C9 / Continent of the Ninth
C9 / Continent of the Ninth

ORVVIT

Part 2.0 Ideas for improving C9/ Ideas para mejorar C9 UPGRADE

Moplo

Greetings C9 friends, we're very excited about the upcoming updates and even more so because our opinions were heard. We're sure it will be a success and we're ready to fight on the ninth continent. Here's my second part of feedback to improve the game.

1) Map fragments: I remember back in the day when map fragments could be used to obtain rewards and even bonus XP on starting maps. Currently, they don't hold much value or aren't used much because the rewards are low and the ease of completion doesn't generate much fun. My suggestion would be to add more difficulty to these maps and better loot opportunities. These could include tears, palladium, Akene coins, rare or perfect books, and randomly linked gear fragments. This would not only make them a challenge but also give them renewed interest for players (similar to Dimensional Rifts). Additionally, a collection system could be implemented where collecting a significant number of fragments from different continents would grant a special entry (similar to Hell mode) for groups of 4 to 8 players. Completing this would be challenging, but those lucky enough to achieve it would receive unique rewards.

2) quartz: The quartz collection was a really interesting feature; it reminded me of when I used to play in parties and we'd fight over collecting them and claiming the rewards. Currently, it's somewhat neglected, and the quartz collection wasn't even completed on the last few continents. It would be great if quartz could be used to claim special sets and weapons, not focused on excessive damage, but rather on advantages like movement speed, spellcasting, and attack speed, among others, that could be used in PvP by expert players. Random rewards could also be added to spark interest among PvE players, and even better, playing maps in parties would increase the chances of quartz appearing. This would encourage teamwork and break the individualistic routine that players are used to.

3) Hidden chests: The appearance of hidden chests always generated interest, especially in the hidden areas of the stages. Currently, the rewards aren't very good; only the fragments for evolving pets are worthwhile. I would recommend including better rewards, similar to the puzzle pieces from recent events, where players can exchange numbers and complete puzzles to claim unique super prizes.

4) Each character's ultimate with epic damage (only usable with additional stamina): Currently, according to the new updates, they are going to reduce some damage from spellbooks and even limit the number of hits from 10 to 20 (it was about time), since the essence of action combat was practically lost and it seemed more like a game like MU where attacks happen automatically and the fun was lost. However, the ultimates were forgotten and have very low damage. I would recommend that only the ultimates should be maintained, but with one condition: that a special stamina system with a daily limit be used, so that, for example, ultimates can only be used 5 to 10 times per day per character. This would facilitate the destruction of some bosses, for example, the dragon, and allow certain characters to possess specific damage types that, depending on their element, can destroy certain final bosses that require their intervention, especially in special stages that may be added in the future. This way, all characters can participate. A clear example would be a stage for 4 to 8 players where, after clearing the stage, the final boss (at (random) can be resistant to all elements except water, which requires a warden with good damage and her ultimate would be necessary to remove the protective shield or lower the health necessary to complete it

5) pico missions: These missions used to be fundamental for all characters, but currently very few benefit from them. However, peak missions should have an additional reward while they are being completed to spark interest in wanting to complete them, whether for each mission completed, receiving a palladium for example or a rune fragment. This way, a somewhat weak rune can be completed that can help new characters with damage in upcoming maps, for example, the Halloween rune, as part of the reward.

6) Releasing difficulties on the fourth and fifth continents: In these continents, there is a problem that missions must almost be completed on all lower difficulties to then unlock the next ones, for example, normal and hard. There should be the possibility of completing just one map on all its difficulties without being limited by the missions. Especially on the fifth continent, Sarad, a lot of content is lost, mainly due to the nightmares.

7) Synchronization of continuous maps: I touched on this topic briefly in Part 1 of my post. For example, there are many parallel maps that players use more, but they miss out on the other maps. Let's take the Sarad continent, for instance. At level 57, we find five different maps to enter that offer almost the same experience, and expert players usually look for the easiest map (Manoa Desert) to level up, missing out on almost 85% of the content. I would recommend aligning the maps to prevent the game from becoming repetitive, making it a true adventure to enjoy the content. For example: Whitecap Coast from level 57 to level 58, Hollis Battlefront from level 58 to level 59, and so on. It's necessary to increase the maximum level from 95 so that this continent can be enjoyed from level 57 to approximately level 70, and then the subsequent continents. This would be possible with a restructuring of the maximum level, for example:

First continent: Level 1 to level 35

Second continent Levels 37 to 50

Third Continent: Levels 52 to 60

Fourth Continent: Levels 62 to 70

Fifth Continent: Levels 72 to 77, and so on.

The difference between levels 35 and 37, and levels 50 and 52, can be replaced by Nightmares, incorporating them as an additional stage for transitioning between continents without interrupting the continuous leveling of the traditional stages. Hell stages can also be used as part of this process. This would allow for improvements to the game's lore, creating more interest in the main story, which is already very good.

Rotate event reward maps: Normally, when kill (16 kill) or reward events are active, we always use the fastest map, mainly level 75 maps, which becomes very repetitive and doesn't take into account maps from Ennor or other important maps from Ensilrot or other continents. I would recommend creating events similar to the previous event in October or November where you had to complete maps a certain number of times to receive rewards. In this case, give the opportunity to complete the kill event (dungeon event) on different maps, for example, Dominators Castle, Dirty Waterway, etc. Maintaining a maximum of 16 kills per map, and with rewards increasing based on map difficulty (from 450 to 600 pieces), completing each continent will grant an extra reward (such as books worth 1 billion XP). This will make leveling from 85 to 95 easier and revitalize these often-overlooked continents (without excessive repetition and with immediate rewards).

Example:

Third continent: 16 kills per master map, 250 pieces

Third continent completed: 30 books worth 1 billion XP

Fourth continent: 16 kills per master map, 300 pieces

Fourth continent completed: 60 books worth 1 billion XP

And so on. The more difficult the map, the greater the rewards. Completed maps on these continents will not grant rewards again until the event ends.

I still have more ideas to add, but to avoid making this post too long, we'll leave them for a third part. Thank you for taking the time to read these proposals, and I hope they can help improve future gaming experiences. Happy holidays, and if we don't see each other here, I wish you a happy and prosperous 2026.

By Moplo...

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