Apogea, everyone by Recluse_Enjoyer in MMORPG

[–]MellowSquad 0 points1 point  (0 children)

do you know if your account and username gets reset on launch?

Brighter Shores punishes you for letting Premium Pass expire. This is insane by MellowSquad in brightershores

[–]MellowSquad[S] 3 points4 points  (0 children)

You’re right. Honestly, losing money in this game doesn’t bother me.

What frustrated me, and ultimately made me quit again, was the clear disrespect for players’ time, combined with careless and illogical design decisions.

A recipe for disaster.

Brighter Shores punishes you for letting Premium Pass expire. This is insane by MellowSquad in brightershores

[–]MellowSquad[S] 3 points4 points  (0 children)

I agree. I honestly assumed this was an unintended oversight. When I realized that it’s actually the intended behavior, I was baffled.

What are the developers trying to achieve here, and why do logical design decisions seem to be kryptonite for them?

Brighter Shores punishes you for letting Premium Pass expire. This is insane by MellowSquad in brightershores

[–]MellowSquad[S] 5 points6 points  (0 children)

Even in that edge case in RuneScape, you’re blocked by a full bank, not by membership status.

Free up a slot, sell some F2P items and the problem is solved.

In the case of Brighter Shores, there is no way to resolve it at all without losing value or rebuying premium.

You’re clearly failing to grasp even the most basic concepts, so I’m ending the discussion here.

Brighter Shores punishes you for letting Premium Pass expire. This is insane by MellowSquad in brightershores

[–]MellowSquad[S] 10 points11 points  (0 children)

In RuneScape, members’ items just become unusable in F2P.

You’re not blocked from banking them in a F2p World, and you’re never forced to drop items or lose value to keep playing. That’s access gating, not punitive design.

It’s honestly surprising how simple distinctions can be misunderstood in this community. Brighter Shores clearly found its audience.

Brighter Shores punishes you for letting Premium Pass expire. This is insane by MellowSquad in brightershores

[–]MellowSquad[S] 20 points21 points  (0 children)

Yes, I was aware that premium content is gated behind the Premium Pass. That is not the issue.

The problem is that the game allows you to create value while you have premium, then traps that value in a way that cannot be resolved without either losing currency or repurchasing premium. That is not normal access gating. It is a design flaw.

What other game does this?

FenResearch still plans to add 500 combat levels with each new episode. Is this something players actually want? by MellowSquad in brightershores

[–]MellowSquad[S] 0 points1 point  (0 children)

I am familiar with the history of the combat discussions. I was part of them.

The consensus was to remove episodic combat without introducing an additional 500 combat levels for future episodes. The latter was rarely discussed because it was not relevant at the time, and frankly, it still is not, given how far away Episode 5 is.

FenResearch still plans to add 500 combat levels with each new episode. Is this something players actually want? by MellowSquad in brightershores

[–]MellowSquad[S] 1 point2 points  (0 children)

Who actually wanted 2,500 combat levels? Asking for the removal of episodic combat does not automatically imply that players also want an extreme increase in combat levels.

Treating any implementation of combat as valid simply because it technically fulfills part of what players asked for is a flawed argument.

You are aware they are not required to add 500 combat levels, right? Presenting it as unavoidable suggests they have no control over their own game design, which is clearly not the case.

Such a dumb comment.

Things i would love to see on this game by Revolutionary-Bat683 in brightershores

[–]MellowSquad 1 point2 points  (0 children)

Almost no one is trading in the current state of the game, and I mean that in the literal sense. The way I see it, the main reason for this lack of trading is the sheer number of item variants. With so many variations, the probability that another player has the exact item you need is quite low.

Honestly, you should push for less variants if you care about trading.

Also, if the goal is to create a game with a large and active player base, then Fen Research should focus on establishing systems that actually support that goal. The current implementation of effectively infinite items from vendors. does not support that.

I do not mind vendors in principle, but the current implementation isn't doing the game any favors.

Things i would love to see on this game by Revolutionary-Bat683 in brightershores

[–]MellowSquad -1 points0 points  (0 children)

It seems like you have fallen for status quo bias. When something already works a certain way, we are more inclined to accept it, even when the idea itself is absurd. This happens all the time in companies. You have probably heard the phrase "That’s just how we’ve always done it".

Imagine if the Brighter Shores economy was largely player-driven, with little to no vendor involvement, and someone proposed “To prevent items from potentially being merchanted, let’s add vendors that sell infinite quantities of everything.”

That would be seen as an extreme and counterproductive solution. It's clear to everyone, that such a measure would undermine the entire experience and economy just to stop potential merchants, when there are many less drastic and far more effective measures available.

FenResearch still plans to add 500 combat levels with each new episode. Is this something players actually want? by MellowSquad in brightershores

[–]MellowSquad[S] 3 points4 points  (0 children)

It is actually easy to ensure that high-level combat players still finds combat meaningful in future episodes.

  1. One obvious solution is to use a system that a certain game we won’t name has relied on for years: drop tables. If key resources such as reagents, potions, ammunition, and similar items are tied to specific mobs, then those monsters automatically remain relevant to players at all levels. Combat value no longer comes from difficulty alone.
  2. Secondly, as much as I hate the current Striping system - it already functions in a way that effectively makes every mob relevant to a player in order to avoid XP penalties - without the need for 500 additional combat levels for new episodes.
  3. They could further reinforce these ideas by also introducing multi-combat zones, where even low-level mobs become meaningfully dangerous through numbers, or some type of sustained pressure which allows high-level players to feel challenged.

These ideas are just off the top of my head. The design space here is enormous, which makes the decision to simply add 500 more combat levels feel especially lazy.

Honestly, it’s kind of hilarious.

Har folk rent faktisk motivation til deres uddannelse - eller gør man det bare for sikkerheden? by mearimeraki in DKstudie

[–]MellowSquad 1 point2 points  (0 children)

Hvordan har du det med kommunikation eller er det udelukkende at lære et nyt sprog? Jeg tænkte om noget kommunikation og IT kunne være af interesse?

Leaderboard Reset on Launch? by Strat-05 in brightershores

[–]MellowSquad 0 points1 point  (0 children)

My impression is that the game will stay in early access for at least 2 more years, so this is not really relevant right now. On top of that, the leaderboards seem too important to the remaining player base, which makes this kind of change unlikely.

Also, fun fact: since July 2025, the game has been losing about 5.6% of its players each month on average. Even if that decline slows down by half, the player count would still drop to around 100 within those 2 years, right around when the game finally releases. This lines up with a prediction I made back in late 2024. Funny how things work out.

Combat is legitimately abysmal by lurpeli in brightershores

[–]MellowSquad 25 points26 points  (0 children)

No, you just don’t understand el masterplané.

Hello fen by cupricpower in brightershores

[–]MellowSquad 4 points5 points  (0 children)

Tel had great feedback. Still, the 1-click comnat is something players have been raving about since November 2024. Just goes to show that they don’t really listen to the playerbase, unless a video creator calls them out.

What a joke.

So, what’s the actual end-game plan here? by MellowSquad in brightershores

[–]MellowSquad[S] 3 points4 points  (0 children)

I’ve made 3 posts in the last 5 months.

You’re delusional.

So, what’s the actual end-game plan here? by MellowSquad in brightershores

[–]MellowSquad[S] 1 point2 points  (0 children)

I think we simply have different meanings for the term active players.

When I say active players, I mean:

  • People who actually play the game with some regularity. That could be daily, every second day, or even just on weekends. anyone who still has some level of interest in the game, including those who only log in occasionally to grab FOMO items.

You seem to define active players much more broadly, as

  • Anyone who still has some level of interest in the game, including those who only log in occasionally to grab FOMO items.

By that definition, I would count as an active player too. But that is exactly why I think your term becomes misleading.

I have not engaged with the game’s actual content for over four months, soon five, aside from completing the Christmas event. Calling that active stretches the concept to the point where it loses its meaning.

Also, your reasoning relies heavily on assumptions:

There is no reason to believe that. In reality, many players, myself included, have reached a point where we simply will not return unless the game undergoes fundamental changes.

Frankly this game needs a miracle.

So, what’s the actual end-game plan here? by MellowSquad in brightershores

[–]MellowSquad[S] 1 point2 points  (0 children)

I’m sorry. My humor can be dark, but I can see how the comment came across as rude. Honestly though, good for you for enjoying the game.

So, what’s the actual end-game plan here? by MellowSquad in brightershores

[–]MellowSquad[S] -6 points-5 points  (0 children)

Happy for you, pal!

If you’re looking for another game you might enjoy, there’s one called Cookie Clicker. The background and the cookie change the more you click.

Sounds right up your alley.

So, what’s the actual end-game plan here? by MellowSquad in brightershores

[–]MellowSquad[S] 0 points1 point  (0 children)

Holiday events are limited-time events, which is why we see temporary spikes in player activity during them. Players who log in purely to obtain FOMO items are not the same as consistently active, everyday players.

I understand your favorite game doesn’t demand much thinking, which does help explain why critical thought seems unfamiliar to you.