A few months ago, the playerbase heavily complained that Vesteria was way too grindy and simulator-ish. In this post, I will go over what the Vesteria Team has done in response and more changes that could help with this issue.
Fixes and changes
After the release of subclasses and Forsaken Isle, players were having a hard time levelling up at Forsaken Isle, including me, who was stuck at level 33 about 3 or 4 days. Many players thought that the game was becoming too grindy and on 27th November, 2019 and 18th December, 2019, berezaa released 2 new exp curves which made high level players level up easier.
Othermore, the death penalty was introduced on 5th December, 2019, mobs had more attack and HP during night time, and rare weapons had more attack, which kind of helped with the whole ‘level scaling too hard’ issue.
Lastly, the upcoming orb update, equipment variants, and skill modifications (pure, multi, and sonic mage bomb) was also great responses.
More changes and possible mechanics
I believe that ‘parrying’ could be a great rework compared to the current DEX scaled block rate, where you could press U (or the key you set it to) to block hits, where hunters can block 20% of the damage, mages could block 30% of the damage, and warriors could block 40% of the damage.
However, with parrying implemented, your item used to parry would lose 0.1% of its ‘life’ everytime it parries a hit, and blacksmiths would be set up in all towns (Mushtown, Nilgarf, Port Fidellio, Warrior Stronghold, Tree of LIfe) and guild halls that are T4 and above. You could choose how many % of the ‘item life’ you would want to repair and prices would scale off that too. The higher level requirement of the item, the more expensive too. This would not only give people more of an incentive to join guilds, and give Vesteria a more ‘MMORPG game feel’.
I do know that the professions systems are coming out in the future cough give us real basket weaving cough, such as woodcutting, mining, and such.
Also, monthly deals would be available at blacksmith shops, where there would a special kind of currency would be gained from doing profession quests from the blacksmith owner’s assistant. Those items would most likely be level 45 as berezaa stated that he wanted the level cap to be level 50. Each ‘easy’ quest would give you around 10 tokens, ‘medium’ quests would give 20, and ‘hard quests’ would give 30. The quests would refresh every 24 hours and each monthly deal would cost about 200 tokens.
Secondly, player-run shops. If cooking is ever to be implemented (which would need a lot more drops for it to be a good feature), you would unlock recipes every time your cooking skill levels up and as Berezaa stated, “I don’t want professions to have a level cap.” but the last recipe you could get would be at level 50. Rare food could give great buffs/perks. Other than cooking, player-crafted gear could be implemented. Levelling up your crafting skill would take a very very long time and only the most dedicated players would be able to craft rare items and the items needed for it would be very rare too, either from 0.0001% boss drops or hard quests. So how player-run shops would work is that there would be 10 player shop slots in each safe zone, and players could ‘claim’ them for 5s per minute, and put up items for sale there and list prices, similar to how shops work. The player would lose the shop slot upon leaving the server or ‘closing’ the shop. This is different to trading as you can only put food and player-crafted gear there, and people cannot bargain.
Last of all, storymen could be put in safe-zones, where they would give out random lore about Vesteria, and their dialogue would change every 3 days. Walking friendly npcs could also roam around safe zones, similar to npcs in Fantastic Frontier, giving the cities a more lively feel.
That’s all for this topic and please, any criticism, ideas, or comments would be greatly appreciated.
@Davidii I hope you read this c:
Edit 1: fixed typos and grammatical mistakes.
Edit 2: fixed more typos and tweaked some ideas