Tera lead the way with a recent update that released a better balanced dungeon system and also released great weapons but gameforge's balancing with the drops created an extremely tedious grind. when the update came out i would go from 2400 to 0 adventure coins and only receive a small portion of improved feedstock that could be used to improve my gear to do ctn. when you get to this point you need to do ctn until you receive 20 wings in order to upgrade your kaias gear which is only the weapon and body slot. now you would think that this wouldnt be a problem because it keeps you busy and you might be correct, however. when you factor in that one ctn game could last 10-20 minutes and you only get one wing fragment per game youve essentially spent between 200-400 minutes in total to get the upgrade and the upgrade is fine how ever the enchanting system is where it becomes a problem. in order to even get the first enchant you need 2 wing fragments which is 20-40 minutes and you only have a 40% chance to even get the enchantment... that means if you fail your enchantment youve wasted your time. now heres the real problem. this is an obvious cash grab because if you dont want to spend the large amount of time to max out your kaia's soul gear you can opt to spend hundreds of dollars in strongbox keys and boxes in order to get these wings that are essential to upgrade.
people who play mmorpgs are typically lured into this because not a lot of people have the time to grind 200-400 hours in order to do the top dungeons. this eventually kills the game because the grind will eventually wear people out. ever since the update ive found it harder to enjoy the game because instead of playing for fun it feels like a more tedious grinding process where the enchantment system is a terrible lottery that produces little rewards for the high amount of work.
How to kill a mmo
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I think the problem with drop rates extends well beyond grinding for gear. There is virtually 0 reason to do any dungeon in the game atm because the rates are terrible for all of them. Even during double drop, you could run a dungeon like CSN or FAU and get 0 pieces of jewelry. Assuming 1 earring drop per CSN run at the moment, and assuming it's 50/50 keen and strong, that is average 35k per run split by 5 people (assuming you don't get something with godlike rolls, obviously). So each run of CSN is ~7k per person, and you can do about 10 of these runs with your limit on adventure coins, and that would take you somewhere between 1-2 hours depending on your party. This is pretty awful, considering how much gold is needed to enchant the new gear, and is kind of a slap in the face to anyone who wants to actually play the game and progress.
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I think the problem with drop rates extends well beyond grinding for gear. There is virtually 0 reason to do any dungeon in the game atm because the rates are terrible for all of them. Even during double drop, you could run a dungeon like CSN or FAU and get 0 pieces of jewelry. Assuming 1 earring drop per CSN run at the moment, and assuming it's 50/50 keen and strong, that is average 35k per run split by 5 people (assuming you don't get something with godlike rolls, obviously). So each run of CSN is ~7k per person, and you can do about 10 of these runs with your limit on adventure coins, and that would take you somewhere between 1-2 hours depending on your party. This is pretty awful, considering how much gold is needed to enchant the new gear, and is kind of a slap in the face to anyone who wants to actually play the game and progress.
Right? even runescape where the grind to 99 promoted better rewards that had significant value where you had to grind for 2 weeks straight on a single skill then a 2 hour grind on csn.