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Title: Players Wae
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#11
1. I think people are a little too tunnel visioned on their own thoughts of enhancement to see the bigger picture.
Pre-RISE enhancement by Nexon gatekeeps enhancement behind depot runes up to +10, and then leaves the rest to RNG (except for some events where +11/12 runes were made available in the depot).

In Windictus, a +10 is easily obtained (the way it should be), and +11/12 enhancement runes are also fairly obtainable by doing seal/mission dailies (in addition to enhancement protection runes). This makes +12 sort of the baseline here, rather than +10.
Keep in mind that the +12 rune is also tradable, as are daily tickets (to buy the +11 rune). These runes may also be added as raid drops in the future.
Beyond +12, there are +15 enhancement protection runes available as raid drops.

In a way, this is similar to what you are suggesting. The RNG is still an element, but with the current rune system, it's not all that punishing. This makes the runes the grind, rather than the stones, and I think most people would rather farm raids to grind runes, than farm boats to grind stones/elixirs.

I'll be reworking enhancement stats more in a future update too.

2. The Enchant system should be fine with the new prices + the addition of the unstable enchantment rune. I may add Magic Powders as a possible fishing drop so that people can passively work towards their next enchantment whenever they sleep/afk.

4. Fusion rune prices have been lowered

7. I may add some infusion materials as a fishing reward in the future as well
 
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#12
If you are going to keep rates like in the main game, I suggest you guys to at least make the +15 protection rune be a -0 punishing rune. A -3 penalty is way still too brutal. A +13 is guaranteed and is the standard in the main game so why would we want to play around with a +10 forever. +11 and +12 are understandable since it's still a grind for this, but +13 and beyond should not have that -3 punishment. 33% to hit 3 times in a row is a 3.7% chance. You can pretty much say no one will go for +15 as it's not worth the grind and thus defeats the purpose of a private server altogether. We even talked in discord how this is pointless if you're leaving a grind up to RNG. I don't think you guys realize that people aren't just going to spend 1000000 hours into this game to hit a 3.7% chance to eventually get a weapon that doesn't really mean they're going to quit. Personally I'd play even more and stick around more since I can actually play the game how I want after all these years. Even - 1 is too harsh, it's not different than AP boom restoring. Remember this is vindictus rng...we all remember the pain in the old days...let's not go through this...

Plus remember that 1 +15 isn't the end of it all since that's what you guys seem to be afraid of. I want to get multiple +15s, hell even +15 my armor because THAT'S what I could never do in the main game. There are still tons of grind aspects in vindictus we want to do that doesn't just revolve around getting a single +15 weapon and quitting. Think about infusion, enchants, +15ing armor which I have never gotten ever and would love to experience it, and even secondary weapons...

And finally, the server owner should implement super rare outfitters and glamours from KR servers that we never got in NA servers as the final grind aspect besides +15. Make the Keaghan outfit something to grind for, the KR Iset exclusive set to grind for, the Succubus companion we just got in main game to grind for....there are so many things that you guys can put in as a goal to "grind for" other than just +15 weapon. Hell, give us an item that lets us choose the Infusion we want like +2 CRT after trading in 20 raid coins. If you make Keaghan and all those glamours given to us for free in the beginning, then that turns the focus to only getting +15 weapon left and nothing else. The weapon is how we get started in playing Vindictus, not how we quit. If you don't believe me about this, look at the main game. Go to channel 1 and see ALL the players who stuck around since Day 1. Only those with +15s have done so, everyone with gear they couldn't get left. +15s keep people playing, not making them quit. Why do people still play Vindictus and throw money at nexon? If +15s truly made people quit why do those guys still stick around? Because glamour and event items make them stay. Sure they don't play as much, but they still stick around, help others, socialize, and play the events. What player with +10/11/12/13 or so has played vindictus since day 1? Shitty gear is what makes people quit because it's simple. If you don't have enough power or attack speed, you can't fight and control your character well enough which makes raiding frustrating and thus bosses needlessly too difficult to fight against and grind for. And that's why Vindictus is dead. People couldn't get the gear they wanted, so raiding became frustrating and annoying to play, not fun. Remember the days when we all had thor/glas/colru? And yet people with decked out gear still play those. Hell to this day, all my friends still do titan/colru with low att but high att spd. It's just so much fun to solo/raid with people while playing these bosses with the stats we need.


P.S- I can't say anything for enchanting as I haven't gotten to that part yet but from what I read it seems okay? Not sure at all. However, infusions definitely need to be shit easy or at least some kind of guaranteed aspect. The RNG here is even more brutal than +15ing and we need to get infusions for at least 10 or more pieces of gear.
 
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#13
I am not alone in my wishes after all.
 
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