• What... happened?

    CometCupid wrote: »
    If I remember right, someone
    (more)
    tom50574
  • What... happened?

    Aerodos wrote: »
    1. What they essentially did in (more)


    1. Rise Normal is a nerfed version of pre-Rise easy. That's why so many players are complaining - new characters just one-shot everything which destroys any challenge in a game that was designed around being challenging. The point of Vindi was to create a challenging game that required skill to conquer rather than luck (like most "difficult" games nowadays). And players used to get punished for going Easy because Easy didn't give them all the BP needed to unlock further dungeons, which was a good thing as it forced players to work together to either do the bonus missions on Easy or just defeat Normal.

    2. The economy is actually the worst it's ever been. Mobs dropping +4 equips at the beginning of the game with +6 before midgame has destroyed the economic value of trading, and all that simplifying the materials has done is make the market bot-friendly because now all recipes can be done without players having to aim for eyes, helmets, etc - which means now bots can just 1-hit bosses and basic enemies and flood the market with materials while actual equipment is nowhere to be found because players are no longer dependent on one another to get good equips. And that's in addition to the fact that no one even needs good equipment anymore since the entire game up to S3 can be solo'd nude with basic sword, meaning even IF players got +0s as drops they'd still be bulldozing all of the content, therefore making good equipment nonexistent in the market due to no demand until level 90; this also means that crafting is even MORE expensive now because players can't get any return for making any items except the final ones possible, making all pre-90 crafted items junk and therefore making it hell for players to invest in crafting, which restricts crafting to an elite few that are dominating the only part of the market that matters - the lvl 90s.

    3. aka THERE'S NO ECONOMY

    4. It claimed to fix typos. It didn't, and even created some. It claimed to streamline the story - it didn't, outside of Story Progression, which is a gimmick aimed at beating the game within a day, which is bad in a game where the whole point was to be challenging. And it also took out stories that literally took no time to do and there was no reason to get rid of them since they had plot and character development. The DIFFICULTY is what made the game good, the DIFFICULTY that forced players to work in PARTIES which created a COMMUNITY that had a good MARKET because mobs didn't drop Infinity +10 equips, the DIFFICULTY which was found in XE that got replaced so Nexon could go back to the P2W Pre that is even MORE P2W now than it was in Pre!

    And Rise DID NOT rebuild the game's core - that would suggest it rebuilt the engine, changed from the dungeon structure to Open World, fixed the P2W stat focus, decreased the number of channels, gave actual character models to NPCs, delimited the profession system, made the characters classless, allowed players to enter values for things like hues and party cap, or anything else that actually changed how the game functioned; instead, they KEPT the core but NERFED the details, cut out important or meaningful parts of the story, made side quests and bonus missions irrelevant, ruined the title system, ruined the market, destroyed any reason for party-play before endgame (turning it from an MMO to a singeplayer game), added new max enhancement levels that are even more P2W than the previous, and this was all after even the entire Korean playerbase told them not to implement Rise after they tested it.

    5. This is both completely false and offensive. If the Rise update helped the game grow at all, new players would be staying instead of leaving because either it's too boring or they hate the difficulty gap at endgame that simply stops them from thinking the endgame is boring because it is. Toxicity is not making the game die; the game's been on a long death spiral because the devs rarely create new content and instead focus on making game-killing edits like Rise, in addition to Nexon's marketing teams not doing their job and properly advertising the game in any region. There is no excuse for Vindi and Mabi not getting a lot of innovative content like the devs used to make when they aren't even making a new game (which they should, because it's past time - Vindi was made 6 years after Mabi, and now Vindi is about 7 years old without any notion of Arena being brought back or replaced); players in all regions have offered DevCat constructive criticism, not worthless vitriol, and DevCat's current director has literally just ignored all of it because he wants to get his own way and doesn't care at all about the playerbase. And many, MANY of the players that are doing this have quit the game because of his reign but keep coming back to see if the game they love will ever get better, only to be disappointed and leave again.

    6. False. Bosses used to be difficult BECAUSE of large party numbers. Bosses increased in difficulty stat-wise massively per each number of players in the party. That's now been removed and all bosses have been nerfed stat-wise so that players kill bosses too fast to ever be forced to use any amount of skill, so they never even see boss patterns.

    7. This is complete and total BS. The game starts at the introduction. Every single part of its story is relevant, and every single battle (before Rise) tested the player's skill and wit. Players dealt with bridges and traps from Chapter 1. They did raids starting with Chapter 1 (or 2). They traded equipment and built a market that worked at every level for everyone. Every player was relevant - the casual, the crafter, the raider, the grouper, the challenger, the achiever, and even the socialite. Now the game is a straight less-than-24-hour 1HKO fest to raids that hold nothing other than drops that used to be optional before the stupid 80% damage mechanic gave favor to whales that still don't need skill because they're whales in a stat-heavy game where the AI has been nerfed to not require anyone to use skill and lets everyone facetank even more than during Pre. Before Rise, it took days to get used to the game and weeks to complete it, not months, which is far better than Mabi which is still focused on level 1000+ players. And even Hero mode is irrelevant because the whole point was to provide a difficulty higher than Hard at any level (above 60 or whatever, now changed to endgame where it's useless, instead of given to all levels which the playerbase wanted).

    8. They're not going to be because the new DevCat director doesn't listen to anyone other than himself and is going to drive the game to its complete and totally irreversible death. We need the original leaders back.



    I appreciate you showing the OP that there is that 0.0000000000000000000000000000000000000000001% of the world's Vindi playerbase that thinks that anything other than streamlining crafting (minus the removal of skill-based unique drops) is good, but don't mislead them with claims that go against the actual data collected about Rise Vindi.
    Zaeadras
    Zeroheart
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    Prototypemind
    tom50574
    KingRichRice
    misakamisaka
    KayoAemskey
  • What... happened?

    I guess it's supposed to
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    Zeroheart
    Prototypemind
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