to pay for teleport fees, repair bills and a few other things.

    So the first suggestion is to make getting to level 100 faster. I guess that this makes sense, since when PW was more popular, and making new servers instead of merging servers, it was clearly due to people having as easy of a time as possible getting to level 100 and enjoying endgame PvP... oh wait, I think I may have that a bit backwards, was it maybe that it was more popular when people played PvE and almost everyone was below level 100? That would seem to imply that the game could be fun to play before level 100 and that there was good content for those levels. Plus over the years although there has been a focus on the 100+ content they have improved lower level play content also. Until recently that is...

    Now for lower level play for BHs and such if you ask for help you will most likely get a level 100+ that is bored with high level play come to rapidly solo it for you, you know, so that you can hurry up to get to level 100+ and be bored with that and also be helpful in the same way.

    Of course there are now free charms to keep things challenging at low levels, and O'Malleys or Jones blessings, and easily obtainable OP (compared to older legendary gear) which makes it so that crafted low level gear is nearly always worthless, plus when you get a quest it will often say something like kill 40 of whatever wraiths, but the count now for that quest is often 5 or something like that. I think my sarcasm may have slipped in there a little bit.

    So comparing play as a level 50 player then & now, then you had a quest where you did need to kill 40 of something, and there were a lot more people of the same level, so you could often run into someone else that had the same quest, and whose help was appreciated, leading sometimes to friendships, or at least getting the start of a BH squad that would have a challenge for BH39... now for the same level you are only there for the same quest a couple of minutes, while you likely one-shot the monsters or nearly one-shot them, if you do take some damage it will be easily handled by your free charm, so you are much less likely to meet someone of the same level and not really care if you make a squad to kill what you need. Plus gaining levels take much less time (more exp per quests, less time needed per quest, free exp for checking in, meditating in Realm of Reflection), so that you are even more unlikely to meet someone that might tempt you into a challenging BH squad.

    So my suggestion would be to slow down the leveling to 100, maybe quests that used to be kill 40x should be kill 15 or 20 x instead of 5, nerf the free exp some, and make BHs give low exp if solo'd easily by the bored 100+.

    Trying to form BH squads that are of appropriate levels to be more fun at lower levels is the primary goal of the Etherblade faction Originate which is recruiting and has the information in the guilds section of forums, where about three people per day read about it due to chnges in forumes making tha section seldom read.
  • crimson12
    crimson12 Posts: 2 Arc User
    How about the money grubbing **** that run this game actually consider the fact that when you nerfed NPCing drops and pretty much made nothing worth farming, that THIS alone made some of us quit. I stopped playing for quite some time just because my usual mob grinding was rendered worthless and thus, the only thing I actually enjoyed was taken away. Quit trying to FORCE us to dig into our wallets, you god damn ****.
  • crimson12
    crimson12 Posts: 2 Arc User
    Let me just add on to that last comment by saying, end-game gears should not cost hundreds to thousands in USD.... This game is FAR from a triple A title and thus will NOT get that kind of money from any of us with half a brain. For those of you who actually put that much money into the game, I GUESS I should say "congrats" even though that's a huge **** waster.
  • greenfire312
    greenfire312 Posts: 269 Arc User
    I have a few things. Three practical, one rather pipe-dream-y. :tongue:

    - Focus on coin distribution to lower/F2P players. I'm okay with coin sinks if implemented properly, but from a F2P perspective, the eternal question is "what excess of coin? we don't see any of it." Implement coin sinks that affect the top spenders/gear makers without harming F2P people who don't necessarily make "perfect" gears. For example: drastically increase fees for crafting R9 gears and imbues of high-level gems (let's say g13 or higher). Your average F2P player is not going to be messing around with, say, Deity Stones, so it won't hurt them much. This will have the ultimate effect of draining coins out of the economy where they're actually gathering.

    - Continue to lessen and/or remove endgame grind. The exp/vitae rewards being boosted for primal dailies was a good move, but I say expand upon it. As I've said before, add spirit as primal rewards as well for learning the new skills.

    - Implement a customized reward system. Think about it: primals (used to) give bloods, neverfall daily gives glyphs, etc. etc... what if you got one universal token as a reward from each various daily, which could then be exchanged for what you actually needed rather than loading you down with so much **** that you need Transmutation to clear it out? :tongue: Imagine getting, say, two "tokens" from each primal, maybe 8 or 10 from BH/MBH... then exchange one "token" for a Primordial Blood or FSP coin, two for a Barbaric Blood, five for a Lv1 glyph, and so on.



    And now for the one that's unlikely to ever happen... fully customizable gears. Here's how I envision it working.

    1. First you create the base item - let's say a weapon - from materials from all over the game. No new "arbitrary BS mat for this gear only" - something that shows the user has played the full game. A few TT and Lunar mats, something from OHT, primal bloods, UCH coins, maybe easily-accessible HS items like Ether Jade... hell, even more obscure stuff like Skypool Scriptures (95+ QSM / Morai g15s2)... but only a few of each. The first stage should be relatively modest in power, similar to g17s1 if not a bit weaker. It has - and this is key - no addons/enchantments. It's an entirely plain-jane piece of gear.

    2. You can upgrade the item's base power and refinement potential through additional mats - for example, it could start at g12 and end up at g16/17.

    3. Add-Ons: These would be entirely customizable and scale with the items's grade. Put some additional resources into that bow? You can choose a +10 Dexterity add which scales up to +12, +14, +16 etc. as the base weapon improves. Doesn't have to be base stats, though. HP? Pdef/Mdef? Crit? Even something niche like Evasion or HP/MP Recovery would be among the options. I'd say the only real limitation is you shouldn't have more than one of each bonus (so that you don't end up with a +100 stat weapon). And one thing that would be handled separately is...

    4. Attack/Def Levels: These would require more of a mat investment and may only be appropriate for the weapons. You can add them on at 10 levels per mat investment and rearrange them as you like to focus more on attack or defense when you reroll it. There would of course be a cap on the number of levels you can apply. Using g17 weapons as a comparable example - suppose you had a 40atk/40def level weapon. Or maybe 20atk/60def?

    5. Procs: Weapons would additionally be eligible for one proc each, which can be changed later with new mat investments. There would be a lower tier of mat requirements for the "classic" procs (Sharpen, Toughen, Quicken, etc.) as well as a few which really should've always been available for magic weapons (Focus or Intuition, anyone? or maybe one that recovers MP?). Higher tiers would include Sac Strike, first-level Purge, etc. followed by GoF/second-level Purge, and finally more modern procs like the g17 ones at the highest level of mat investments.

    So yeah. Sorry for that wall-o-text, that's just an idea that's been floating around in my head for years. :tongue:
    Mains: Miugre / LigerKing
    Etherblade server
  • ballenato
    ballenato Posts: 240 Arc User
    Hello!

    Here's some things I'd love to implement in the future! PLEASE NOTE - these are just some general thoughts on proposals I have, these are in no way meant as a guarantee of any content being created. These are just long term projects I work on when I'm not running around the forums or doing, well, everything else!

    -A way that restores value to DQ without necessarily needing to put coin value back onto it. The amount of DQ left on players is much higher than I had anticipated, which would dramatically alter our economy.
    -New in-game events (version exclusive) that give people useful consumables and other items to improve the quality of life.
    -New Event Shop items that offer players useful items/consumables/etc.
    -More types of events ran on the forums/social media that gives players more access to end game content, as well as things that cater to beginners and mid-game players

    I'd definitely like to here what other people are thinking about making it a bit more accessible for our free to play players, so I'll be checking on this thread throughout the coming weeks!

    What is the point on new items on event shop when we are UNABLE to farm Event Gold?

    U got rid of Celestial Tigers.
    DQ items reward.


    Where else are we supposed to farm it? Nowhere...
  • sensualsoul
    sensualsoul Posts: 282 Arc User
    edited September 2017
    I think having events that are not announced and planned but just happen would be awsome. The sameness of PWI is boring. Everyone know when NW is, RW when every event happens. I think a surprise would be great. People are doing stuff in Primel and all the sudden eveyone in the area is pulled into a battle you pick which side you want to help and then the fight rages you beat back the forces and are hail a hero by your side! And there is random rewards, nice ones like DoDs or something really hard to get and valued. No world chat either this should be for those in the area, maybe port them to a new map give them a pop-up with a choice to go or to decline? Do the battle then port back once the rewards are given. It could be a boss or a battle between to force, the stories would be fun and you could decide to be the hero or the villan! No fun always being good! And it should be random anywhere in PWI not just one place or a few spots. It really should be random where people can't plan for it! Glyphs could be a reward too, but the rewards asided anything to break up the sameness of the day in PWI!

    And another suggestion is to have a buddy system. Some kind of boosting for lower levels to help level them. If you help a low level you get points, like fame or something, that you can redeem as something like apo or charms maybe? If you take on a buddy (a lower player)he then can send you a PM in a color like orange or somethng that stands out(or a chatbox?) when they need help with a boss or something like that. If you respond to it the lower player can give you star or crown like 1-10 how helpful was your buddy. And at the end of a week the person with the highest fame or buddy points would get a special reward and a crown by his/her name in world chat. This would get higher levels helping and interacting with lower level players.