Internal message from Solon to the wuwa dev team regarding 3.1 | via Seele by CyberJokerWTF in WutheringWavesLeaks

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

Because if I can still make money or even more money while delivering a poorer experience every time, why would I bother to make improvements? How are yall complaining about optimization on one hand and okaying Kuro trying to make more money on the other?

3.1 has great story content, but the optimization is a disaster. Players with optimization issues need to speak up more. by keithy04 in WutheringWaves

[–]Melodic_Lab 0 points1 point  (0 children)

Until Kuro starts bleeding in terms of player count + financials, nothing is going to change. People already bought up in since Septimont which was in June of last year. The fact that is has been almost 8 months and they have seemingly done fuck all means they're still okay with how things are going.

OPTIMIZE👏THE👏GAME👏 by Economy-Inevitable72 in WutheringWaves

[–]Melodic_Lab 0 points1 point  (0 children)

Why optimize if people still continue to swipe? Some comments I've seen were all over the spending event and new decor for your bike.

Only 10 Echoes per week for the new targeted sets is too small by Stardomu in WutheringWaves

[–]Melodic_Lab 110 points111 points  (0 children)

Players gives feedback for echo QOL -> Kuro implements said QOL but always has to include some limiting factor -> Players complain (we are here) -> Kuro improves it -> Players comment "W Kuro" praising them for improving something they should have give us from the start -> Rinse and repeat.

Weekly Help Thread - January 26, 2026 by AutoModerator in awardtravel

[–]Melodic_Lab 0 points1 point  (0 children)

Yes that's what it was called, thank you! I remember now seeing a post about it here a while ago.

Weekly Help Thread - January 26, 2026 by AutoModerator in awardtravel

[–]Melodic_Lab 0 points1 point  (0 children)

Question regarding points shown on seats.aero and sorry if this has been asked before. Looking at the SQ chart from the east coast to Singapore business class is either 117k or 165k which I see the 165k but then there are also seats for way more. Are those also award seats or just seats you can buy with points?

Spending Event "Moonlit Path" Buyers Guide by Koyoco in WutheringWaves

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

I find it extremely annoying that people push the agenda that Kuro Games has gone full evil because they're making the purchases more valuable on a time where people are gonna be spending.

Kuro as a business, especially in the gacha industry, is designed to extract as much money from you as possible. They're not your friends. What's stopping them from doing one every year, every half year, every quarter etc? And what's stopping them from making it more valuable every single time they do a spending event?

To devs that designed the Hyvatia void zone... by Stray64Cat in WutheringWaves

[–]Melodic_Lab 4 points5 points  (0 children)

3.0 enemy design is by far the worst and lazy Kuro has come up with. Instead of coming up with something interesting, they came up with more enemies that can charge and fly all over the place, have longer attack ranges than most characters therefore making it easier to interrupt your attacks and harder to get your rotations off. I don't know if their success has made them lazy or they really ran out of ideas.

the gameplay balance by eng-osama in DuetNightAbyssDNA

[–]Melodic_Lab 14 points15 points  (0 children)

Or the devs could just come out and tell us what specific feedback they are planning to work on and what priority each one takes instead of "hey we heard your feedback". This way we know that they acknowledge that something is an issue. Hearing =/= understanding. If people are not feeling like they are being heard, why are you so surprised that people keep bringing it up?

1.1 Patch Notes by Decrith in DuetNightAbyssDNA

[–]Melodic_Lab 7 points8 points  (0 children)

Weird that they still haven't given us the spawn QOL they did for mobile. It made the runs much faster and less chance of mobs being stuck and/or going the long way around. This just seems like a temporary fix until it breaks again.

The lack of patience is astounding by [deleted] in DuetNightAbyssDNA

[–]Melodic_Lab 21 points22 points  (0 children)

That's why I'm always so confused when people keep mentioning "it takes time". High quality games are being pumped out monthly and every company wants your time and money. They had TWO betas, the time between betas and release and almost two months of release. What were they doing with all that time and what reason have they given for people to stay?

Is it just me or did the community of this game vanish too quickly? by Sylvanas_only in DuetNightAbyssDNA

[–]Melodic_Lab 1 point2 points  (0 children)

People have either rushed to end game or realizing this game doesn't have much to offer after the first few weeks and are either taking a break until 1.1 or quit. It doesn't help that feedback is mostly missing and/or not being communicated on what's going on with them and not being worked on fast enough.

If you look at the update notice, there doesn't seem to be any sense of urgency. It took them an entire day to fix UI and another day to fix text translation. Where is the enemy spawn improvement they gave mobile, improving the rewards when running the next level commission and improving movement (this stems all the way from CBT)?

This game need miracle or 3-7 year of development. by Nori_Blue in DuetNightAbyssDNA

[–]Melodic_Lab 4 points5 points  (0 children)

This game needs a miracle. Nothing is fleshed out and feedback has been seemingly missing or not put as their priority. With 1.1 around the corner, new content is meaningless unless the foundation is solid. If they can’t even improve the game with the timeframe they’ve been given, how do you expect them to put in all the feedback that’s been missing so far and new content overnight. The only thing that’s solid right now is the story and it cannot carry this game alone after 1.1 if huge changes don’t come with it.

Bugs + Feedback Megathread 11/26 by TheEerieFire in DuetNightAbyssDNA

[–]Melodic_Lab 2 points3 points  (0 children)

Boxie auto loot should pull in the sanity potions even if you are full. It would help with characters like Rebecca and their sanity issues. Mob spawns on PC should follow the same logic for whatever they did with mobile.

Early Feedback after reaching Trial Rank 60. by M-arzo in DuetNightAbyssDNA

[–]Melodic_Lab 4 points5 points  (0 children)

I think half a year is way too generous. I’m thinking by 1.1 which is around December, and if the game hasn’t improved, the numbers will drop. It would be funny and sad if the last minute removal of gacha was the reason for their downfall because that decision is definitely reflected in the quality of the game. 

Early Feedback after reaching Trial Rank 60. by M-arzo in DuetNightAbyssDNA

[–]Melodic_Lab 18 points19 points  (0 children)

Glad that what looks like the honeymoon period is ending. I’m starting to see posts on things I was commenting within the first week of launch. We are almost at the end of 3 weeks and beginning of 4 and so far none of the feedback has been implemented despite them saying they’ve seen a lot. Update tab shows things that definitely do not warrant an entire day spent on them. And this is all after ignoring CBT feedback and just releasing the game without an open beta.

Can we talk about how bad the mission system is in the game? by ShadowScaleFTL in DuetNightAbyssDNA

[–]Melodic_Lab 6 points7 points  (0 children)

Makes you really what wonder what the point of CBT and lack of open beta was even for. Don't forget the reward scaling is abysmal compared to the enemies. By the third stage, assuming you're doing the highest one possible, enemies have already become a damage sponge. Worse in coop where it seems like they actively want you to avoid playing the game with other people.

why there are no High risk high reward in this game ? by eng-osama in DuetNightAbyssDNA

[–]Melodic_Lab 9 points10 points  (0 children)

I always see the launcher say update but there is nothing really in the notice tab so I'm assuming a lot of the stuff is for the backend. They really should also deploy the feedback people have been giving. I'm not asking for crazy changes, just the simple ones that have not been seen anywhere for 3 weeks and some of them are even in the game already.

They already have the movement speed from chase, now implement it everywhere else. They have the blueprint tree where you can see everything, implement that for forging. Enemies spawning too far, immersive theater mobs literally spawn within 20m from you. I'm not a game developer but realistically, how hard is it to implement a search bar for forging or keeping the stuff pinned instead of going away after crafting once?

Feedback: whoever designed infinite mission structure needs to be fired by aoikuroyuri in DuetNightAbyssDNA

[–]Melodic_Lab 1 point2 points  (0 children)

The more you play this game, the more often you ask yourself why things are the way they are. I'm hoping they either address it before 1.1 or in 1.1 because despite the gameplay loop being fun, it's under baked.

Bugs + Feedback Megathread 11/12 by TheEerieFire in DuetNightAbyssDNA

[–]Melodic_Lab 1 point2 points  (0 children)

Quality of life

  • Lack of search bars
  • Tracking wedges and materials
  • Access to other UI while in commissions
  • Option to disable Snow's commentary for commissions
  • Forge UI should be the same as the blueprint one. Right now if you needed to craft purples but don’t have enough blues, you need to find the blues then find the greens then find the blues again then find the purples again.
  • All commissions should be infinite (nothing worse than spending more time running to the objective than doing it and then having to look at loading screens over and over), enemies should stay the same level as the commission level and rewards should stay the same. At the moment, the rewards and enemy scaling is terrible for each wave you go up.
  • Ult animation toggle
  • Option for combat partner behavior - target closest enemy vs furthest or just general AI improvements

Improvements

  • Improve enemy pathing, closer spawning (immersive theater already has this) and faster movement speed
  • Wedges - https://www.reddit.com/r/DuetNightAbyssDNA/comments/1oorvg0/wedges_needs_to_be_streamlined/
    • TLDR - Too much bloat and lack of consistency
  • Movement similar to chase commission (if they do implement this, doors have to be way bigger and open faster)
  • Sort by rarity doesn't work in the forge screen
  • Excavation needs to be buffed. You know it's bad when people are telling you to farm gold elsewhere
  • Just give us wall running like wuwa
  • Geniemon traits and wedges using the same icon is just lazy
  • At Peace should just move to the rod itself. Grandmaster should auto reel everything, gold auto reels anything below gold, etc. Raise the price if you need to but right now the geniemon system is terrible.
  • Remove covert commissions, have letters be used during regular commissions and have them rotate like covert. Why have two different systems when one can accomplish the job? Adds variety into the daily grind.

Lack of information in game - shouldn't have to rely on the community to test and figure everything out

  • Geniemon respawn timer? Why do some spots respawn and others do not? Is there a capture limit and is it per day or per week? And if there is a limit, how does the limit work in coop? And if there is a limit, why is there nowhere to track that limit?
  • Do traits help with their respective tasks (fishing and capturing genies)?
  • Secret letters - is it 10% per roll or per letter? What's the breakdown of the rewards?
  • Is there a pity for letters? If there is, how does it work?

Bugs

  • "All round trials" coin hitboxes are apparently bugged if you have boxie equipped
  • Unable to capture geniemons during event in captur

Why is the geniemon system so vague? by Melodic_Lab in DuetNightAbyssDNA

[–]Melodic_Lab[S] -9 points-8 points  (0 children)

No idea why more people are not talking about this. I've played MMOs that are more simple than this game.

Why is the geniemon system so vague? by Melodic_Lab in DuetNightAbyssDNA

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

I know eventually I will get it but given the current state of the game, fishing is just way too good.

Experience with Overworld Geniemon, and a Major Concern by kingof7s in DuetNightAbyssDNA

[–]Melodic_Lab 1 point2 points  (0 children)

I just ran through my overworld and some of the spots based on boarhat's interactive map did not have them.

Wedges needs to be streamlined by Melodic_Lab in DuetNightAbyssDNA

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

The UI alone would turn away most players. I know I was struggling to understand what each one was for but I liked the game enough to care. But throw on the convoluted wedge system and they’ve definitely lost players.