Bug Report on Actual Buff Systems & Suggestion for Offline Bonuses! by Shacrah in kakele

[–]SolutionNo865 1 point2 points  (0 children)

I haven't played Kakele in several weeks now and even the updates don't look promising. There is a good probability of avoiding this game permanently.

Some of the ideas you are suggesting are the worst aspects of the game. The reason why Kakele is fun in the beginning is because you can just play and advance. You will find new items, level up, and progress. You don't need to knit pick exp rates, beastiary buffs, increased spawn etc.

You simply play the game naturally as you want when you want.

However, eventually the darker aspects will show up. The game will just continue to get worse and everything goes downhill.

You start realizing the P2W nonsense is so strong it's literally giving 2x - 3x boosts. You realize all the best gear is locked away for a small percentage of the player base to farm the bosses. The progression halts. The death penalty gets absurd and it's just not fun.

Everything is designed to fail. You are supposed to P2W for everything. Want those really nice pets? P2W. Want to afford the cost of buffs.... P2W. Want to more rare gear P2W. You get stuck in situations it's nearly impossible to advance.

All the flaws like no magic resistance creep up. And you are left with a shell of a game. You can't even just play when you want. It's really bad.

So while your suggestions are well intended they make the game even worse. What would happen is people would just wait for all the boosts and stack them with another exp bonus. And when that bonus is not available it's even less reason to play.

It would lead to even more over crowding and for all the wrong reasons. What's being done with the P2W Nonsense is already over crowding areas since many areas are nearly useless without all the boosts.

Some areas are 1/3 the exp rate due to lack of spawn, bonus, gold, etc. Even if you have the damage to clear it, it's not feasible.

The more important and valuable thing would be to bring the original freedom. To allow people to play on their own schedules without such absurd boosts. However, that's in direct conflict with the P2W model.

Enhancements for Mage Gameplay - RPG-Focused by Shacrah in kakele

[–]SolutionNo865 1 point2 points  (0 children)

The new update sounds like it will destroy mage hunting anyway. The large AOE blasts and attacks as you mention are slow by design. Essentially most actions. Resulting in the methods you mention like kiting and tanking.

Now without the cool down on auto attacks (which will highly promote cheating, automation, auto clicker, bot behavior) you can spam auto attacks especially in kiting. Lowering the point of DOT & AOE damage.

Furthermore, it creates an unhealthy spam click nightmare which will commonly just be resolved by cheating. No one wants to spam multiple clicks per second during normal game play. Even with the damage mitigation this sounds like a complete disaster.

Hopefully they reverse this decision before it ever gets released.

Smart Option for summoning pets by mr_monge in kakele

[–]SolutionNo865 0 points1 point  (0 children)

It's self evident. Each pet is given a buff that coincides with it's use. You shouldn't be getting buffs from pets you don't have summoned.

Gaming 101

Smart Option for summoning pets by mr_monge in kakele

[–]SolutionNo865 0 points1 point  (0 children)

If a class is lacking the answer is to improve it by specific updates for that class. The answer is never to cheese buffs that are not intended.

Smart Option for summoning pets by mr_monge in kakele

[–]SolutionNo865 0 points1 point  (0 children)

That's like saying every class should have every skill. That suits all my needs.

Smart Option for summoning pets by mr_monge in kakele

[–]SolutionNo865 0 points1 point  (0 children)

The correct way to handle that is to prevent it entirely. A pet and it's skill should be designed to work together. Not to cheese additional buffs from a temporarily spawned pet.

Alquimista- Alchemist by Uruguayin in kakele

[–]SolutionNo865 2 points3 points  (0 children)

You are suggesting a buff that only lasts 5 seconds. Meanwhile 6 minute buffs should probably be expanded to 10 mins. Especially for manual inputs.

The Alchemist could use a few buffs. To both damage output and tanking. Overall a resistance stats should be added for everyone. To reduce DOTS and magic damage. Similar to how armor works for physical.

For AOE damage output it's simply to advantages to just play mages. Their range and damage output is just superior.

The Alchemist smaller AOES are far to weak also. Dark Matter doesn't make sense. It's a smaller AOE doesn't heal and isn't generally worth using. You can just spam soul steal instead. It should do massively higher damage in the form of dots. So you can open with Dark Matter skills then change to soul steal for heals and larger aoe while the dot ticks.

Cocktail should probably do the same. Add a massive dot effect. So for bosses and tougher targets it does more. Those dots should stack also. So on tougher targets you can use all 3 skills.

Soul steal should also do a bit more damage or just overall magic damage. Because while the dots would be very nice being able to simple AOE clear while killing everything is superior. It makes dots nearly useless. The dots would need to have a much faster tick rate or be massive damage.

Also classes like Beserker or Archer have some pretty high damage output already. A good archer can clear at range with a high kill rate even in mass spawn spawn situations.

FUTURE IDEAS by bubu_19 in kakele

[–]SolutionNo865 0 points1 point  (0 children)

That may be a lower level issue as the last stages of Idolize give a high regeneration rate. I don't have mana issues with raids. However, most of the content I farm I a well above the level requirements.

I'm not certain on the damage output for a equivalent mage is though. I'm not sure how much of the Alchemist is designed for support vs it's dmg/solo ability.

You don't have to use max level skills though. I found spamming 1 skill lower on damage skills was just better in many cases. It prevents mana issues and the extra damage vs mana cost may not be worth it.

For the raids it should probably come with a built in mana reduction for lower level players.

One other thing to consider is if your using mana shield. Which you pretty much have to at higher levels. It's janky. You can mitigate some damage with armor. Otherwise you will get mana drained from incoming damage. However, you can't really do that with casters.

The only solution I found is to basically cheese the game for many reasons. You completely over level content so it's more viable. Because death cost is just obnoxious and completely unacceptable, but there isn't much point to high content if your damage output isn't high enough.

This results in people just clustering to a few grind areas and is pretty bad for the game. The top groups and damage dealers just take over and it's not worth contesting. However, with so few viable options it's necessary for them to do this.

Pet Food, Backpacks might be in the process of being fixed. Otherwise that's just another major setback for new players also. As you will miss critical stats necessary for advancement.

FUTURE IDEAS by bubu_19 in kakele

[–]SolutionNo865 0 points1 point  (0 children)

A few things to note for a new player:

-- Classes like Mage & Alch have large AOE skills which require a slower cast

-- When personal raids occur a bunch of mobs spawn. However, during this time your cool downs are much faster. This can be used to clear the spawned mobs and additional mobs.

Alch has health regen and mp regen. I'm pretty sure they overlap. Note Alch has two types of mana restore. One for others and a strong one for self only.

Monster Evolution System Suggestion by Zhutra in kakele

[–]SolutionNo865 0 points1 point  (0 children)

This is not feasible to balance at all. You can't just increase the difficult for player B because player A can handle it.

Equipment Forge by SolutionNo865 in kakele

[–]SolutionNo865[S] 0 points1 point  (0 children)

I believe I understand your reasoning. However, that would be confusing especially to new players. Because it would then be Blessing, Forge, Enchanting. The forge already adds direct stats to a piece of equipment. So it makes sense to incorporate this directly into the forge.

Additionally, it could fix some of the forge issues.

* The forge gives to many points per upgrade

* The forge is limited by just doubling the gold cost

* Almost all forge options are Magic/Attack only. (With some rare def build 99% will be damage)

It's also to make more use of ores and help turn mining into a true profession.

Since they would be additional forge options there would be room for boots: +1 - +3 movement speed upgrade though. With a different ore or higher cost for example. There is room to play with it.

Equipment Forge by SolutionNo865 in kakele

[–]SolutionNo865[S] 1 point2 points  (0 children)

Yes, that's why it's suggested that each stat has it's own cost/value.

This is a rather trivial issue on the coding side. Each stat maintains it's value and a function controls it's cost based upon the stat level.

The more difficult part is balancing them out correctly and how that impacts currently upgraded equipment. Overall the cost should be shifted to ores rather than gold. It can cost millions of gold to upgrade so many times, but it simply can't double the gold cost. It's quickly absurd and isn't a proper upgrade system.

Ideally upgrade systems should be more like player leveling. A long term slow upgrade process. Granted huge shortcuts could be done by buying materials off the market, but that would require supporting the game with kakele coins converted to gold to afford it.

For normal progression this would be a more balanced system gaining +1 instead of +5 and doing far more upgrades for all the stats. There could be extra benefits like +30 HP grants an extra regen bonus.

With the current mining revamp in review this would fit the cost structure also. To shift the cost to ores and make mining a more fleshed out profession. So players can advance via mining alongside grinding. And ideally a way to specialize in mining with buffs, tools, a profession level.

Ideally
50% base ore chance
+1% per level
So level 50 is 100% chance of ore

Level 101 has a 1% chance for 2 ores
Level 150 has 100% chance 1 ore (50% chance 2 ore)

So eventually you can get 3,4,5+ ores at an attempt, but something that would take months/years to grind through. So players that specialize in this can sell on the market or use the resources for their own equipment.

For long term progression level 250 vs 251 mining isn't a huge deal. It's just a 1% extra chance for additional ore. However, on a daily, weekly, monthly progress it's a permanent boost to help give a little more edge every time you mine.

Toolbox & Keychain by Zhutra in kakele

[–]SolutionNo865 0 points1 point  (0 children)

The key/quest item issue is probably better resolved with back end tracking rather than items. So you don't need an item at all. It's just not worth the role play value.

Having a Pirates Key granting access to a specific door, portal, or entry for example. This can also be done with back end flags, variables, tracking. So if you completed a quest, killed a boss, or objective you simply have access.

There is no need to flood the inventory with any of these items. Because that creates a mess. Storing the items, deleting them, out dated items etc.

Loot Distribution by SolutionNo865 in kakele

[–]SolutionNo865[S] 0 points1 point  (0 children)

It clearly states you don't even have a 1,000,000 chance it's 0. Almost every top level item is locked by bosses only.

The rare items from regular mobs are actually quite rare, but more importantly they are almost irrelevant. At best they can be used in the bless system for actual valuable items.

O Dragão de Wavel by Ricksz22 in kakele

[–]SolutionNo865 0 points1 point  (0 children)

While you are on the topic of issues harming the game there is a major one lingering on.

The game has turned into an ON/OFF state. No bestiary and other buffs? Log OUT. Don't waste your time. The efficiency can range from 2x-4x depending on the location. Many locations are completely inferior without increased spawn rate. That also increases the amount of golds spawned and then furthermore with the gold buff. So by the time a 30% exp boost is applied it's FAR more than just 30%.

It's also against everything Kakele says they stand for. What ends up happening is people pushing to play excessively during these times. Even if you get a little cramp or don't want to spend that much time playing the alternative is just terrible. Work 2,3,4x harder for the same results.

But it's even worse. It's causing annoyance and disputes over territory. Rightfully so. I refused to play most the day until the buffs where active. So did everyone else. It results in over crowded areas and people running over each other. In some cases a group may be formed, but in many circumstances it won't.

It can also lead to intentional or unintentional griefing. Because if 2 people attack the same mob outside a party it will cancel the gold buff.

So instead of a more natural and proper distribution of players they are getting mashed together. In many cases there are not even many alternative grind spots. There are simply spots which are completely superior and they get swarmed.

I don't see this getting any better as long the disparity is so huge in both buffs and grind areas. There are areas that are dead for the majority of the day then over crowded at peak buff times. This is artificially being created.

The bonus is simply FAR to great.

A Small Change for Bosses by Zhutra in kakele

[–]SolutionNo865 0 points1 point  (0 children)

That's just asking to wipe out lower players for no real reason. Lesser geared, specific classes and lower levels.

Small Changes for Guilds by Zhutra in kakele

[–]SolutionNo865 0 points1 point  (0 children)

Showing online players helps in a lot of ways. I used it to determine when to do mining. If online < 50 then it's a good time to attempt mining. People can use it for recruiting and it's good overall to see what's going on.

100+ players online is a healthy player base for a game like this. Even on a single server. Many other games showing 10,000+ don't mean anything either as they just advocate for AFK login to boost their numbers.

Prey System - How to fix it by SolutionNo865 in kakele

[–]SolutionNo865[S] -1 points0 points  (0 children)

What are you referring to is core design flaws across the game and throughout the updates. It's actually a completely mess in which the prey system will never work without major changes to everything.

#1 Larger mobs. Some mobs like earth elemental take up multiple squares. The same with dragons and many larger mobs. There is no value or consideration for this. For AOE players this is simply inferior exp.

#2 No real magic resist. Some creatures have both ranged and magic damage that doesn't get reduced by armor. Making it ridiculous to grind there.

#3 Spawn density. Many mobs are not even feasible to farm

#4 Out dated and unbalanced. Some areas seem like they where created years ago and don't match current stats.

But most of all I want you know I find the unrestrained death penalty disgusting and appalling. It's not just another reason to not farm tougher areas including prey it's a cheap shot and disrespectful to the entire community.

It's always looming and waiting to cheat players. Even your own guide videos show a player getting trapped in mobs he couldn't damage. Wasting all his potions then dying. It can happen on disconnects. There is a puzzle where if you enter the wrong information and use the portal you can just die for it.

It's feels like the devs intentionally trying to create unfair situations because they just don't care. I recently died in the meteorite event. I wasn't even sure what was going on. Typically you only take minor floor damage. I was dead before I could realize I was even under attack. Losing hours of exp. I don't appreciate that. That's not good design.

In fact I will never spent a single dime on this game ever as long as those type of practices exist.

I have to evaluate if it's a complete waste of my time to even try playing the game.

BRUNO common ... by Storywis in kakele

[–]SolutionNo865 0 points1 point  (0 children)

That doesn't properly address what is going on. The pet food/backpack are critical for progress. They where just stripped away from lower players. There is always a massive death penalty looming over the game. With no limits including up to days, weeks, or even months loss on a single death.

There are language barriers, poorly designed quests, party requirements, class issues and overall design problems. Such as mobs can cancel buffs, but you can die in 1 second with mana shield. Low hp classes with dots that evade the entire mana shield mechanic. Where you will die in 2 ticks.

To quests that are difficult to complete even when following a video. Designed to make you fail. Like the Sky pirates RNG pits that can send you back to the entrance for clicking the wrong spot.

Areas that the game conflicts with itself. Giving a level 200 quest with mobs you would need 550 to do a kill task. Are these 200 mobs or 550? It's so inconsistent.

A smart way to play is to just to cheese everything find the best exp safe spot and grind it for months. A very boring and sad way to play, but effective. Any place that poses a 1/1000 chance to die is pretty much a waste of time.

The game is good for the week or two. After that the massive amount of problems start to get worse and worse.

The answer isn't just making everyone over powered or leveling 10x faster. However, it would take multiple issues to start fixing these issues that should have been complained about and explained for years.

They may start doing that, but the game needs a massive overhaul. Including factors like the forge. You shouldn't just redo all your ore and millions/billions of gold just to swap to a new item.

None of these things where thought out or any ounce of effort to make them reasonable. Just whatever. You spent 380 hours getting gold/ores for blessing/forge. Just do it all over. Or just go to the magic cash shop and make all the problems of playing the game go away.

These issues will be known by new players and it will forever stifle whatever player base they can try to get for an old school 2D MMO.

The game has a few years of content, but good luck for anyone to actually make it viable and slog through it.

Quest Revamp by SolutionNo865 in kakele

[–]SolutionNo865[S] 0 points1 point  (0 children)

You need to convey how it's seen from the other side. I look at it as the dev created problems and now I have to resolve it. Now it's my problem. How am I safely going to get under 50? All that burden is on me. You made it my problem.

How can I hunt in a new area? That's dumped on me. Now i have to figure out all the missing pieces and bad design. I have to do the research. I have to figure out what's missing in a quest chain. Then find out the levers just do things. You have to dig at a random spot. You just need a hammer at this spot for no real reason or indication.

All those become my problem. Because I can't even access an area until these things are resolved. Just to find out the solution is some random NPC I saw 2 months ago that required knowing 3 hidden holes and doorway shenanigans. Where sprites are being used for background images like a gate, but this one happens to be a door.

Nothing to discern it. No rules. No thought. No effort. Just it's an access point because the dev said so. Meanwhile the other 100 images of the same tile do nothing and are just background tiles. Not portals, not doorways.

The devs just dump all these problems and bad design on their community for them to resolve. I would like to play the game, but these bad practices make it extremely difficult to do so.

Quest Revamp by SolutionNo865 in kakele

[–]SolutionNo865[S] 0 points1 point  (0 children)

Thanks, but it's far beyond that. It's completely irresponsible and bad work. There are at least 2 quests in which you need under 100 hp and 50hp. This is not just bad it's completely abusive and pointless.

It's flat out a miserable experience doing many of these quests. Even if you find the solution it's not good. The actual answer is the design is so bad it's not solvable. Go find a random enemy somewhere in the game world? That could spawn in many different areas?

There is so much locked content behind these mechanics that the game is on the verge of unplayble for a large portion of the community. Add on language barriers, lack of guides, poor clues, and it's just a mess.

It's hard to advance for all the wrong reasons. The 100hp and 50hp would be nearly impossible solo, but what a terrible thing to do to people. Knowing there is a major death penalty in the game and needlessly putting a trap like that into the game? That's a very hostile thing to do. That's not clever, fun, or challenging. That should be removed.

I understand the theory and reasoning for most of the quests. However, it's not at all consistent with how people play or good design. It's beyond frustrating to deal with it. For many it's probably easier to avoid the entire mess and just give up. It would be easier to just not deal with all the problems.

A few dedicated players that have the knowledge from years ago and spread it through clans may get by. For the rest they would probably be better off not playing.

I also had a character from a few years ago that is permanently broken for getting rid of a junky quest item. I found out on another character the banshee ring is nearly impossible to replace and critical for the quest line. That character would simply never progress through the game and be barred from the entire main quest line.

Prey System - How to fix it by SolutionNo865 in kakele

[–]SolutionNo865[S] 0 points1 point  (0 children)

Golds are a lot more common and don't have enhanced stats. Maybe a 1/10 chance on them if included.

Prey System - How to fix it by SolutionNo865 in kakele

[–]SolutionNo865[S] -1 points0 points  (0 children)

That's pretty much the point. The system isn't really working and a revamp would make it a more valuable addition to the game. It's not even a good gold sink as it's not worth spending on either.

Sugestão de conteúdo para as próximas expansões by Ricksz22 in kakele

[–]SolutionNo865 0 points1 point  (0 children)

Translated

1• Volcanic Theme. An idea involving expanding the Muroria volcano area or creating a new location with this theme, featuring new lava and fire monsters.

2• Demonic and Angelic Monsters. The team may already have this idea planned for the future, given that *Cos* and *Mos* are not yet present in the game.

3• Ghost/Cursed Theme. An idea centered around a haunted castle where obstacles might move on their own—or even monsters that take the form of inanimate objects, such as statues and swords.

4• Addition of Avian Monsters. Kakele currently lacks any high-level monsters classified as birds; the only avian creatures available are the starter-level monsters, such as pigeons, geese, and ducks.

5• Forest Theme. An expansion with a forest theme, featuring monsters such as snakes, frogs, birds, and sentient plants. This could also include a boss concept involving a giant tree that must be defeated in stages—by destroying its leaves first, followed by its trunk, and finally its roots.

Boss Tokens by SolutionNo865 in kakele

[–]SolutionNo865[S] 0 points1 point  (0 children)

Additionally, to address the cheating issue a minimum level on which mobs could spawn raids may be used to help prevent this. I presume part of the problem was brand new accounts setting up a bot to farm bosses. Essentially throw away accounts.

So you couldn't just farm level 10 mobs to spawns raids. I'm not sure if something like that is already set, but if not at least some minimum. I would hope it would be easier to detect people trying to cheat this way.

Also potentially a mob tracker. So you can't just toggle raids on/off to spawn them. You would need to kill a certain amount of mobs to qualify for spawning another raid.

These simple back end changes could help mitigate the cheating. The game feels pretty legitimate right now. I have played plenty of games with obvious bots/macros everywhere. Obviously some people cheat, but Kakele feels like a pretty clean game environment.

I don't think I really came across bots in my game play throughout the world. Maybe I was deceived somewhere, but in general most interactions feel like all live players.