Constructive Feedback on C9: Player Experienceand, Core Issues and improvement ideas
Greetings,
After reading Moplo’s posts about improving C9 (see links below), I felt inspired.
Ideas for improving C9/ Ideas para mejorar C9
Part 2.0 Ideas for improving C9/ Ideas para mejorar C9 UPGRADE
It’s really great to see the community being so proactive and honest about the future of the game. I’d also like to contribute my own experiences and thoughts to help make C9 even better in the future.
1,) Too many features
I think the game currently offers too many features, which can be overwhelming for new players. It’s difficult to figure out what each system is for, where to obtain certain items, and what is worth focusing on or ignoring. Instead of constantly adding new features, it might be more beneficial to focus on improving or reworking the existing ones. Right now, many systems feel abandoned and have very little purpose in the current state of the game.
For example:
Fishing
Charm system
Pet system
Collection system
Crafting System
Daily dungeons
Ancient arena
Akene's Oracle
Title System
Quartz system
Akene shop (it hasn't been updated in years)
and so on
Keep it simple, because the greatest games are simple.
2,) Lack of consistency
One of the biggest issues right now is that it’s not clear where or how certain items can be obtained in the game. For example, if I want to get the strongest runes, there is currently no consistent way to acquire them — I just have to wait and hope that an event eventually appears. This is true for many other items as well, and because players are basically “waiting” between events, they’re not really engaged with the game. It becomes very easy for them to switch to another game during these gaps.
Here are some examples, how should work a clear and transparent system:
Want better Palladium? Go PvP
Want a better pet? Do daily quests
Want better equipment? Go crafting
Want better runes? Go fishing
Want better wings? Do Hell dungeons
Want better souls? Do the tower
Want better auspice? Only events
Expanding on one example:
A good illustration of consistency would be the rune system. For instance, each continent could have its own unique “bait” that allows players to fish up that continent’s runes and their corresponding upgrade materials. This way, it becomes clear that the best runes can be obtained on the final continent, and everyone understands that fishing is the dedicated method for acquiring runes. It would also stimulate trade between players who enjoy fishing and those who don’t.
3,) Hudge class imbalance!
There is a huge — unprecedented and ridiculous — gap in power between classes. I’ve quit the game multiple times simply because I wanted to play Assassin, but it was so weak and unviable that continuing felt pointless. Instead of switching to a meta class, I chose to stop playing.
This is a serious problem, but one that could be addressed relatively easily, because it is not a skill issue. It's a design issue! A simple solution would be to introduce class-based damage multipliers for underperforming classes. For example: Berserker 2x damage, Demolisher 1.2x damage, and so on. This wouldn’t require a full rework of skills or mechanics, but it would immediately make more classes viable and allow players to play what they enjoy instead of what they are forced to play.
4,) Skillbook system
4/A - The Combo System Is Dying
The biggest advantage C9 has — the one thing it does better than any other game — is its combo system. I can’t even count how many keyboards I’ve broken because of PvP defeats.
That’s why the current direction of releasing skill books that make a single main skill practically unbeatable is very damaging. It kills the one unique selling point the game has, the thing that makes C9 stand out in the market.
From experience, this also makes the gameplay extremely boring, because players end up using only one skill in every single stage. The entire game turns into pressing the same button over and over and over again…
I know it’s almost impossible, but if these books don’t disappear (or at least get significantly weakened with every patch), this approach will eventually kill the game.
4/B - RNG heavy skillbook acquisition
Another problem is that the skillbook system is completely inconsistent. There is no way to farm a specific book, and because of that, even if a player has a clear goal (obtaining a certain skillbook), they have no idea how to actually progress toward it. This makes the gameplay feel aimless, even when the player has a goal — and that frustration can easily lead to quitting.
Skillbooks are obtained completely at random, and it’s extremely frustrating when I get a really good book (for example, for Mystic) while knowing I will never play that class because I simply don’t like it. In situations like this, I’m forced to “throw away” the book. It would help a lot if skillbooks were at least tradeable — it would make acquiring the right books easier and would also stimulate the in-game economy.
An even better idea in my opinion would be to allow dismantling skillbooks or exchanging them for “skill book pages”, which could then be traded in for a desired skillbook at an instructor. Alternatively, “skill book pages” could be used to upgrade a rare book to Prare.
This type of system is sustainable in the long term, and many other games already use similar mechanics — for example Path of Exile, Lost Ark, and Diablo.
5,) ItemShop
5/A - Costumes/Skins
There are a lot of awesome skins /costumes in C9. Players love them, but most of them aren’t available anymore, and even if players wanted to spend money on new skins, they simply couldn’t.
5/B - Tradeable Gcoin
Another idea that could have a very positive impact is making the Item Shop currency (G-Coin) tradeable, for example through the Trading Office. This would encourage fair competition, reduce the “pay-to-win” feeling, and make the game more appealing to both new and returning players.
5/C - Random box system
I’m also not convinced that the current model — where almost all valuable items come from random boxes — is the best approach. I have a good example: If a person wants to buy milk, just go to the store and buy milk, not a “milk random box.”
I’ve spent money several times on skillbook random boxes and Sky Dragon random boxes, and I never got the single item I actually wanted. Instead of feeling happy about becoming stronger, I ended up feeling frustrated — and I uninstalled the game.
So if you want to sell a Sky Dragon weapon, the solution is simple: just place it in the Item Shop at a fair, reasonable price.
6,) Weapon and armor upgrade
This is a difficult topic, but I really believe the upgrade system needs a rework. It’s extremely frustrating when I save resources and farm for an entire week just to upgrade my weapon — and then the upgrade fails, sending all that effort straight into the trash. After a few failures like this, it’s easy for a player to feel like their time doesn’t matter, and quitting becomes a very real option.
Another issue here is, once again, the lack of consistency and the “too many features” problem. A single weapon currently has 4 progression level:
a level (+17)
a rarity (rare - legendary)
stars (★★★★)
a title (vague → divine)
It’s simply too much, and once again it breaks consistency. These systems only apply to the newer weapons and armors, while the older equipment has been left behind. Keeping things simple would make progression far more enjoyable and much less frustrating.
In my opinion, a much better approach would be to make weapon (and equipment) upgrades have a 100% success rate, but require a larger amount of materials instead. This kind of system would directly reward the time and effort players invest, rather than punishing them through bad luck. Currently, dungeons drop a huge amount of materials that have no real purpose, and with this approach those materials would finally gain real value, giving players a meaningful reason to farm them.
These materials could also be tradeable, and for players who don’t want to farm everything themselves, the ItemShop could offer upgrade stones such as +14, +15, and so on. This would be a fair, convenience-based option rather than a mandatory one.
This idea could also be combined with a crafting rework, since crafting is currently almost entirely useless and not meaningfully connected to the progression system.
7,) Guild System & Community
The community is one of the strongest forces that can keep players in a game — sometimes even stronger than content itself. If people feel they belong somewhere, they stay. If they don’t, they leave.
Right now, there is absolutely no reason to create a new guild or join a smaller one. There are only one or two “big” guilds, and it’s simply the most efficient option for every player to join them. This completely kills the purpose of a guild system. Smaller guilds can’t grow, new guilds can’t survive, and guild leaders have zero motivation to build anything.
The game also does very little to support community building. In fact, I only found a single system that seems designed to encourage cooperation: the Friendship Store. However, I’ve played with friends and with guild members multiple times, and I never received any Friendship Points. At that point, I became confused about how the system is supposed to work, and it ended up on my personal list of abandoned or useless features.
I don’t have a perfect solution for this, but strengthening the community features would have a massive positive impact on the game. A stronger, more active community can keep players engaged far more effectively than any random event ever could.
8,) Events & Battle Pass
Right now, the events in C9 feel extremely "cheap". They are always the same: "Complete 16 Master dungeons" That isn’t an event — that’s basically a daily quest. A good event should feel special, fun, and connected to the world or the season. like Christmas, Halloween, Valentine’s Day…
The BattlePass (Glenheim Honor Badge) suffers from the exact same problem. It also has a very “cheap” feeling. The rewards, and the challenges haven’t changed in years.
These two systems — events and battle pass — should be some of the easiest and most impactful parts of the game to refresh. They don’t require engine changes or massive new content. They just need creativity, theme, variety, and meaningful rewards.
I remember the old days when we used to farm for 16 hours straight. We ran 40 Bang Turmoli and 40 Archery stages, and by the end we felt like we had earned so much. I really miss those times.
Thanks for taking the time to read my thoughts, and I wish you a great day.
____________ For the developers:
As a software developer myself, I understand that an older game always comes with its own technical limitations. Still, I truly believe the core engine of C9 is solid, and with smaller adjustments and fine-tuning, a lot could be improved without needing massive rewrites.
If any of my observations feel relevant, I’d be more than happy to help elaborate on these rework ideas in more detail, or even assist in prioritizing what could have the biggest impact.
