August 5, 2023
Improvements Coming to Gran Saga: Unlimited
News
In the wake of the second community test, Gran Saga: Unlimited is undergoing substantial transformations based on player feedback. The most frequently raised issues are being meticulously addressed to deliver a more enjoyable gaming experience. Here is an in-depth look at the concerns that emerged and the corresponding improvements:
Early-stage player progression
A significant challenge arose in the Moonstone Cave, where early-stage players struggled to advance without forming parties of three other users. Similarly, the Goblin Looters dungeon demanded intricate gameplay understanding, overwhelming players who were still unfamiliar with class roles.
Efforts are being focused on revamping early to mid-game progression to facilitate adaptation for solo players. The objective is to enable players to immerse themselves individually until they have a comprehensive understanding of GSU mechanics.
Map – Gran Saga: Unlimited
Field Grinding
While the fields in GSU initially offered visually captivating experiences, the hunting encounters in these areas eventually grew monotonous.
The plan is to recalibrate the experience equilibrium between dungeons and fields, allowing players to level up without solely relying on dungeon entry. Furthermore, fresh content will be introduced that caters to individual hunting pace and overall field hunting velocity.
The Fatigue Points system
Situations arose where players had to exit dungeons due to crashes or network interruptions, resulting in wastage of consumed Fatigue Points (FP). This situation extended to impact party members, leaving everyone with FP losses.
The entry restriction for the Rift will be eliminated, abolishing the need for FP entry. Moreover, players will be allowed to rejoin the dungeon following unintentional disconnects such as crashes or network interruptions. In cases of player departure, party leaders can invite others to join and maintain the dungeon’s flow.
Fatigue Points – Gran Saga: Unlimited
Looting in Dungeons
An issue emerged where players participating in boss battles together found themselves deprived of loot if their characters died before defeating the boss, resulting in a waste of FP, time and resources.
A contribution-based loot system will be introduced for boss hunts, ensuring that players can loot the items upon resurrection if they die during the fight.
Errors in 16-Player Raids
There were numerous bugs and imbalanced mechanics in the 16-player raids.
Rigorous design and internal testing protocols will be implemented to ensure a seamless and bug-free raid experience. Future raids will provide challenging content for players overwhelmed by Chaos Fields, allowing periodic acquisition of the Tesseract; however, the quantity will be limited compared to Chaos Fields.
Windshear Valley – Gran Saga: Unlimited
Class Imbalance
Due to a failure in balancing classes, certain classes dominated battles, resulting in imbalances and creating a snowball effect of disparities.
Addressing this discrepancy entails rebalancing classes to consider battles within the Chaos Field. Specific focus will be on adjusting the power of Area of Effect (AoE) skills, curbing the dominance of classes that excessively use crowd control abilities.
Classes – Gran Saga: Unlimited
Chaos Field mechanics
Issues with the initial Chaos Field experience arose due to incorrect mini-boss respawn times and skewed risk and return mechanisms.
The Chaos Field will be transformed into a high-risk, high-return space. Any items acquired within the Chaos Field will remain unowned by the player until they exit the field. Should a player be defeated by another before leaving the field, a portion of their acquisitions will be distributed to the winner.
Marketplace Limitations
The marketplace encountered complications ranging from User Experience (UX) bugs to tight restrictions on the quantity of saleable items. The balance between acquisition and consumption of Topaz was also not appropriate.
A comprehensive UX overhaul is on the horizon, offering players the ability to monitor real-time price trends and trading volumes through charts for major trading items. Additionally, buyers will intuitively view market prices and the stacked selling quantities along with the asking price.
Marketplace – Gran Saga: Unlimited
Item Value Inflation
Though gold burning through trades aided in currency control, valuable items were obtained more easily than anticipated, causing their relative value to plummet.
The drop rate and power balance of valuable-grade items will be adjusted to enhance their value. Furthermore, the trade frequency limit and the number of times enchantments can be applied are set to be revised.
Crafting System
Apart from dismantled weapons for potion crafting, crafting opportunities were limited.
The vision involves introducing a diverse range of potion crafting and cooking options. The produced food can be sold through the Marketplace, and an equipment crafting system will be introduced, allowing players to craft their own equipment or produce high-value gear for sale.
Crafting – Gran Saga: Unlimited
Clan System
While clan donations could raise rankings, activities and flexible management were restricted. Features to empower clan leaders and manage new memberships were lacking.
The upcoming features will empower clan leaders to manage member permissions and offer benefits tied to clan level. Furthermore, a clan-exclusive store will be integrated, where the available items vary based on individual contributions to clan activities. However, alliance features between clans won’t be introduced to preserve the dynamics of the Chaos Field.
Fandom System
The Fandom system lacked interaction for Idols and Fans.
Enhanced activities and benefits for Fans are on the horizon. The goal is to create more engaging experiences and benefits for Idols and Fans beyond basic growth functions.
Stay tuned for the evolution of Gran Saga: Unlimited! Check out the details of the Premiere Launch and stay in the loop with the newest updates.
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