Posts by RsmCrazyGamer

    • "In order to develop such content in a more interesting and meaningful way, we have decided on Bless Steam Early Access, which enables many players to access the game and exchange opinions and ideas.

      As players enjoy Bless’ Early Access, we will continue to collect your opinions in order to develop a more complete version of Bless for the official release" ~Bless Online Early Access Description1


      "Through Early Access, using our experiences in game development, we aim to increase the amount and quality of the game’s content. We will officially release Bless Online only when we and our players are satisfied with all of the game’s content" ~Bless Online Early Access1 Description


      "We needed people to play Bless, to give us feedback on our design changes, and to tell us what worked and what didn’t." ~Producer's Note of Early Access2


      "Ultimately, this desire to try something new with the systems of Bless Online combined with the need for an open discussion with our player base led us to Steam’s Early Access platform." ~Producer's Note of Early Access2


      A list is necessary to correct another:

      1. I am very well aware of what Early Access means, and I have read it properly. It seems that you haven't read it at all, or perhaps you only read a general description from a second hand party.

      2. Testers are not paid. A lot of gaming companies have QA team or "Quality Assurance" teams that go through a series of set tests laid out by the developers to find specific possible errors. Sometimes QA teams are paid, other times it's a volunteer service, and sometimes in that volunteer service it uses Early Access. Early Access is also noted to be put on INCOMPLETE games like Bless Online. The warnings all over the page and links to further EA descriptions, as well as a little notice when purchasing is all there to let you know it is INCOMPLETE. INCOMPLETE games tend not to work properly. That's why they are Early Access.

      3.Rest in Pepperoni


      Quotes:

      1. Bless Online Steam Store Page w/ Early Access Description: https://store.steampowered.com/app/681660/Bless_Online/

      2. Producer's Note of Early Access: https://www.blessonline.net/news_read/139

        • Does this apply to Mounts or both Mounts and Pets?

          I believe the button is called "Enhance". When you enhance a mount or pet you use other mounts/pets to increase the XP and level of the targeted mount/pet. Pets can only be used to enhance other pets and mounts can only be used to enhance other mounts. Enhancing a pet/mount will not increase the max level of a pet/mount, that is "Upgrading".

            • The official website hosts a support section which also doubles as a suggestion system. When you create a ticket it will ask you what type of problem it is, just select "Suggestions" from the list. This is the English page: https://blessonline.zendesk.com/hc/en-us


              Also, about that secondary map. In case you didn't know, the larger map that is closer to the center of your screen can be hidden by pressing the "N" key. The smaller map in the corner which is the actual minimap can be zoomed in and out with the slider. I'm not sure about the content you want displayed on those maps, but in the main map "M" you can disable and enable all types of markers by unchecking/checking them on the right side of your screen. You said it was an example, so I was just saying if you didn't know.

                • Bless Online is a PvP centric MMO with PvE elements. If you really don't want to participate in open world PvP it is possible, but most of the game's content will be revolving around PvP. To give you some ideas of the current PvE content in the game, we have: Dungeons, Crafting, Resource Gathering, Leveling, Questing(Main, Side, Tutorial), Taming, Exploring, and Hunting. However, some of these have PvP elements forced into them. For instance, the questing will eventually take you into PvP hotspots, higher level dungeons are in PvP hotspots, and leveling up your crafting will require you to complete dungeons or quests inside of PvP hotspots. The PvP element is strong and the game tries to give you a chance to get used to it before slowly implementing PvP.


                  The way the open world PvP works is based on regions or zones. The map is divided into about 40 zones. Both the factions(Heiron, Union) own about 13 zones each. The zones that are owned by a faction protect its players from PvP. That means if a Heiron player enters a Union territory, they will not be able to attack Union players. However, if a Union player attacks first the Heiron player can attack back. PvP is only enabled between the factions, meaning players of the same faction cannot kill each other(unless you use the dueling system). Just about all content up to around level 28 is inside the protected zones. However, almost all content after level 28 is hosted in disputed zones. These zones are PvP enabled for everyone regardless of level(only between factions still).


                  The item that prevents PvP is called the Peace Pledge, otherwise known as "dove" or "doves" due to it's item picture. The Peace Pledge can be bought in game at any general merchant NPC for in game currency, and are relatively cheap. Anyone who is level 44 or below can use the Peace Pledge to temporarily disable all PvP interactions for 10 minutes. This also means you cannot heal/buff a party member who is in PvP. The Peace Pledge cannot be used in combat, meaning you must activate it before someone/something attacks you. It's activation is instantaneous. Upon reaching level 45(max level) you cannot use the peace pledge anymore. There is a secondary item for all levels including 45 in the cash shop. This can be purchased for 25 lumena, the premium currency, and acts exactly like the Peace Pledge.


                  Lumena can be earned in game. Dungeon Points are earned by completing dungeons and hunt quests. These can be used to buy materials in the cash shop or crafting recipes from a Master Crafter. Contribution Points are earned for completing PvP related tasks(1 point for killing a player, numerous points for completing the instanced PvP modes). Both the Dungeon Points and Contribution Points can be converted into Lumena at a maximum of 50 per day. This means if you complete a number of hunt quests each day, you will be able to purchase 2 of the level 45 Peace Pledges.


                  To sum up, if you wanted to avoid PvP completely you can. However, you won't be able to experience more than half the game and it will be extremely difficult to progress in anything. PvP isn't just centralized element, it's practically a required element. Just remember, even though it is open world some enemies are in the same boat as you. I have experienced many enemy players that just walked by me. For someone who absolutely hates PvP but loves Bless's PvE, the best I can suggest is to spend a ton of real money on those Level 45 Peace Pledges. There really isn't anything that requires you to fight another player, just most of the later game content takes place in PvP enabled zones and PvP hotspots. So I guess you could spend hundreds of dollars on level 45 peace pledges and activate them once every 10 minutes while making sure you are out of combat at those points... but that would be way too much of a pain.

                    • What is sexual about a child in underwear? They are also adults, are you going to tell little people they are children? are you closing public swimmingpools cause children in swimming suits would mean its a child brothel?



                      at 30 seconds, clothing like this would be revealing enough to create the character like I want.

                      A child in underwear that you are adjusting to your desires can and is considered sexual on many levels. I really shouldn't have to argue that with anyone. Depending on the attire or context provided by the clothing, there is leniency. For example, medium armor on the Mascu exposes more than the underwear(belly). It is quite obvious they intended this race to look like children, especially with the furless option. I'm not saying that they shouldn't do it, I'm just providing a bit of insight as to why they didn't. They went for a T rating for both ESRB and steam, and that is what they had to do.

                        • You get stuck in a static jump? What character do you play? I play paladin and while I can't cast while moving I can still turn. On the other hand the mage can turn and cast in mid air. Oh, and the reason you hit escape twice is probably because there is like a 2-3 second delay of unlocking from the target after pressing esc the first time. The second time you do it will most likely open the menu

                            • I've fought against a 11K pally on union side tanara. 1v1 a Pally can just stun cc spam dot spam you until you're dead. 12.9K hp <-

                              yup, 1v1 pally will almost always win. Since they have no crowd control a 2v1 would just overwhelm them entirely. It's not hard to deal with paladins, they just have a very broken niche... but it's not really fun for us paladins either :/

                                • The paladin needs nerf has an infinite rotation 1 immobilize and 2 knock back . preventing you from doing anything. It has very good defense, good healing, good dps has practically everything. I'm paladin, that's why I say it.

                                  If you're a paladin then you know that we don't just need a nerf, we need a rework. Our damage output in most offensive abilities are terrible, and at best we can be on par with the "interruption tactics". Not to mention we only have half the offensive abilities that others do, smallest combos/chains, and practically no crows control. The way they compensated for this is by giving us stuns... if you take that away the paladin becomes useless in 1v1. If a paladin is up against more than 1 person... the best they can do is just delay their death a bit ;-;... They just need to rework the stances and offer more variety, cuz it seems they didn't focus on the paladin's offensive that much.

                                    • Right now the official support teams are extremely behind on tickets. I haven't received a response yet on my ticket I posted 9 days ago. As for accidental character deletions... they might have some form of temporary storage for deleted saves, but there is no way they hold all deleted characters permanently. They can't afford servers to do that, and since it might take them a while to respond... I don't think they'll be able to help. ...... That is why they have the confirm button... all though I won't scold anyone for auto confirming since I do that too >.<

                                        • Self target is a bit of a pain but all you need to do is press escape, use the ability, and then press tab again to re-lock on the target. The one thing that irritates me is the healing stances for Paladin. I wish the healing only stance would allow you to tab between allies rather than enemies... since there isn't a single ability you can use on an enemy...


                                          As for hotkeys, they said at some point in development they plan on adding full support for keybindings and custom keyboard/mouse keys... but at the moment it isn't fully supported.

                                            • Remember, if you think something is ridiculously hard by yourself, you can probably get help from the community of the game. MMO's are all about a large community of players, utilizing the market to increase crafting level makes it feel more immersive! I have found that Bless put details into areas you wouldn't expect. Makes me excited for the full release of the game when everything is detailed.

                                                • Feel free to make one, the code for https://domness.github.io/Bless-Skill-Tree/ is all open source as well if it can help kick start it.

                                                  Yeah, it would be cool to see someone freely contribute an API for class building, mostly just to be able to quickly reference skills and such. However, i'm afraid the person who made this gave up on it since it's incomplete and outdated... it might be easier to start from scratch ;-;

                                                    • Hunting parties tend to provide a lot of mob drops like copper but that would take quite a while. Other things would be to farm bosses that drop certain crafting resources and sell them on the market for the lazy players. You could also go turban hunting and possibly get 1 gold each time you enter, and also sell the rest of the resources you mine on the market. I believe they adjusted some of the boss and world boss tables so they have higher chances to drop gold. My last idea would be to sell the crafted items you make like Crusty said. Since professions offer passive buffs and certain useful items, not a lot of people choose Handiwork. Since accessories practically don't drop from anything other than world bosses, the main way to obtain them is on the market or crafting them yourselves. I would say the fastest and main form of income right now is trading your crafted items on the market.


                                                      Basically it's: "Become a merchant by selling your crafted equipment! Merchants will become the 1%"

                                                        • What I WOULD like to see account wide (or same server account wide) is Dungeon Points.

                                                          Having Dungeon Points account wide might be a bit OP. That means that if a person has... let's say... 3 max level characters, they can redo all low level hunt quests quickly and earn a ton of Dungeon Points super fast. That means they'll be able to get materials from the special shop and crafting recipes on their main character much faster. If they can do that, it would most likely throw off the balance of materials and items in the game... making them eventually have to increase prices and crafting requirements, which would screw over the players who don't have as much time.


                                                          As for Lumena, it is pretty standard to have special currency account based. The biggest problem is that you can only mail things between characters on the same server. Many people are making characters on multiple servers so they can experience both factions... not only that but I believe cosmetics can't be traded between characters, which I believe sparked quite a bit of conflict with the founder's pack. I think they either need to make Lumena account based or make a system to transfer any item from the cash shop to any character owned by the same account, even across servers.


                                                          In fact, i've noticed quite a bit of issues revolving around the inability to transfer many items. For instance, purchasing a premium membership gives you gold and XP boosts from hunting, but also gives you a ton of items like the infinite pickaxe and gathering tool. Even though I get the boosts on all characters, I can't transfer the items and tools between my characters... which is a big problem. If I have multiple characters I use for crafting, I believe I should be able to receive my premium content on all of them. ESO has a $15 monthly premium membership, and all bonuses like bank space, crafting inventory space, and crowns(special currency) are given to all characters regardless of faction or server. When compared to many MMO's, it seems like i'm only getting a certain portion of what I paid for or it is just extremely over priced on top of a B2P game.


                                                          An easy fix for a lot of problems would be to allow all items, except quest items, to be transferred between any of your characters on any server. Mainly: Crafting resources, armor and weapons, gold, lumena, cosmetics, and usables like potions and food.

                                                            • Whether or not the marketing system is failing when compared to other games, it's not about if they want to or not. It's about if they can handle it. Bless Online has a lot of money invested into it's development over the past 3-5 years, but the NA/EU release is costly even for them. NA/EU servers are much more expensive than most and require quite a bit of maintenance, perhaps if the game gets a better income then they will increase their server capabilities. Right now I think the intended use of the player market is just normal player to player trading. When player to player trading get's released, they might add more capabilities and such as well.


                                                              They have been trying to keep bots out with the B2P model and lack of player trading, but it does kind of suck. They said they are working on putting in player trading, so they may just be integrating a few protection systems to prevent a flow of bots. For instance, not only does Bless Online use BattleEye for anticheat, but it also uses the steam authentication ticket system... which has it's own ways of dealing with bots. That might require some collaboration with steam since Bless Online uses quite a few... unique... systems.

                                                                • Just for some clarification in case you were wondering:

                                                                  8. The sealing system is intended to be used at level 50. In a future update, the max level will be raised along with new content. We'll just have to wait until then, but I also believe they are putting it on hold for their own reasons.

                                                                  10. Oh god no. I have a feeling you weren't here about 2 weeks ago. They lowered everyone's damage to all hell and completely broke the combat... but then they raised it back up quite a bit, or lowered the enemies health. Raising it 25-30% would put it back at it's original, which too many people complained about how it was too easy. Combos were useless since you killed them too fast, and combat wasn't smooth.

                                                                  12. The limit system is to prevent an overflow for the economy and an overload of their servers. if there was no limit, trolls would just put up thousands of "1 Iron Ore" and completely ruin the lists and overload the servers. Also, since the economy isn't properly spread yet it would just result in a massive inflation boost... making things, well... practically impossible to buy.

                                                                  13. I actually think they mentioned somewhere that this was a bug they are going to fix. I don't think they'll do 100:100, probably more like 100:25 or 100:50. I could be wrong though, in that case... 100:1 is just ridiculous.


                                                                  The ranger is... well.. it needs some work. At the beginning it was fine, but the abilities were too similar so people just started spamming one of them. I mean literally... 75% of the ranger abilities are just "Deals 120 Damage", "Deals 145 Damage" and use a varying amount of concentration. When the damage deficit hit, it was intended to make people use more combos... but it just made the ranger almost impossible to play below level 37. I think they just need to rework the ranger overall... the combos, stances, and skills are all t0o plain. If they want us to use a variety, they should provide a decent variety. Not just varying damages and a couple low damage AoE's.


                                                                  The Paladin is... OP in situations. if you fight a Paladin 1 on 1 at the same level, you'll probably lose. If you have a friend, then the Paladin will probably get wrecked. Paladins can really only focus on one person at a time, and the offensive abilities aren't all that interesting. The Paladin is suppose to be an essential healer during group PvE and PvP, but it feels like Neowiz kinda forgot about everything else. We have 2 healing and 2 attacking stances, though one of the attacking stances "first one" is practically useless. The second one focuses on trapping/binding... which you've probably already seen/experienced the "Chastisement Chain" ability. Our damage output is on par with most classes, but we can stun lock and immobilize our enemies... which isn't balanced. However, if you take those stun locks away the paladin becomes completely useless for anything other than healing. I think the offensive abilities of a Paladin need a complete rework too... Other than the offensive abilities, we have the invincible shield which really... only delays our death like 3-9 seconds.


                                                                  Oh, and I completely agree with the spirit situation. Having all the runes break in PvE... I see what they were going for, but it just doesn't work well. I think they need a *chance* to break *1-2 runes* on a *single piece of armor*. That would be better.