02-22-2024, 03:10 AM
Many people are not fond of what it presently takes to finish a character in terms of getting their EXP and items.
Korvara is in a state where grinding is not much different than g6, where it is simply a means to an end. It is the barrier between you and playing your character the way you want to play them. It is especially important you finish your character if you ever want to participate in events involving PvE, or you will be an active detriment both ICly and OOCly bar EM intervention.
The Grind is not something people enjoy. It is a hurdle to be stepped over as quickly as possible, and yet Korvara is designed in a way as to make this hurdle an arduous one if you lack the support to overcome it without wanting to spoon your eyes out of your skull, lest you be blessed with not a single soul trying to grind anything you are.
Minimizing how much time is spent grinding for the sake of The Grind means more time for people to devote to more productive things. Like roleplaying on this roleplay mandatory game. Very few people enjoy roleplaying during the The Grind. The Grind is the time for getting your character to the point you want your character to be.
I believe we can both minimize The Grind and also make it more enjoyable for the time that IS spent having to get your character up to snuff with the rest of the crowd.
To minimize The Grind:
There are multiple issues making The Grind take far longer than it really should.
PROBLEM: Spawns are timegated, heavily. This becomes an issue if any more than one party of players are attempting to level at a time, and is generally frustrating to deal with. Forcing players to artificially extend the amount of time they're forced to farm EXP or items, rather than roleplay with their characters.
SOLUTION: Higher spawn rate, more mob spawns. A simple band-aid solution if nothing else. There are a plethora of other things that could be done, but this seems the most feasible fix without any drastic changes required to make things feel at least a little bit better.
PROBLEM: Some crafting materials and many equipment pieces are pure RNG to get, thus further delaying the character building process. The amount of RNG involved is simply egregious, the projected odds of getting a 9* item in particular being in the ball park of 1/40,000~ nowadays per eligible mob killed. And you can get maybe like, 30-40 or so attempts every 15 minutes.
SOLUTION: More consistent, reliable means of attaining items and craft materials. Such as the casino once more offering the craft materials it does on G6. It'd give more purpose to murai. Treasure maps and diving were G6s answers to some items. Korvara could use its own system for such, part of which may be covered in another proposed solution.
To make The Grind more enjoyable:
Currently The Grind boils down to farming whatever mobs are easiest, or whichever ones you're hunting a 10* from. It detracts from roleplay when the path to progress is always the same: watch someone hose down mobs for a few in-game days. Or do it yourself when you're searching for items.
PROBLEM: Reward is not commensurate to the difficulty presented by some dungeons. Obvious examples being the Minotaur Labyrinth and the Dual Colored Star.
SOLUTION: This one isn't an easy, binary fix. It would require tuning the rewards for dungeons specifically taking into account how overall difficult they are to clear. There are many ways you could go about doing this. A potential idea I had would be to introduce unique rewards to each dungeon, something like Worxas/Esthel/Sothis/Nephel fragments, which could be then used in new crafting recipes to make specific otherwise uncraftable items, to enchant items with boss only enchants, etc. A universally desirable currency item, essentially. Some dungeons like Minotaur Labyrinth might require something even more so it isn't left to rot still, but this solution is already dragging on.
PROBLEM: It's weird needing to have all your characters grind in a dungeon to see character progression.
SOLUTION: More ways to earn Legend Ink than simply grinding repeatedly. Item acquisition that doesn't depend on farming firebloods. The first thing that comes to mind is implementing something akin to Mabinogi's Commerce. Delivering trade goods between nations and getting EXP and money for the time spent walking back and forth, while also providing an RP opportunity in the process. Systems like this that encourage doing things aside from monster culling that contribute to the livelihood of the world.
TL;DR
We want more time to RP and less time spent needing to slave away at The Grind in ways that are not conducive to enjoyable roleplay.
Honestly. Who here really enjoys a riveting RP in Lava Lake as you grind once more for items, or to level a new character the 3rd+ time through. Characters are forced into that position if they want to ding level 60, unless they're really, really committed to the training dummy grind.
In an ideal world we would have content such as the Clinics in G6 to supplement EXP gains, but such things take time. For now just amping mob spawn rates and the number available at any given time should be enough while better ways of progressing characters are introduced.
Korvara is in a state where grinding is not much different than g6, where it is simply a means to an end. It is the barrier between you and playing your character the way you want to play them. It is especially important you finish your character if you ever want to participate in events involving PvE, or you will be an active detriment both ICly and OOCly bar EM intervention.
The Grind is not something people enjoy. It is a hurdle to be stepped over as quickly as possible, and yet Korvara is designed in a way as to make this hurdle an arduous one if you lack the support to overcome it without wanting to spoon your eyes out of your skull, lest you be blessed with not a single soul trying to grind anything you are.
Minimizing how much time is spent grinding for the sake of The Grind means more time for people to devote to more productive things. Like roleplaying on this roleplay mandatory game. Very few people enjoy roleplaying during the The Grind. The Grind is the time for getting your character to the point you want your character to be.
I believe we can both minimize The Grind and also make it more enjoyable for the time that IS spent having to get your character up to snuff with the rest of the crowd.
To minimize The Grind:
There are multiple issues making The Grind take far longer than it really should.
PROBLEM: Spawns are timegated, heavily. This becomes an issue if any more than one party of players are attempting to level at a time, and is generally frustrating to deal with. Forcing players to artificially extend the amount of time they're forced to farm EXP or items, rather than roleplay with their characters.
SOLUTION: Higher spawn rate, more mob spawns. A simple band-aid solution if nothing else. There are a plethora of other things that could be done, but this seems the most feasible fix without any drastic changes required to make things feel at least a little bit better.
PROBLEM: Some crafting materials and many equipment pieces are pure RNG to get, thus further delaying the character building process. The amount of RNG involved is simply egregious, the projected odds of getting a 9* item in particular being in the ball park of 1/40,000~ nowadays per eligible mob killed. And you can get maybe like, 30-40 or so attempts every 15 minutes.
SOLUTION: More consistent, reliable means of attaining items and craft materials. Such as the casino once more offering the craft materials it does on G6. It'd give more purpose to murai. Treasure maps and diving were G6s answers to some items. Korvara could use its own system for such, part of which may be covered in another proposed solution.
To make The Grind more enjoyable:
Currently The Grind boils down to farming whatever mobs are easiest, or whichever ones you're hunting a 10* from. It detracts from roleplay when the path to progress is always the same: watch someone hose down mobs for a few in-game days. Or do it yourself when you're searching for items.
PROBLEM: Reward is not commensurate to the difficulty presented by some dungeons. Obvious examples being the Minotaur Labyrinth and the Dual Colored Star.
SOLUTION: This one isn't an easy, binary fix. It would require tuning the rewards for dungeons specifically taking into account how overall difficult they are to clear. There are many ways you could go about doing this. A potential idea I had would be to introduce unique rewards to each dungeon, something like Worxas/Esthel/Sothis/Nephel fragments, which could be then used in new crafting recipes to make specific otherwise uncraftable items, to enchant items with boss only enchants, etc. A universally desirable currency item, essentially. Some dungeons like Minotaur Labyrinth might require something even more so it isn't left to rot still, but this solution is already dragging on.
PROBLEM: It's weird needing to have all your characters grind in a dungeon to see character progression.
SOLUTION: More ways to earn Legend Ink than simply grinding repeatedly. Item acquisition that doesn't depend on farming firebloods. The first thing that comes to mind is implementing something akin to Mabinogi's Commerce. Delivering trade goods between nations and getting EXP and money for the time spent walking back and forth, while also providing an RP opportunity in the process. Systems like this that encourage doing things aside from monster culling that contribute to the livelihood of the world.
TL;DR
We want more time to RP and less time spent needing to slave away at The Grind in ways that are not conducive to enjoyable roleplay.
Honestly. Who here really enjoys a riveting RP in Lava Lake as you grind once more for items, or to level a new character the 3rd+ time through. Characters are forced into that position if they want to ding level 60, unless they're really, really committed to the training dummy grind.
In an ideal world we would have content such as the Clinics in G6 to supplement EXP gains, but such things take time. For now just amping mob spawn rates and the number available at any given time should be enough while better ways of progressing characters are introduced.