1. The Gauntlet is not just a balance issue, but a state where the 'class function has collapsed'
The Gauntlet currently has the following fundamental problems.
-Low basic attack power and low combat power compared to equivalent weapons
-Skill structure that makes it difficult to perform the role of supporter in large-scale battles (small increase in attack power/defense power, short-duration shields, etc. have low contribution to battles)
-Inferior in all aspects of motion, judgment, and hunting speed
-In-game weapon appearance not implemented
These problems have already exceeded the level that can be solved by simple numerical adjustments.
Even though there is a class with such serious accumulated problems, the development team has not yet expressed any official intention to respond in any form.
---
2. Announcing the development of new weapons while existing classes are neglected is inappropriate
The release of new weapons itself can be positive in terms of game expansion.
However, in the following situations, it rather becomes poison to user trust.
-Existing classes are not functioning properly
-Related improvement requests have been unanswered for weeks
-Gauntlet users currently classify the class itself as completely marginal
In this situation, prioritizing the announcement of a new ranged weapon
can only be interpreted as the following message.
"There are no plans to fix the Gauntlet."
"Creating a new class is more important than fixing a problematic class."
"Acquiring new users takes precedence over the inconvenience of current users."
This can seriously undermine trust in the game's operational direction.
---
3. Prioritize normalizing existing classes over new weapons
The Gauntlet is currently in the following situation.
-Lowest solo play efficiency
-Poor support function performance
-No contribution to PvP or large-scale battles
-No sense of equipment growth due to unimplemented appearance
In other words, no matter how much users invest, performance, visual satisfaction, and role performance are all impossible.
An operation that proceeds with the development of new weapons while neglecting such weapons
is an act of ignoring the experience and investment value of existing users, which is more important than content expansion.
---
4. Requirements
1. Before introducing the new ranged weapon, please be sure to clearly disclose the Gauntlet improvement plan and schedule.
2. Please provide official feedback on the Gauntlet issue.
3. Please recognize that normalizing existing classes should take precedence over new weapon development.
4. Please recognize that the Gauntlet needs a complete redesign, not just simple adjustments.
---
5. Conclusion
What is more important than announcing new weapons is making sure that the currently existing classes can perform their roles.
Gauntlet users are not opposed to adding new content,
but are pointing out that prioritizing the development of new weapons while neglecting existing classes undermines operational trust.
We request a clear statement and responsible action regarding the improvement of bare hands and gauntlets.



This game has lost the concept of getting items from field hunting ㅠㅠ
It's been a long time since the concept of getting rare legendary armor disappeared
The bigger problem is that the higher and stronger the hunting grounds, the higher the drop rate or the ability to get items.
The higher the hunting grounds, the less items come out ㅋㅋ
It's meaningless to pay to go to higher hunting grounds and get good items
And increase the world hunting ground experience or drop rate a bit
Damn it~



Hello! Stove members! This is Mojo Games.
We would like to share a little about the development status of our next game, [Flower Survivors].의 개발상황을 조금 공유하려고 합니다.
1. Added companion strengthening and animation!
2. Added re-roll function when selecting talents and skills!
3. Added buff item types and ranged enemies!
In addition to these, there are dozens of changes and additions,
and we will occasionally post development logs.
[Flower Survivors]Please look forward to it.
Thank you!



The best reason why roguelite games like Slay the Spire and Darkest Dungeon can be played frequently is because you can start a new game that feels fresh and exciting. Even if you lose immediately, you start over and it's fun.
CZN does not allow that. It pushes you to play the same few characters/team by limiting potential and growth exp. It pushes you to play same map for grinding items. You rarely lose Chaos run because you are always optimizing to get more resources. Losing Chaos run does not encourage you to start over for "fun". This makes game boring long-term and more of a chore, not a game.
CZN needs to either go more towards roguelite gameplay. I would recommend significantly reducing grind for new characters level up so people can at least have fresh ways to play the game. Or provide additional incentives for people to try less used strategies (Ex: Marvel Snap has optional missions/rewards for strange clear conditions).



Hi H8



I couldn't get the All-in-One Workshop copy to proc, but it finally did at the end ㅠㅠ




My computer broke down two days ago
After checking with a repair shop, I found that there was a problem with the computer's graphics card
and I couldn't access Road Nine because the D: drive (external hard drive) where Road Nine was installed was not recognized.
After replacing the graphics card and re-connecting the D: drive, I tried to run Road Nine,
but it kept failing to connect, so I deleted and reinstalled Road Nine.
However, the installation failed with a message saying that the drive could not be found,
so I contacted the customer center and received a reply saying 'reset the drive,' which I did, but the installation still failed.
When I inquired again, I was told not to use Korean for the folder name, but to use English, which was so absurd that I'm posting here.
I'm asking in case anyone knows how to do it.
The same message appears even when installing on the C drive or D drive,
and it doesn't work even after following the help instructions.




I fell for the charm of Guardian Knight yesterday.
I love the actions and skills so much...
['Guardian Knight' Super Awakening Skill Casting Capture]
#로스트아크 #로아 #7주년 #가디언나이트 #용녀 #맘에들어 #맘에듬 #좋아해 #행복하자 #또보자_1부 #반가워_2부



There are a lot of newbies
and a lot of returning players,
so it's bustling after a long time.
Well, it's not like it didn't exist before...
It feels cozy in winter after a long time.
But the reality is that it's cold right now..
[Afraid Roa Corn]
Well, let's work hard on Loa today!!
[Let's go]




1000 * 1
It didn't come out well today



콜라를 마구 흔들어 공중으로 솟구치는 간단하면서도 중독성 있는 게임이에요.
최대치까지 흔든 담에 날아갈 때 경쾌한 뻥! 소리가 정말 짜릿합니다.
적게 흔들면 소심하게 퐁! 소리가 나며 적은 거리를 비행합니다.


간단한 팁도 제공됩니다.

유용한 생활지식도 알려줍니다.

Z키를 눌러 공격을 적(까마귀 등 비행을 방해하는 요소)에게 공격을 가할 수 있습니다.
대신 마구 연타하면 비행속도가 떨어집니다.

너무 많이 흔들면 터져 버립니다.

무료하지 않게 귀여운 배경요소도 나타납니다.


최종적으로 저 별을 획득하면 스테이지 클리어! 입니다.

아뿔싸!
이럼 곤란..

너무 자주 실패하면 이지모드를 활성화하냐는 창이 나타납니다.
뻥! 소리 듣는 쾌감을 자주 느낄 수 있죠.

어드벤처 모드는 6단계, 엔드리스 모드 1개, 캐릭터 3종 선택할 수 있어요.
단계별 최종 도달 거리가 점점 높아집니다.
엔드리스 모드에서 중도 포기하면 기록이 남지 않습니다.
각 단계별 배경이라든가 방해 요소도 달라 공략하는 맛이 있습니다.
자, 그럼 소개도 끝났으니 나도 콜라를 흔들어 볼..!


gg

간단하지만 창의적인 게임 방식이 참 좋았던 게임이네요 ㅎㅎㅎ
생각보다 많이 어려웠던게 기억납니다 ㅋㅋㅋ






콜라+멘토스였나 그러면 폭발한다던데