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


⊙개발사: 에어쉽 신디케이트, 라이엇 게임즈 ⊙장르: SRPG
⊙플랫폼: PC/Xbox/PS/닌텐도 스위치 ⊙발매일: 2021년 예정
라이엇 게임즈는 더 게임 어워드에서 리그 오브 레전드 세계관을 배경으로 한 SRPG '몰락한 왕: 리그 오브 레전드 이야기(이하 몰락한 왕)'의 게임플레이 영상을 최초로 공개했다.
'몰락한 왕'은 리그 오브 레전드 세계관 중 빌지워터와 그림자 군도를 배경으로 한 작품이다. 이전에 공개한 공식 트레일러를 통해 미스포춘, 일라오이, 브라움, 야스오, 아리, 파이크 여섯 명의 출전이 확정됐으며, 이번 트레일러를 통해 각 영웅들의 인게임 모습과 전투 장면을 엿볼 수 있다.
전투는 인카운터 배틀 방식으로, 월드맵을 돌아다니면서 몬스터와 마주치면 턴제 전투로 전환된다. 트레일러에서는 인카우터 전에 각 영웅의 스킬을 먼저 발동하면 해당 스킬로 선공을 하는 것을 확인할 수 있다. 턴제 기반 RPG 장르인 만큼 전투는 ‘선공 바’를 이용한 조정 시스템을 통해 번갈아 진행된다. 챔피언은 자신의 차례가 돌아올 때마다 스킬, 아이템, 지속 효과를 사용할 수 있다. 챔피언의 레벨이 올라가면 공격력, 방어력, 치명타 확률 등의 능력치가 증가하고, 룬과 스킬 강화를 활용하면 파티 내 다른 챔피언과의 시너지를 기대할 수도 있다.
게임에는 물약부터 무기까지 다양한 아이템이 마련돼 있으며, 이를 통해 챔피언의 능력치를 향상시키고, 플레이어가 여러 전략들을 시도할 수 있다. 전투 외에도 게임 내 보상을 제공하는 현상금 게시판, 빌지워터 지역에서의 낚시, 몬스터 도감, 보조 퀘스트, 결투장을 경험할 수 있다. 또한, 게임 중 곳곳에서 새로운 이야기를 발견할 수도 있다.
이외에도 야스오가 강철 폭풍으로 필드의 스위치를 발동하고 질풍검으로 함정을 피하는 등, 리그 오브 레전드 유저에게 친숙한 스킬을 활용해 기믹을 풀어가는 과정을 선보였다.
'몰락한 왕'은 라이엇 게임즈의 퍼블리싱 레이블인 라이엇 포지가 퍼블리싱을 맡았으며, '배틀 체이서'의 개발사인 에어쉽 신디케이트가 개발하고 있는 작품이다. 2021년 스팀, 에픽스토어, PS4, Xbox One, 닌텐도 스위치 등을 통해 출시될 예정이며, 이후 Xbox 시리즈 X/S, PS5로도 출시 예정이며, PS4/Xbox One 유저의 경우 차세대 콘솔 버전 무료 업그레이드가 지원된다.



















#몰락한_왕_리그_오브_레전드_이야기 #Ruined_King_A_LEAGUE_of_LEGENDS_Story
