Duyuei's Wall Raid, Opinions and Suggestions.
#1
Brick 
Juice! Chief of Duyuei here,

Making this thread(my first so hopefully I do this right) so that those who partake in Duyuei's Wall Raid Mechanic can give their feedback upon it. Thus, without further ado I'll provide my own:

Currently, the Wall raid lasts a rather substantial amount of time-- about 7-8 hours on a good day. This, of course, is divided into two parts. Part one features the Snakemen Ritual, and part two features a Snakeman prince as the final fight. Both parts feature a rinse and repeat kill x amount of Snakemen waves to get to the next part.

For the first couple of times, this content can be engaging, but I personally feel like it's become a chore and a resource sink. I'm fine with the latter, but the former I'd imagine can or will cause burnout if it hasn't already. So, I've prepared a list of suggestions organized into two* sections to try to combat this and juice up this section of the game:


Suggestions related to time:
  • The first and biggest suggestion is to add some sort of mechanic that allows players to start the raid early. There have been several instances in which the Raid has happened at ungodly hours for everyone, and thus nobody can participate (This is especially true when lag can push raids back hours). Whether it be a ready-up function, where x amount of players need to interact with y for the raid to start, or simply just a button or command that the Duyuein leaders can hit.
  • The next would be in regard to the raid length itself. And while yes, players don't have to stay for the whole raid and I'll never-ever encourage them to, most people seem to try and stay for as long as they can anyway. And most players I hear from are in agreement that the raid length is far too long. That's why I propose for either:
    A: The Raid has its rounds cut down by half.
    B: The Raid is split into two days, where the first day ends with the ritual and the second day ends with the Prince Boss.

Suggestions related to content:
  • Please-please-please, we have to add some sort of reward at this point. Some sort of mechanical reward that makes the Raid worthwhile. And yes, I know Dev was planning to add something like that in whenever the other Nations got their systems... but it's been over a year! The lame boulder excuse doesn't even apply anymore with the most recent update! Just have a NPC inside the Wall provide rotating rewards, like Duyuein-themed icon pieces or plushies, or everyone's favorite black box tactic loot boxes! Have the Wall as a plushie for all I care, just something to represent the mechanical effort. It'd be so easy to translate the points on the board into a Wall Raid coin for that vendor, too, I'm sure!
  • I KNOW this is a reach, but seeing some rotating raids would really spice things up. I suggested long before that having former Behemoth monsters attack the Wall would be cool, and I stand by that! It wouldn't be hard at all to replace the rituals with going to take out the Behemoth Turtle shells or some Thunderbird nests!
  • Upgrades people, upgrades! I think it'd be really neat if we could, as a Nation, work toward upgrades for the Wall. A research system, one that could perhaps even promote the cooperation with other Nations(Hello Gellybean land, lets get that max dura up and some new defense weapons! Hello Telegrad, more food for more trainable NPCs or NPC types? Meiaquar, robots on the Wall and better scouting equipment!?!?). Stuff like that, and more! Perhaps this could go hand-in-hand with a rising Snakeman threat, too. New Snakeman types attacking the Wall, different Snakemen bosses etc etc.




Suggestions related to bugs:
  • Snakeman Prince currently isn't spawning in with its icon, the battle function still works.
  • As of 11/3/25 the Wall isn't repairable.

The last sip:
Suggestions related to bugs:
I really like the Wall Raid. I think it's an absolutely amazing foundation for a start. As a core mechanic for Duyuei, though, its features need to be juiced up severely. It feels more like an incredibly unfortunate chore rather than something that gets me engaged and hyped up to play.
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#2
So I've spoken a lot in regards to this already, I'll link my relevant threads here (goes over the balance/issues with the raid as perceived very early on) and here (this touches a bit on the rewards, even if it isn't like what I suggested at all, I agree, we're long overdue for the wall raid to give something meaningful).

Now to actually provide my insight.

I have not attended this raid since mobs were created specifically to counter what I was using to clear non-boss fights, and still nothing has been provided to reasonably fix that. I've only eaten nerf after nerf to the point it simply isn't feasible anymore, so I took that as a sign to no longer bother if I was going to be punished for succeeding.

The timing has been a glaring issue since its inception. It happens at odd hours and lasts for nearly an entire work day, with the most important parts being the middle and end, so it's not like you can hop in and out to get the same rewards as anyone else who participates.

I'd honestly suggest just having the next wave start the moment all the snakemen of a wave are dead. Or if that's considered too fast/punishing to players, it could be an optional thing players can queue up for to effectively vote to skip wave wait timers if there are sufficient people (4?).

Having the raid be multiple days feels excessive, especially as the entire wastes has its spawns removed while the raid is active. If I had to chose, I'd lean toward option A, and condense the number of fights into less waves.

Content may be a stretch but I did want to do something at some point to interact with the Wall Raid, but I don't know how open Dev may be to anything that'd influence the Wall Raid or function similar to it. Allowing EMs to effectively run the Wall Raid could be a solution to making it more interesting in that regard, and perhaps even alleviate the timing woes. It'd, of course, need to be discussed at length with Dev in that case.

As much as I want the Wall Raid to get more love, we also have to consider the fact this was something meant to be the framework for similar systems for each nation. I'd rather see other nations get something mechanically before the Wall Raid has more variants added to it, but if it's an easier workload and Dev has an idea I would not fight against improving what's already in place before setting eyes beyond Duyuei.

This in turn could help with your idea to connect to other nations if the other systems start to come online. We just don't know what those systems might look like since no one else really has as obvious a thing to turn into a raid. I guess Telegrad has Sharis Forest, but I have no idea what I'd do for Meiaquar if not just 'random slums gangs' or ideas that'd spoil what I'm planning. We could canonize Scumgus or the Giant Flaming Chicken in Geladyne. They got options.

I am of the same sentiment in the end. The Wall Raid is a fantastic foundation, especially with its out of combat support mechanics. It is unfortunate to see them go sorely underutilized outside of that still and the same system yet to be expanded on to other areas.
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