Bloodhollow
Premium

Outfit
Elysium
Level 330
Ranger
S7
18K
8 days 23 hours ago (Last edited 8 days 22 hours ago)

All points below are based on my personal opinion about the current state of the game. Feel free to agree, disagree, or discuss them.

Extreme Leveling and High Loot Rates

Point of View:
In recent months, it has become clear that the combination of Hardcores + Bestiary Boost + Enchant System has made the game far too easy and unbalanced.
We now see players reaching levels 1000, 1100, 1200, 1300, 1400, 1500, 1600+ with unprecedented ease. This creates several problems:

* The staff cannot keep up with the progression speed, leaving high-level players with no content to enjoy.
* The sense of challenge has almost disappeared, as reaching high levels now requires very little effort.
* The economic impact is severe: it’s possible to generate 10–15kk gold per boost even at low levels (~200–300), causing massive inflation in item prices.
* The Task system has become almost obsolete and is now used almost exclusively for the skill reward, since:
* It’s no longer necessary for leveling.
* It’s not worth spending months or years accumulating 4000 points for items already outclassed by new boss drops, boss that are now easily accessible due to the rapid level progression.

With that in mind, here are some proposed changes to slow down excessive level and gold generation, revive the Task system, and give the development team more time to deliver new content.

Proposed adjustments:
1. Reduce all monster experience by 50%.
* Instantly slows down leveling speed by half.

2. Increase all monster damage by 50%.
* Restores challenge and makes the Enchant system more meaningful.

3. Reduce the total experience of all players by 50%.
* Fixes past imbalance. For example, a level 1600 character would drop to roughly level 1200–1300.

4. Introduce a new "Hunting Points" system tied to Tasks.
* Points would be earned only by completing kill tasks.
* Activating Bestiary Boosts (exp, loot, debuff, enraged) would require Noble Coins + Hunting Points.
* Example: Completing 10 hard/long or 15 medium/long kill tasks could be required to earn enough points for a full boost.
* This would make Tasks mandatory again and reduce boost spamming.

5. Double the experience, gold, and challenge rewards from Tasks.
* Makes the system attractive again for progression, farming, and obtaining 4k items.

Expected results:
* Level progression and gold generation become much more balanced.
* Task system is fully revitalized.
* Greater challenge with stronger monsters.
* More time and flexibility for the dev team to prepare new content.

Skill Progression

Point of View:
Even with the issues mentioned above, melee and distance skill progression remains a significant challenge for new archers and warriors.
Moreover, it’s unhealthy for game balance when old players can reach 210–220 skill so easily.

Proposed adjustments:
1. Increase melee/distance skill gain rate by 20–30% below skill level 100.
* Makes life easier for new players.

2. Reduce melee/distance skill gain rate by 20–30% above skill level 100.
* Prevents veteran characters from reaching excessively high values too easily.

3. Apply the new rates immediately to all existing players.
* Example: a player with 70–80 skill would jump to about 100+, a player with 200+ would be adjusted down to around 170–180.

Expected results:
* More accessible and competitive environment for new players.
* Smaller progression gap between veteran and new players.
* A healthier, fairer skill system in the long run.

Site Card System

Point of View:
The addition of a card balance system for site purchases and the character bazaar was an excellent and innovative step, kudos to the staff for that.
However, the fact that this balance cannot be transferred or traded creates significant limitations.

As an example, in Tibia, "Tibia Coins" can be bought, sold, used to trade characters, and then transferred between players, creating a dynamic and healthy market.

Knowing that a large number of cards are already accumulated on the server can destroy this idea, I propose the following solution to enhance the system’s economic potential.

Proposed adjustment:
1. Create a new type of card: "Special Premium Card".
* This new card type would allow players to deposit cards back into the site, not just withdraw them.
* Because it’s a brand-new card, old cards would not affect the economy.
* To maintain utility, these cards could also be used to:
* Bid on houses
* Buy exp scrolls
* Purchase dungeon tickets
* And perform all the same actions as current cards.

Expected results:
* A more active and healthy market for this new “currency,” both in-game and off-site.
* More attractive character sales in the bazaar, since the received cards would remain reusable.
* A more dynamic and flexible economy similar to successful models in other MMORPGs.

Additional Proposals

No more seasonal characters on older servers!
After a seasonal server ends, allow players to select an existing character on Elysium or Pharos to receive any rewards, items, gold, and other benefits earned during the seasonal.

Remove subclass change from the site!
This feature harms the identity of the game, it should no longer exist.

Focus more on the essence of the game!
The staff has brought many great innovations and useful features to the game, and we truly appreciate that.
However, the core of the game is still about hunting creatures, exploring new areas, and facing new bosses.
Please focus more on creating new content, that’s what the community truly needs.

Conclusion
These proposals aim to restore the overall balance of the game, bringing back challenge, meaningful progression, and a sense of accomplishment.
By implementing these changes, we can revive forgotten systems, create new economic cycles, and ensure a more sustainable and enjoyable future for the game.

Important note:
All percentage values, numerical adjustments, and examples mentioned above are only meant as quick references. They would, of course, need to be carefully reviewed, tested, and balanced before being implemented.
The true purpose of this post is to share ideas and start a constructive discussion, not to set final numbers or precise values.
Kommanderx
Premium

Outfit
Pharos
Level 1698
Mage
24
12K
8 days 18 hours ago

Quoting Bloodhollow:
All points below are based on my personal opinion about the current state of the game. Feel free to agree, disagree, or discuss them.

Extreme Leveling and High Loot Rates

Point of View:
In recent months, it has become clear that the combination of Hardcores + Bestiary Boost + Enchant System has made the game far too easy and unbalanced.
We now see players reaching levels 1000, 1100, 1200, 1300, 1400, 1500, 1600+ with unprecedented ease. This creates several problems:

* The staff cannot keep up with the progression speed, leaving high-level players with no content to enjoy.
* The sense of challenge has almost disappeared, as reaching high levels now requires very little effort.
* The economic impact is severe: it’s possible to generate 10–15kk gold per boost even at low levels (~200–300), causing massive inflation in item prices.
* The Task system has become almost obsolete and is now used almost exclusively for the skill reward, since:
* It’s no longer necessary for leveling.
* It’s not worth spending months or years accumulating 4000 points for items already outclassed by new boss drops, boss that are now easily accessible due to the rapid level progression.

With that in mind, here are some proposed changes to slow down excessive level and gold generation, revive the Task system, and give the development team more time to deliver new content.

Proposed adjustments:
1. Reduce all monster experience by 50%.
* Instantly slows down leveling speed by half.

2. Increase all monster damage by 50%.
* Restores challenge and makes the Enchant system more meaningful.

3. Reduce the total experience of all players by 50%.
* Fixes past imbalance. For example, a level 1600 character would drop to roughly level 1200–1300.

4. Introduce a new "Hunting Points" system tied to Tasks.
* Points would be earned only by completing kill tasks.
* Activating Bestiary Boosts (exp, loot, debuff, enraged) would require Noble Coins + Hunting Points.
* Example: Completing 10 hard/long or 15 medium/long kill tasks could be required to earn enough points for a full boost.
* This would make Tasks mandatory again and reduce boost spamming.

5. Double the experience, gold, and challenge rewards from Tasks.
* Makes the system attractive again for progression, farming, and obtaining 4k items.

Expected results:
* Level progression and gold generation become much more balanced.
* Task system is fully revitalized.
* Greater challenge with stronger monsters.
* More time and flexibility for the dev team to prepare new content.

Skill Progression

Point of View:
Even with the issues mentioned above, melee and distance skill progression remains a significant challenge for new archers and warriors.
Moreover, it’s unhealthy for game balance when old players can reach 210–220 skill so easily.

Proposed adjustments:
1. Increase melee/distance skill gain rate by 20–30% below skill level 100.
* Makes life easier for new players.

2. Reduce melee/distance skill gain rate by 20–30% above skill level 100.
* Prevents veteran characters from reaching excessively high values too easily.

3. Apply the new rates immediately to all existing players.
* Example: a player with 70–80 skill would jump to about 100+, a player with 200+ would be adjusted down to around 170–180.

Expected results:
* More accessible and competitive environment for new players.
* Smaller progression gap between veteran and new players.
* A healthier, fairer skill system in the long run.

Site Card System

Point of View:
The addition of a card balance system for site purchases and the character bazaar was an excellent and innovative step, kudos to the staff for that.
However, the fact that this balance cannot be transferred or traded creates significant limitations.

As an example, in Tibia, "Tibia Coins" can be bought, sold, used to trade characters, and then transferred between players, creating a dynamic and healthy market.

Knowing that a large number of cards are already accumulated on the server can destroy this idea, I propose the following solution to enhance the system’s economic potential.

Proposed adjustment:
1. Create a new type of card: "Special Premium Card".
* This new card type would allow players to deposit cards back into the site, not just withdraw them.
* Because it’s a brand-new card, old cards would not affect the economy.
* To maintain utility, these cards could also be used to:
* Bid on houses
* Buy exp scrolls
* Purchase dungeon tickets
* And perform all the same actions as current cards.

Expected results:
* A more active and healthy market for this new “currency,” both in-game and off-site.
* More attractive character sales in the bazaar, since the received cards would remain reusable.
* A more dynamic and flexible economy similar to successful models in other MMORPGs.

Additional Proposals

No more seasonal characters on older servers!
After a seasonal server ends, allow players to select an existing character on Elysium or Pharos to receive any rewards, items, gold, and other benefits earned during the seasonal.

Remove subclass change from the site!
This feature harms the identity of the game, it should no longer exist.

Focus more on the essence of the game!
The staff has brought many great innovations and useful features to the game, and we truly appreciate that.
However, the core of the game is still about hunting creatures, exploring new areas, and facing new bosses.
Please focus more on creating new content, that’s what the community truly needs.

Conclusion
These proposals aim to restore the overall balance of the game, bringing back challenge, meaningful progression, and a sense of accomplishment.
By implementing these changes, we can revive forgotten systems, create new economic cycles, and ensure a more sustainable and enjoyable future for the game.

Important note:
All percentage values, numerical adjustments, and examples mentioned above are only meant as quick references. They would, of course, need to be carefully reviewed, tested, and balanced before being implemented.
The true purpose of this post is to share ideas and start a constructive discussion, not to set final numbers or precise values.



Good morning. I liked your perspective on the game — there are indeed things that need to be changed. However, to take such a step in the game, we need to talk about the game’s server. Around 70% of the players are from South America, and the ones who truly play and understand the game are mostly from this region — it has always been that way. I’m not saying the remaining 30% should be left behind, but there needs to be a South American server.
Bloodhollow
Premium

Outfit
Elysium
Level 330
Ranger
S7
18K
8 days 6 hours ago (Last edited 8 days 6 hours ago)

Quoting Kommanderx:
Good morning. I liked your perspective on the game — there are indeed things that need to be changed. However, to take such a step in the game, we need to talk about the game’s server. Around 70% of the players are from South America, and the ones who truly play and understand the game are mostly from this region — it has always been that way. I’m not saying the remaining 30% should be left behind, but there needs to be a South American server.


Good evening! I understand your point, having a South American server sounds ideal in theory, and I completely see where you’re coming from.

However, right now the number of active players isn’t even enough to fill a small fraction of the servers that already exist, not even 1/50 of them.

Opening a new server would only split the current community even more, which could lead to some servers losing too many players to stay alive. On top of that, every new server brings extra costs and maintenance work for the staff, and those costs wouldn’t be covered if we simply divided the same player base between more servers.

So while the idea makes sense from a regional perspective, in the current situation it would actually harm the overall health and sustainability of the game instead of helping it.