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7/22/2025, 9:09:05 PM
>>532284183
I think the most important thing would be to bring back subs, rare species and variants. Or even just have more guardians.
Alternative, harder versions of bosses exist in a lot of games because it allows you to have a fairly new and fresh fight but with a lot less work.
Since monsters take so long to make nowadays, it makes sense to use them as a faster output, alongside the brand new or returning monsters.
Events also have the potential to bring a lot of challenging and fun quests, but they are barely even utilized.
If I have to keep the current general structure, I'd say an update every 2 months, with a mini-update between them.
>6 main TUs with 2 monsters each (one new/returning monster and one sub/rare/variant/guardian)
>mini-updates contain one AT and a bunch of small collabs like the old games (2 ATs would be better, just make more monsters relevant in endgame)
>every week they have a couple events quest, one easy one like the current ones and a very challenging one for expert players
>festivals, like in World and IB, are not tied to updates, they just happen 4 times a year and feature some extra event quests and cosmetics
You should also expand the endgame a bit every TU, but that's more complex to discuss since the base one is so flawed you kinda need to redo it (like they are doing now by adding charms). I'd honestly like a guiding lands style system where you can level up the zones, and encounter stronger monsters the more you go up. You can increase the max level ever 2-3 TUs. Of course make it permanent like Anomaly levels, and not fluctuating..
I think the most important thing would be to bring back subs, rare species and variants. Or even just have more guardians.
Alternative, harder versions of bosses exist in a lot of games because it allows you to have a fairly new and fresh fight but with a lot less work.
Since monsters take so long to make nowadays, it makes sense to use them as a faster output, alongside the brand new or returning monsters.
Events also have the potential to bring a lot of challenging and fun quests, but they are barely even utilized.
If I have to keep the current general structure, I'd say an update every 2 months, with a mini-update between them.
>6 main TUs with 2 monsters each (one new/returning monster and one sub/rare/variant/guardian)
>mini-updates contain one AT and a bunch of small collabs like the old games (2 ATs would be better, just make more monsters relevant in endgame)
>every week they have a couple events quest, one easy one like the current ones and a very challenging one for expert players
>festivals, like in World and IB, are not tied to updates, they just happen 4 times a year and feature some extra event quests and cosmetics
You should also expand the endgame a bit every TU, but that's more complex to discuss since the base one is so flawed you kinda need to redo it (like they are doing now by adding charms). I'd honestly like a guiding lands style system where you can level up the zones, and encounter stronger monsters the more you go up. You can increase the max level ever 2-3 TUs. Of course make it permanent like Anomaly levels, and not fluctuating..
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