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   Forums-->Ideas and suggestions-->

Get rid of FSL in the game


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AuthorGet rid of FSL in the game
This is probably a rather big change I'm suggesting.

So... Every now and then, I "Leave" the game/take a break, and come back.
And the last time, as I found so much stuff to do (In the bad way, like "Homework", not like "Ah good! xD), I suddenly found the game WAY WAY too grindy.

Then I came to the conclusion we have "unnecessary" statistics we can really do without them existing.

An example might be FSL:
Come on, we can totally have Racial skills scale off CL (Combat Level).

Lets pick Elf Racial (Easiest to explain).
It scales off 7% per FSL.
We can totally have it climb 4% per CL (Note I said 4%, not 3.5%, coz there are more CL than FSL, yet FSL goes higher exponentially).

The "root" of this thought is that the game is way way too grindy sometimes.
I very honestly think we should do it more "casual".

Why? To attract more players.

A high "%" of the players are very "Hardcore".
By this I mean LWM has to be part of the DAILY BASIS of the person, to play it "Efficiently" (Pass by and Enroll, make WG Daily missions ...).

So I suggest to get rid of pointless "Farming/Grinding", and have Racials scale off CL (Combat Level) instead...
Since we already have many guilds we have to farm.

Oh, and the attack/def/ini bonuses you could just gain them every 2 levels, it's not a problem.
-1
The challenge is the fun of the game ^^
Btw, possible side-effects this suggestion:
- Positive: You could buy Necro castle, and go play it straight away, without having to farm 6000 FSP :))
- Negative?: Skilled Potion/PoS wouldn't exist (= Less income for Admins).

2# Lol its not about "Challenge"
It's pointless "Farm/Grind" hours, no "Challenge" in that.
Just "Waste of time" as I see it.
-1
-1
to be honest, this is one of the rare games where you do not need to be online daily to play.

Let me explain: if you miss an event, you will miss an artifact, and some FSP, and some gold, BUT you will also miss the XP that level you up. So if you leave when you are level 5 for one year, nothing will happen to you, the people that enjoyed all the events meanwhile will be level 8 to 12, and you will be paired with other, new lvl 5 when you come back.

In this sense, you can play just once a month, and still be at the top for your own level.

The one single you can't be sure about is that some player may get in a group battle with a full enchanted set and blast you if you use shop artifacts.

But nothing stops you from having one set yourself for such an occasion - albeit, you will need to buy it.

The key is to prepare for this from the start, you can't start playing seriously at lvl 10, you need to do it from lvl 1.

Winning a tournament at lvl 3 is far easier than at lvl 10, and once you have the money, you need to make them grow.

The only things that are now influencing this on the wrong side are the gifted artifacts given Vs donations. But i guess the model is drying up, and devs were looking for some way to keep the revenues steady.

So all in all, i guess the issue here isn't the FSP, rather that the whole game needs a lot of planning ahead. Well, it's also its own charm, tho.
Definitely a -1 from me

It's not about income for admins or whatever, it's about having pride in an fsl 12 (or 13) and being able to show something for your hard work.

Honestly just reads like you can't be bothered to play and want a shortcut
Surely you dont need to grind that hard to reach average strength.. Anyway, it wont be much of a game if these things were taken seriously.
Leaving this game for good if this ever happens..
Honestly just reads like you can't be bothered to play and want a shortcut


I apologise is this seems harsh but I have to agree.
Big big -1
https://www.youtube.com/watch?v=MF283pORG2E&ab_channel=AndresGarciaDiaz
It would break down all game .
Probably most players would go crazy for this.
They should make a 'light' version of the game with 10x greater levelling. This would make the game much more appealing to younger players who want fast results with little effort
15# Okay, right, I get the point... Lol. I suppose it was a heavy "Sarcasm".
The rest have been more "Subtle/Polite", so its OK.

I dont know, I just feel like the game has to be more "Mainstream", as I mentioned.
There is no way "The whole audience" would like such a "Grindy" game.

A high % of the players (At least the ones from ".Com", which I know more) are very "Loyal" to the game, in terms of they are quite into it.
... And something weird should happen, for them to feel pushed away and suddendly dislike it.

>>> But I cant see a huge other % of NEW players sticking "Permanently" to the game
... Even with all the Advertisment of the world, in all TV Channels and Newspapers.
Its something I realized lately.

You probably get what I mean... That doesnt mean you gotta agree though (Which you dont apparently xD)

And dont get me wrong, I like the game a lot.

PS: Or maybe the issue doesnt have to do with the Grind level at all, Idk.
why not just go all the way and say no guilds or fsp or donation arts so everyone has a fair chance...

-1 never happen and would ruin the game
for Ipsen:

I was actually being serious?
I'm surprised a lot of people disagree with this change. I understand it will never happen but I agree with Ipsen on this, as someone said a while ago, this is the only game I know of where leveling up too fast is a bad thing. I enjoy the game but agree with the points Ipsen made.

+1
There is no way "The whole audience" would like such a "Grindy" game.


Yup, and the solution is to diminish the core of the game. Players who have spent hours "Grind"ing be damned. We must remove nuances from a MMORPG, making it simple and sucking the fun out of player journey >.<

I do not know man, but I see much bigger issues. The game is antiquated, updates were infrequent, lack of advertising, etc..

I do not mind a small community, but I like these nuances and challenges. I love the fact that better players plan out their gameplay and are strategic about every battle they do. I love clan PvPs and the role FSP plays in them. I actually happen to like that there are so many and so few rare arts.

But the above are still personal subjective opinions.

I am really not sure if you have read any literature on how games involved, basis behind grinding, levelling systems, etc.. This is a good first read if you have not - https://theludite.com/2014/08/03/a-brief-history-of-leveling-systems/

There is also significant literature on what kind of challenges and if challenges affect engagement in games. This is one work I briefly read a few years back and found insightful - https://www-users.cs.york.ac.uk/~pcairns/pubs/Cox_CHI2012.pdf

>>> But I cant see a huge other % of NEW players sticking "Permanently" to the game
... Even with all the Advertisment of the world, in all TV Channels and Newspapers.
Its something I realized lately.


I measure conversion rates for my startups. And if any of my products had as much user retention as this game, I would be overjoyed. Do you have metrics on how many players 'tried' the game vs. how many still login at least once a month, etc.? I am not sure how your conclusion is that if you do all the Advertisment of the world, in all TV Channels and Newspapers., the game would not stick. From empirical observations, this game is very sticky for the lack of effort put in by the creators, team size, very low population density wrt geography, lack of funding, etc..

PS: Or maybe the issue doesnt have to do with the Grind level at all, Idk.

You suggested a valid hypothesis but unfortunately, based on evidence and prior work, I have to agree. You reached what seems to be the correct conclusion.
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