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AION2, if you want to stop players from leaving, you need to improve this first!Key improvements have been proposed for AION 2's long-term success, including the crafting system, item utilization, and dungeon restrictions. In particular, the harsh failure system for crafting Dragon King/Wyvern King items, the unreasonable probability of Radiant Crafting, and the low success rate of Unique Item Tuning are causing player dissatisfaction and churn, highlighting the urgent need for change.
AION2, if you want to stop players from leaving, you need to improve this first!
1. 🛠️ Proposal to Ease Dragon King/Wyvern King Crafting
· Currently, Dragon King/Wyvern King crafting is a harsh system where all materials disappear upon failure, leaving nothing behind and causing players to quit the game.
· The experience of weeks of effort vanishing in an instant is particularly frustrating for new and casual players.
CategoryDetails
Current SystemAll materials disappear upon crafting failure
No traces remain
Improvement Proposal (Pity System)Upon crafting failure, 'Trace' item is granted
Collect 3 Traces to craft the attempted item with 100% success (excluding Radiant options)
00:51 - 01:46
1. 🛠️ Proposal to Ease Dragon King/Wyvern King Crafting
· Currently, Dragon King/Wyvern King crafting is a harsh system where all materials disappear upon failure, leaving nothing behind and causing players to quit the game.
· The experience of weeks of effort vanishing in an instant is particularly frustrating for new and casual players.
CategoryDetails
Current SystemAll materials disappear upon crafting failure
No traces remain
Improvement Proposal (Pity System)Upon crafting failure, 'Trace' item is granted
Collect 3 Traces to craft the attempted item with 100% success (excluding Radiant options)
01:47 - 04:16
2. ✨ Radiant Crafting System Improvement Plan
· Radiant Crafting offers a 25% chance to attempt it after a successful regular craft, but it's an unreasonable structure where all materials, and even the regular item, disappear upon failure.
· As a result, many players actually dread the opportunity for Radiant Crafting.
CategoryDetails
Current SystemAfter successful regular crafting, a 25% chance to attempt Radiant Crafting is automatically granted
Upon Radiant Crafting failure, all materials and the regular item disappear
Improvement Proposal (Choice System)When a Radiant Crafting opportunity arises, a 'Would you like to attempt?' UI popup appears
Players can choose 'Attempt' or 'Stop'
Choosing 'Stop' grants the regular item; choosing 'Attempt' and failing reduces frustration as it's the player's choice.
· Considering fairness with existing players, it is advisable to apply the above crafting system improvements starting from the next season's crafting items, rather than the current Dragon King/Wyvern King series.
· For long-term game operation, a shift towards a more player-friendly system is necessary, even if it means accepting some item value depreciation.
04:17 - 06:40
3. 💎 Unique Item Utilization and Tuning System Improvements
· Currently, the market price of Unique items dropped in the field is very low, leading to reduced utility.
· When tuning Heroic items using Unique items, the success rate is only 10%, and even if successful, getting unwanted options causes significant frustration.
CategoryDetails
Current Unique Item TuningUnique items can be used when tuning Heroic items
10% success rate
Unique item disappears upon failure; high chance of unwanted options even upon success
Improvement Proposal (Pity System)Disassembling field-dropped Unique items grants 'Tuning Stone Shards'
Collect Tuning Stone Shards to craft a 100% successful tuning item (similar to Heroic Tuning Stones)
Unique items could also be used for cosmetic transmog, increasing their market value and encouraging main character farming.
· This can alleviate the frustration caused by the low 10% success rate and increase the value of Unique items, contributing to in-game economic revitalization.
06:41 - 07:51
4. ⏳ Dungeon Final Boss Kill Count Limit Improvement
· Currently, dungeons have various restrictions, including Aether Energy, reward counts, final boss kill counts, and play counts.
· In particular, the final boss kill count limit, added due to the 'infinite bus' issue, can be unfairly applied to 'bus drivers' (players who carry others).
CategoryDetails
Current SystemCount is deducted upon final boss kill (currently 35 times)
Dungeon cannot be used due to count limit even if Aether Energy remains
Improvement ProposalChange final boss kill count deduction criteria: Only deduct when opening a cube chest
Significantly reduce total count (e.g., 35 times → 10 times)
Do not deduct final boss kill count when using Aether Energy (protecting bus drivers)
· This improvement will address the complaints of bus drivers and help players efficiently consume Aether Energy.
07:52 - 08:35
5. 🤝 PVP Abyss System 'Assemble' Proposal
· We propose an 'Abyss Assemble' system to add a new fun element to the current PVP Abyss system, which is only for Heaven vs. Heaven vs. Demon.
· This system would allow players from other servers to cross over and fight together to help a server in crisis.
· While there might be technical issues such as player count limits, implementing it even as an event is expected to provide pure fun and excitement.
08:36 - 09:50
6. 🙏 Suggestions for the Game's Long-Term Success
· The current Dragon King/Wyvern King crafting system is so harsh that players must be prepared to quit the game before attempting a craft.
· While success provides a dopamine rush, from a long-term perspective, such systems can accelerate player churn.
· For the game's longevity, player-friendly improvements, such as introducing a 'pity system' to the crafting system, are absolutely necessary.
· Even if it's difficult to apply to the current Dragon King/Wyvern King items, we strongly hope that these improvements will be implemented starting from the next season's crafting items.
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