128721-the-3-biggest-issues-heading-into-f2p

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So, just wanted to make a simple feedback post with the things I see as needing the most love going into f2p (in no particular order):
 
1. Server stability. It's not completely fixed yet. It's better, but there are multiple evenings where the lag is so bad still it's almost unplayable. Not pointing fingers at any particular cause but you simply cannot have a huge influx of new players encounter that. I'm talking lag like nothing moves for ~5-6s and then unfreezes. Hopefully you're not dead. Whatever you do, this simply must be 100% addressed before that transition.
 
2. Rune system. We're taking a pass at stats and itemization in order to make the game more accessible and easy to understand for new players (which is great - I hope it ends up much better!). The weakened runes that were added are fantastic (altho, there still aren't vending machines near every rune table while leveling...). However, at end game, either you use a spreadsheet to track all of your rune sets, or you know about runemaster addon and use that. When I came back, I didn't know that addon existed. I've since found that I could never do the rune system without it again. The primary driver for this is how set bonuses are tied to runes, which are tied to stats, which are tied to slot types. You have TWO variables per rune type (stat/set) which causes a matrix-y mess. I'll put *my* suggestion below, but whatever you do, this system needs to get looked at. It's not intuitive, and it's not particularly "fun" (to me, anyway). When I get a drop in GA, for example, I really have to think about whether or not I can put it on right there, because then I'd lose my bonuses. I can't just go rune it real quick and come back, because it takes too much time. In fact, I hang on to in my bags 3-4 upgrades before I sit down to re-rune. On top of that, it costs a fortune, which may be okay, in some regards, but certainly can delay also using upgrades. That's not a fun system. If I get an upgrade, I want to use it!
 
Bottom line: you are never going to get the majority of the players that come in to fully utilize and understand the current system - and in addition - its just not intuitive or enjoyable, honestly.
 
My suggestion is to de-couple set bonuses and runes. Keep the rune types (earth, etc) as they are. Keep the stats as however you're going to make them. Do something different with sets. EITHER make set runes that have a specific set rune slot type that only set runes can go in, or invent another way to introduce bonuses. Maybe add a crafting system (for lack of a better term, enchanting) that uses the same mats as runecrafting does, but enchants the gear with bonuses. Maybe these aren't the best solutions, but they're something. It'd be nice to see them be a source of $ for crafters.
Secondary suggestion - I would pair down the number of sets significantly. Having fusion blast + assassin (I think that's the same pair) for ex, is confusing. Do they stack? Which do I want? Why? Look at your data for rune sets and either buff the unused ones or get rid of them. Something else to address. I'd consider making the set bonuses something like 3/5/8 instead of 8/12/20 and lowering the number of runes needed in general (but making them stronger to compensate). It's just cleaner.
 
3. AMD Optimization. This doesn't affect me, but I have many friends that came back to play and get terrible FPS with AMD. That, coupled with server lag, and they were out in no time. My guess is, especially with f2p, and AMD being less expensive than NVIDIA, you're going to get a huge influx of AMD users. You don't want them to have that experience.
 
Lastly, and I won't name this as an issue, because it's *really* not that big a deal, but, I hope you're planning on making ability/amp points acct-wide unlockable. If you aren't (or even if you are) - one area that I think would REALLY help is adding them to tier 5 contract rewards, and on the glory vendor. They're already on the EG vendor, why not in those other two places? Putting them on the rep vendors and everywhere else you did was a big help. I just think adding them in those other two would be fantastic. I'll propose 1k glory each. If you REALLY want to be generous, you could put one on the GA and DS vendors also, as well as making each a guaranteed drop from ohmna/avatus (personal loot as part of the achievement maybe). I just think as good as you made attunement (less grindy), this represents the one true grind that's left in the game. While you're not NERFING it - giving more options like contracts/glory just reinforces the "play how you wanna play". Yes, I know I can pvp until my eyes bleed to get them all. That's not how *I* want to play. I should be able to pve until my eyes bleed also if that's my thing.
 
Thanks!
 
Oh yeah - make wardrobe more than 350 also for good measure. :D
 
What are you guys' "BIG 3" issues before f2p happens?
			
				
	Edited July 3, 2015 by Dopamean	
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I forgot one, so I'll add it here, inb4 the "you said like 15 things".
 
PVP.
 
You have to get people doing this at all level bands. It has to be balanced as well. What is the plan for warplots? That was a HUGE selling feature at launch. Are we looking at re-tuning those for 20 players like we did DS? If we aren't, we should. Or just remove the system entirely. I've played this game for a year striaght and never stepped foot in one, and I think i'd really like it.
			
				
	Edited July 3, 2015 by Dopamean	
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You said like ... 15 things. 
 
 
 
 
 
 ;)	
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			YOU COULDNT RESIST COULD YOU	
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4- AMP & Ability upgrades shouldnt exist. everyone should have access to all the AMP and Ability points, it creates inbalance in PVP especially, thats gunna be a big problem once F2P hit the game. Having an extra Tier/amps over your oponent can be a turning point.
 
 
 
personnal opinion.
			
				
	Edited July 3, 2015 by Carrier	
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Totally agree about the rune system, but I doubt they can overhaul this in time for F2P. Something to tackle later. It's not game breaking, just a messy, non-intuitive system.
 
Their top priorities should be server stability and optimisation. These ARE game breaking and will drive players (old and new) away much faster than any game mechanic issues.	
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1)Yes, server stability has been....well not so stable lately...
 
2) Runes from what I understand we will actually have more options as stats will be primarily allocated to the gear itself as opposed to runes have stat preferences along with set bonuses as I recall from recent sharing of information from Devs.
 
3) can't help there...I mean IU could, but I don't wanna get banned. SO yeah get on that Carbine!	
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