By Render66 @ August 4, 2011 at 12:00pm
The Rusty Hearts closed beta has been live for exactly one week now, and I wanted to give you all an update on some of the things that we found, address major points of user feedback, and give you a peek at a few things we have lined up for the future.
First, I want to say thank you to everyone that is participating in the closed beta. The Rusty Hearts closed beta has been Perfect World’s most popular one to date, eclipsing the number of registered users and connected players that we have seen in any of our closed beta tests before. Along with all of these players has come a flood of user feedback and information, all of which we are using to make sure the game is ready for its eventual full release.
If you were in the game on the first day of the closed beta, there is a good chance you had trouble connecting right away. We were able to quickly identify two contributing factors for the login issues. First, we had to scale up our server capabilities in order to accommodate the massive flood of players. Second, we discovered a few account related issues that were preventing people from accessing the game. Both of these issues were resolved very quickly, and we are pleased to report that everyone is now able to log in and play without any problems.
Like I said earlier, there has been a ton, literally…a TON, of user feedback. All of it has been extremely helpful in determining the future path of a variety of that game’s features, and it’s exciting to see that so many people are this enthusiastic about Rusty Hearts. I’ll address a few major points of user feedback below.
This is a big one. This was the first major point of feedback that we saw as soon as the closed beta started. We understand that there are people that may not like the Stamina system, and we are actively trying to determine the best way to utilize it. We are taking everyone’s feedback into account, and we will keep you posted on any new developments with the system.
Level of Difficulty
Some players have expressed their opinion that they think the game is too easy at this point. I will say that this is only the very beginning of the game, and that the difficulty level starts to dramatically increase once you enter your mid-teens. However, we do want players to feel challenged and engaged with the game, and if that means we should make it more challenging at earlier levels, we will definitely consider it. We are still in the process of gathering information about the level of difficulty, and examining logs of dungeon runs, so please keep playing and keep your feedback coming.
What’s coming up next?
We have a full set of new features and tweaks to current gameplay elements incoming. I will outline some of the main ones below:
We are noticing trends in PvP battles, and will be tweaking certain character elements to balance it out. The majority of these changes revolve around Tude’s Gauntlet and upping his effectiveness in PvP. We will also be opening the Intermediate and Advanced PvP Arena, so the higher and lower level players can fight among themselves in more balanced rooms.
Quest and Dungeon Changes
The Wanted Board quests will be completely overhauled. Instead of the current types of quests found on the board, for example “Clear Wine Cellar 1F taking no more than 20 hits,” they will be turned into more of a “Wanted” scenario where you will be tasked with finding and killing a certain monster. Also, the quests will refresh every two hours with new random quests.
Currently, you can’t deal damage to a monster when it spawns. This can be especially frustrating if you are in the middle of a big combo and you lose it because you can’t hit a spawning monster. We’re fixing that by removing the initial invulnerability buff that monsters gain when spawning.
Dead Man’s Chests is currently a system in-game that will, upon completion of a dungeon, occasionally present you with the option of running it again for a chest of loot. Looking at our logs, we noticed that players usually only repeat the dungeon for the bigger chests of loot and have a tendency to ignore the smaller Dead Man’s Chests. There will now be only one level of Dead Man’s Chest that will contain the rewards of all three previous levels, ensuring that it’s worth your while to hack and slash your way to these chests.
Item and Gear Changes
More distinction in crafted items. We’ve received a lot of complaints about how crafted weapons look similar to the weapon drops you receive in dungeons. In response, we’ve created an entire new set of weapon graphics and models and will be implementing them into the crafting system. We’ve also added a variety of new weapons and models that you’ll see in the level 20 and above content.
Curious to know what other players have equipped? Soon you’ll be able to find out. Clicking on another character will display their equipped items and stats, and other players will be able to see yours, too.
We are adding more levels to the quality grades of items. Currently there are six grades to items: Normal, Rare, Magic, Unique, Epic Good, Epic Best. After the update, each one of these grades will have levels within them, For example, there will be Normal level 1, 2, 3, 4, and 5, Unique level 1, 2, 3, etc…
We will also be giving players the ability to change the color and number of Gem sockets in an item. This will give you the opportunity to use the gems in your possession even if the item doesn’t have the appropriate socket color at first.
So those are some of the bigger updates we have coming in the next few weeks. We will be providing more details on these functions and others in the near future, so stay tuned!
Check your email inboxes this Friday, because we are going to send out a user survey to get more of your feedback. Completing it and sending back will help us determine the future of many of the game’s aspects, so please help us out!
Thanks again to everyone that is playing the closed beta. With the help of the dedicated players of the Rusty Hearts community, and your feedback, we hope to mold Rusty Hearts into the best hack and slash anime experience possible!