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

안녕하십니까 여러분, 북극성의 작가 코아냥입니다. 우선, 3일전에 올라갔던 3번째 일지에 대해 많은 분들이 관심을 가져주셔서 정말 다행이라 생각하고 있습니다. 여러분들이 북극성에 관심을 가져주는 만큼, 저 또한 열심히 게임을 만들어 나가도록 하겠습니다.
그래서, 전 그런 여러분에게 약소한 선물 몇가지를 준비했습니다.
1-첫번째 오아 ECG.
아직 제대로된 ECG는 아니지만 현재 우리 개쩌는 아렉님이 여러가지 스케치를 해보시고 계십니다. 이건 그 첫번째 ECG의 스케치입니다.

어떻습니까, 우리 아렉님의 일러스트, 너무 맛있지 않습니까! 물론, 완전한 ECG가 되었을 땐 그 효과는 더 굉장할 겁니다. 하기 이미지의 캐릭터는 저희 게임의 히로인중 한명인 유오아입니다. 신비로운 느낌을 좀 요청했었는데, 그런 느낌이 나실지요?? 겉으론 신비해보이지만 사실 굉장한 인뿌삐라는 점,,차후 인 게임에서 확인 가능하십니다.
2- 오아 SCG.
그리고 저번 일지때, 제가 우리 귀여운 일러레님이 뚝딱뚝딱 오아를 그리고 있다지 않았습니까?! 귀여운 모습의 오아도 마침내 완성! 그 모습을 지금 보여드리도록 하겠습니다.

이것은 인게임에 들어갈 오아의 선화입니다. 그리고 이게 채색이 되어서..!



짠. 이렇게 되었습니다! 귀여운 오아의 매력이 잘 느껴지는 일러스트라고 생각합니다. 여러분들도 그렇게 생각하시나요!!
오아는 삐진 모습이 귀여워요..
다음으로...시나리오에 대해 이야기를 해드리자면, 현재 각본작업은 60~70% 완료 되었습니다. 아마도? 수정 및 보완 작업만을 앞 둔 상태입니다. 좀 빠르죠? 하하..하지만 개발 일지로, 작업멤버와의 소통을 통해 여러 의견을 조율해나가며 유저 여러분에게 좋은 게임으로 보답하고자 하는 마음은 변하지 않습니다. 유저 여러분들이 많은 사랑과 관심을 보내주신 만큼, 저희 또한 열심히 게임을 만들어 그에 맞는 게임으로 보답해드리도록 하겠습니다.
감사합니다!




잘그렷내요



3





화이팅!



유저 분들께서도 게임 속 최애캐가 있나요?

ㅎ







6



5







the artwork is stunning.
