So what you’re saying is that since we couldn’t get to it sooner because of the myriad of other things we were dealing with, we should have just never made the change because we didn’t change it when you and a few others wanted to scroll their belts ? Should we also not actively look for ways to help players gain HP because some players have already hit 30k?
How many times have you actually communicated with the playerbase especially in feedback threads? Your saying the myriad of other things you guys were dealing with, and how should we even know about it when you guys dont even communicate? You actually probably won't understand why i'm bitter because you guys can't see it from the lens of players that have put in the time and effort for this content. Then with that logic, you guys might as well help players get their +20 auf helms by increasing miracle scroll pass rate.
Free game, ran entirely by the love of a team of volunteers who also have lives and jobs outside of Royals.
First, we do communicate. Yes, we could communicate better but we’re also very short staffed and have been dealing with a lot of higher level issues outside of feedback (client issues, backend changes, website upgrades, etc.) that were necessary for us to tackle. All of which by the way were communicated with the playerbase when appropriate (when we deemed appropriate, not when the playerbase deemed appropriate). Second, I was simply using your own logic with another example. Don’t try to make me look like an idiot when you’re just salty because we were able to get to a change after you invested in something. We have methods for discussing feedback requests (privately) on our end, but there are others that arise that require our attention outside of posting updates on every feedback post. We are also looking at other ways to make feedback posts more clear as to the status. On the bright side, your future characters will have an easier/more efficient time scrolling belts thanks to your feedback!
Cost wise? sure, it's a lot cheaper. Time wise, this is not an improvement over the 60% scrolls since this is a 100% once per week. I think the main complaint for players was only getting 2 chances a week, rather than the cost. A more "welcomed" change would be to just make 100% vl cs require CS+WS and only 1 parchment like others have suggested before. I'm not here to complain, and I'm not here to feedback either for reasons mentioned in posts above, just here to shed some light on why there will be other people unhappy with this. Edit: and my personal feeling is that communication on this specific thread from staff has been super lacking, maybe in other threads it's less so.
There's no need for your snarky ending remark. My original grievance is actually about 60% being a thing and potentially wasting an entire week - month worth of VL due to failing them out of RNG. I have no issue with 100% scrolls being implemented and actually i'm all in support for it. What i am unhappy with is the leap from an average of originally 2 CS + 2 WS to now 1 CS. Why the drastic change like that? I still standby my example, if the point is to make endgame gear easier to attain, its the same as increasing miracle scroll pass rate.
With all the emotionally charged comments aside, something does feel wrong about the new rates. If 100% is introduced, the cost shouldn't somehow be less than using 60% cs +ws, since at the current rates, using 60% cs + ws has become very much obsolete. Even the option of only using 60% cs seems less desirable considering the potential lost of slots on an already 500m + 500 totems invested belt. Then why does 60% vl cs scroll exist in the first place? Either the cost must change, or 60% should be removed entirely.
Two 60%+ws costs 1cs+2ws more but it gives you 1.2 expected CS passes per week, instead of the 1 expected CS pass for the 100%. So there's a bit of a tradeoff but I wonder if this is worth it for anyone...
It would've be very nice if the vlcs 100% upgrade required rg bees powders. I think we can all agree that rg meso injection is a huge issue, and the ifia's box/gold apple is just not impactful enough to solve that issue. This was a good opportunity to recycle those bees, I'm curious why this wasn't implemented into the upgrade reqs.
Something like + (60% vl cs) + -> Gilded VL 100% chaos scroll. That leaves 60% + ws still viable since it's less costly for the potential of winning the gamble.
I think a decent amount of pub runs failed last week, like 3, ranging between 12-18man. They’re trying their best but I’m pretty sure with 0 smoke uptime it would maybe double their fail rates if not more and pretty much lock out any community without at least let’s say 50% of the run being end game players from clearing even 16mans. That being said, I think your 10-man consistent clears are very impressive. Unfortunately most of the other players are still trying to recruit and clear 18-21s consistently so I will have to be against this change. The only way I see being able to please the people really at the deep end and the majority rest would be a hardcore mode. I think the gear/skill disparity is way too big to balance for both groups. And to people who say, just don’t die gear doesn’t matter. Gear matters a lot, especially once you start tackling to go under 16.
Some of my opinions after a month since the last post: Newer Groups: Lots of groups still failing. I would love to hear some newer VL-er opinions on how easy it is to find VL groups and learn/practice Stable groups seemingly have acquired more players, most stable groups are now running 12s with consistent apple only clears Few newer groups are able to clear 12-mans by chugging gelts/VL potions. That's fine, they're staking 100-150m in attack pots each to clear VL CS 100% Section: I like the 100% VL CS Scroll. The 100% VL CS takes less mesos that the previous version (60%+WS) but it forces us to keep clearing VL every week 2/2 If you really want to brute hard force your belt, you can still 60%+WS, in theory, you should reach your belt goal faster Helps organizers keep a lot of vets still in the loop/interested Sucks if you're a NL. It's hard to get 2/2 on NL unless your organizing like 4-5 runs a week and can slot yourself in Bonus: Bonus obviously is affected by the bug fix drop rate. It was great while it lastest but the bug as a whole needed to get fixed Maybe we can remove some of the really unwanted scroll drop like Cape 30s, Face/Eye HP scrolls Maybe we can balance the equipment dropped. It drops such an odd pool of equipment if this list is accurate: https://royals.ms/forum/threads/von-leon-bonus-drop-table.217553/ (Update the list is extremely outdated) Maybe we can add a little more jazz into the drop pool with like 3% 5% , don't think it would be too ground shaking but not very invested in this suggestion Boss: It never teleports off the map for me now, but we’ve also have gotten better at avoiding that spot Summons seem significantly more challenging to clear when I watch newer groups run. This a positive to keep the boss difficult and rewarding to players who can stay alive and organizers who are good at managing TL/Ress/Party re-adds. (The reward is being able to run smaller groups). Don’t think this is really a gatekeepy mentality. Obviously you can’t control your team to all never die. But a host should be quite experienced in VL to understand how to lead and execute commands. The really bad runs I watch I see people: Scrambling to ress: people are dead in tombstone for 6-7 mins Not sure who’s TL or Ress is up Seeing bishops not in party for 4-5 minutes because party leaders are struggling focusing on boss and they’re too overwhelmed to re-adds and party is getting garg stun locked This isn’t about gear, ping, or class diff, this is a skill issue. Think boss atm is mostly balanced okay, not too sure about the bonus, gonna feel it out more with the adjusted drop rate.
Can the bonus notifications for most of the low value items be removed and just have notifications on: Chaos Scroll White Scroll Boots CSS 20% VL pots Chair
Believe me, if they make Clean Slate Scroll 10% so that it doesn't explode, it would be another way to encourage more VL runs, it would even be part of the bonus for another equally difficult boss.
List of unfixed game breaking bugs since release: (October 2022) - VL teleports out of the map on the left side. - Mobs die instantly if pinned to the right wall - highly abusable (tested with Gargoyles, probably works with Golems too). - Animation cancels on Buccaneer - possibly caused by Barrage. - Animation cancels when VL casts Dispel. - VL slides back to the old spot if it teleports while people come out of jail. - Deadly pirate jail golems appear on the main map. - Fresh golems can spawn in pirate jail and kill you. - Boxes in mage jail room dont open visually. - Using Puppet disconnects you on archers, basically a "quit game" button with some delay. - Player models appear on top of your own on the right side of throne. - Golems can get sent flying across the map and be unclearable as a result. There's a lot more, this list is incomplete. I don't personally feel the need to feedback anymore because I don't see positive results coming out of it, but I just thought I'd put it out there. I keep hoping to see some of these fixed when major updates come.
Few things to add to the list: - When sairs are on-ship and get sent to jail, the system does not dismount sairs' ship properly in the dropping room. The character would end up in the off-ship form but the ship buff is actually still on. As a result, the ship will still take damage even if the character appears as off-ship. The current solution is manually clicking off the ship buff or remount/dismount again, but quite annoying if forget to do that. Something to add to this point. This is a snatch bug. It happens when bucc snatches golems that are slightly behind their character, causing them to overshoot backward. (It happens in rose garden mini golems too)
I've recently gotten a couple double rock lines on my shadower - nowhere near as frequent as bucc, but one time the whole map did get covered in rocks which was terrifying. So it might not be just limited to bucc, they just have the most consistent way to trigger it.