Adjust the cost of exchange for Grace of Spirit

Imported from legacy Flarum.
Original author: Eneru (Flarum #1119)

@guezel Just a bit offtopic, this right here:

as it would be unfair to people who have already

Is something that should not be an argument. Because some people (maybe you, maybe i, maybe all of us) used some mechanic, does not mean that Quality of Life changes can’t be made for the future.

It always feels like “oh no, younger generations can’t work only 8h a day because i used to work 12 hours, it would be unfair!”

Sorry, it’s not the first time i see a mention like this and i just decided to comment on this one.

Imported from legacy Flarum.
Original author: airto (Flarum #1124)

@Eneru +1 to this.

I’ve seen this argument come up a lot recently, but honestly, it doesn’t hold up in games like MMORPGs or other live-service games. When changes are made for the overall health of the server, they shouldn’t automatically be seen as a bad thing.

Take it from me, bud. I’ve been on the receiving end of one of these changes. The HP% fix made my build a lot weaker and messed with my investment, but that’s just part of how games like this evolve. Sure, it sucked at first, but I get why it happened, and I’m not mad about it because it’s better for the game as a whole.

That’s why I don’t agree with the idea of keeping bad mechanics around just because people already dealt with them or planned around them. At the end of the day, the focus should be on making the game better for everyone.

Imported from legacy Flarum.
Original author: CongaLyne (Flarum #748)

@Eneru 100%, I’m tired of seeing this argument.

“I put up with an awful clunky ui that’s not fun to use so it’d be unfair to improve it”

“I spent 12 months grinding this so it’d be unfair to make it easier for other people”

“I built my house with my barehands so it’d be unfair to let other people use power tools”

It’s utterly selfish and is actively detrimental to the future health of the game to humor such a stance, sometimes things change and it benefits you, sometimes things change and it detriments you, sometimes things change and it doesn’t affect you at all, things change and you need to think about how it’ll affect the greater whole rather than yourself.

Imported from legacy Flarum.
Original author: jinbou (Flarum #618)

@Eneru I mean I don’t disagree with your overall argument but I wouldn’t consider reducing costs of items as a “Quality of Life” change

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Original author: Josh (Flarum #225)

So far the changes made today are really great!

Although the Lake of Fire Bosses are now an walking armageddon nuke strike bomber :smiley:

Only thing left is the barrier with the HoL Accessory and the Token of Life….

Imported from legacy Flarum.
Original author: Choi (Flarum #323)

@airto I’m fine with it being hard, since the acc is pretty strong. But i also would like the sense of progression, instead of feeling completely bottlenecked both by RNG and Temporal Gemstones.

Overall, I think I agree with a lot of people here.

@aewuu However, end game has always been the grindy part for this server. So I am totally fine with how the way things are currently.

Once you hit end game, you’ve finished the end game. There’s really not much to do once you finish gearing, so I don’t mind and am looking forward to the grind for all of the Hall of Life stuff. So I personally do not think making it significantly easier would be a positive thing because there are people who are excited for something new to work on. I’ve heard some people mention allowing rerolling only the 3rd Slot enchant but that to me just sounds like it’s making it 10x easier to get since most of the cost comes from the 4th slot enchant. I don’t mind it being faster in the sense that I’m not a fan of time gating, but I wouldn’t want it significantly easier.

However, I do think some things could be changed for QOL.

@CongaLyne Honestly I’d be completely fine paying a guaranteed option if it was 20x the cost of the token enchant + roll fee

I personally don’t mind RNG at all and think it’s fun, but there are a lot of people who hate RNG, especially considering the low success rate makes the variance quite high (and frustrating). So adding a costly but guaranteed option could help them, and I don’t see a problem with it so long as it’s never undoubtedly the most efficient way to do it.

@jinbou I agree that there is a bottleneck right now caused by the insufficient supply of temporal gemstones in the server. Something to address that would be good, whether its increasing the rewards of OGH:C, or adding alternative ways to obtain it.

@airto I would rather live in the dungeons, but get the items from the mobs. Than actually be gated by timed old intances, that have no correlation with the new content.

Temporal Gemstones to me feel very out of place as requirements for Hall of Life (well, Temporal Spells, Curse Eroded Gemstones, Coagulated Spells, etc. all feels out of place but only Temporal Gemstones are limited to the instance). How old is OGHC, OGH, and FoG? Genuine question because i really don’t know, but considering it has a level 170 requirement I would assume very old… And limiting the latest content to old instances seems like a weird requirement. Having additional ways to get HoL mats that aren’t limited to running this instance I think would be a good thing. It could be through adding it through the instance coin shop, tying it somehow to the Garden of Time stuff (maybe my suggestion here heh https://forum.muhro.eu/d/3472-hol-rewards-after-claiming-rewards or some revamp to the GoT dailies), etc.

@airto This type of progression is what i said before, that there is an artificial block from gravity, that forces you to run instances 10-15 times to actually have a decent pace at getting anything. If you do just one OGHC per day with one character, this grind might be longer than weekly

In general, I think closing the gap between multi clienters and solo clienters is a good thing, so some solution in general on the server would be good here. Somehow closing the distance between these two types of players smaller while still making it rewarding for multi clienters. I would assume most multi clienters don’t particularly enjoy that game play but do it because it’s just significantly more lucrative, but maybe I am speaking out of turn. Anyways, maybe that’s a topic for another discussion.

Imported from legacy Flarum.
Original author: monizzz (Flarum #1223)

I dont mind with the cost for 4th slot enchant (token of life) price as the chant is giving a quite nice effect.

For me the main problem here is the 3rd slot enchant that has a heavy rng and if u dont get what u want, u have to reset the entire enchant.

It’ll be nice if we have a re-roll option for 3rd slot enchant without having to start the enchant all over again,im okay if its cost more just like varmundt ring.. So people wont feel its ezier.

beside.. Its not like theres any other options for 4th slot enchant other than Token of Life itself :man_shrugging:

Imported from legacy Flarum.
Original author: sakura (Flarum #1074)

Hello everybody, i’ve been trying to farm oghc for the past few days. Though the sample size is small but i’ve found out that you’d get about 1 chance to roll the enchant for every 15 runs of oghc lv10 (prime root spawned x3 for this 15 experiment run). For 15 run you’d get (a), for opening 15 antiquity you’d get (b), for converting sealed temporal circlet every 1k you’d get about (c) average137 temporal gemstone. I’m not sure how to interpret this info but i’ll just leave it out here. I’m really happy for those who gotten their desire 3rd enchant on signet of circulation in a few tries, but i’ve got mine on the 14th tries and its really painful. I’ve exhausted almost all of my materials for the past months of hard work, so i hope it’d be more forgiving in the future for people who is going to enchant their signet.

(a)

https://forum.muhro.eu/assets/files/2025-01-19/1737262367-374924-image.png

(b)

https://forum.muhro.eu/assets/files/2025-01-19/1737262431-276773-image.png

(c)

https://forum.muhro.eu/assets/files/2025-01-19/1737262511-562681-image.png

Imported from legacy Flarum.
Original author: titano5209 (Flarum #812)

I think a way to reroll the 3rd enchant should be made possible
maybe using other materials to reduce the pressure upon temporal gem etc

or a way to determined enchant even using 10x the mats (Sakura needed 14 tries, i think a 10x mats could be fair)

Personally i like the determined version with 10x mats or the amount you GMs find the best
because some RNG its fine, its the game thats like this, but the total insanity of this one its over the roof xd

Quick Edit: this oghC mats increased prices hurts a bit new players who wanna forge/enchant mid game equips like temporal circlets. Idk if this is still relevant of if there is a different equip route to follow

Imported from legacy Flarum.
Original author: hayatow (Flarum #905)

yeah this gemstone thing isnt helping everyone at all.

Imported from legacy Flarum.
Original author: Will (Flarum #1002)

Bump!

Please please please this system need improvement badly. My friend failed 19 times already and each time it costs 250-300m, this is really depressing :confused:

Imported from legacy Flarum.
Original author: Maikoa (Flarum #965)

Honestly, the garment grind is fine. I respect it, the accessory grind is just brutal at this point. Wasting months of prep for most people only to have their prep still not be enough is just unbelievable

Imported from legacy Flarum.
Original author: yami (Flarum #828)

I’m on my 12th reset and my friend is on his 16th reset and we still get some random useless enchant for our class (its magic, and why are those useless enchant there as well, guess some ppl do need that extra H I T).

I’m expecting big changes on signet enchanting on Friday. (I’m ready to be disappointed as well).

Imported from legacy Flarum.
Original author: CongaLyne (Flarum #748)

@Maikoa Honestly this, the garment is fine, the accessory is the real problem

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Original author: toadspaz (Flarum #762)

@brozenwall lvl doesnt decrease on kro they changed that like 1 month after release

Imported from legacy Flarum.
Original author: Akin (Flarum #861)

I don’t want to yap too much. As many have already made their points on the topic. Let me just say, at this point any improvement is welcomed for the accessory enchant or the temporal gemstone required for it. The RNG is just brutal.

Imported from legacy Flarum.
Original author: sakura (Flarum #1074)

Hello again, this is just to summarize all the suggestion into one post, sorry if i misinterpret your suggestion when i tried to do a TLDR version, Let me know if i need to change anything. *bracketed names are new suggestion or somewhat agree to that suggestion.

These are the suggestion :-

  1. Reducing the cost of exchange to 1 or 2 for temporal gemstone.
  2. Increasing the spawn rate of prime root. (Guezel)
  3. Include temporal gemstone to instances coin shop. (Akin)
  4. Improve the RnG on enchant or introduce perfect enchant with increased cost. (CongaLyne, Will, Maikoa, Choi, titano)
  5. Improve the drop of materials from instances, instead of having to make an army of alts to farm instances. (Airto, Jinbou)
  6. Add custom exchange like 100-200 temporal fragment to 1 temporal Gemstone. (Akin, CongaLyne, titano)
  7. Add reroll option on 3rd enchant. (Josh, Eneru, monizzz, titano)
  8. Add another custom option for material cost needed for Grace of Spirit, require x6 temporal spell instead of x3 temporal spell and x3 temporal gemstone.

Imported from legacy Flarum.
Original author: kaiakaito (Flarum #244)

Moving to rejected.
But I want to note that already some changes are made, so currently there are no plans to make even more changes.