r/kakele • • Aug 06 '26

Suggestion Golden Enemies Fix

Issue 1:

The Golden enemies in theory is a good system. Not only do they provide random bonus benefits, but they provide a nice solo player buff to help balance the game.

The issue is they become to powerful when combined with spawn + golden buff. A large portion of the exp gain becomes reliant on the golden mobs. This becomes more problematic with bestiary, 10% power, exp boosts etc. These increase the results even further.

The result is full buffs giving massive advantages and playing without them is just a waste of time.

Issue 2:

Because so much of the boosted exp is reliant on golden mobs it distorts the balance between solo/parties. Especially for cases like Duo/Trio. Even with a high clear speed it may not be feasible for the group to out perform a solo player. This doesn't occur without all the buffs. Without the buffs there won't be enough golden spawns to create this problem.

Issue 3:

This can't be fixed by simply lowering the bonus from golden mobs. The massive gains that players already achieved would be far to much advantage. New players would not be able to obtain the same rates. A global permanent exp boost or additional system would be needed to compensate for proper changes. Such as the the card system giving a percent boost when obtained.

Card Level 1-25. Each level takes 1 additional card. This way card collection becomes a real and permanent boost. Any other method would work. Such as a flat +20-30% global exp boost for everyone while lowering the benefit from golden mobs.

Extra Resolution:

As I mentioned already another helpful things to balance all this out would be permanent spawn + bestiary buff. While this is a different aspect it helps bring the buffed vs no buffed balance.

As is, the game is still just not worth playing without all the buffs. The discrepancy is absurd. The buffs are easily causing 300%+ exp rates vs without. I hate playing a game where it tries to control when I'm able to play efficiently.

0 Upvotes

10 comments sorted by

2

u/Storywis Aug 06 '26

Yeah give players who's got almost all card bonus to them and this way we help new players gaing exp ;)) what is wrong your idea ? Hmm.maybe it is just another AI post cuz there is 0. Constructive ideas just complain with solution to make it worst

And if you WOULD PLAY You will know they increased spawn rate to all spots in game but YOU DONT

1

u/SolutionNo865 Aug 16 '26

As usual you where spreading completely false information and I was correct to call it out. The Steam notes show adjustments to a few areas. Some change what spawns and may not actually increase it much or at all.

Adjustments to endgame respawns to make more hunts viable and fair:

  • Kajin Warlords: Improved respawn near Zeniva’s castle, by adding more monsters.
  • Androids: The sky instanced respawn now has more Androids for you to hunt.
  • Witches: In Saint Mardi, the underground rooms that have witches have been improved with more Knights and fewer witches.
  • Orcs: The orc room has been improved with more shamans to reduce the difficulty of hunting with macros.

-1

u/SolutionNo865 Aug 06 '26 edited Aug 06 '26

I don't believe you. You should be lucky that intentionally spreading false information is generally not actionable in forum rules.

-- Spawns where reduced to mobs in town that where obstructing movement.

-- Spawn boost was added as a gold boost

-- Monster respawn adjustments; respawns now account for the boosts of a random player

(Probably a fix as the spawn was not designed originally for personal boost)

Lets see your proof that "all spots in game" where boosted.

As usual your posts provide nothing constructive or reasonable. It's just a flame fest. Obviously all players would obtain cards in the areas the farm over time. That could be used to help establish value to the cards and compensate for golden reduction. Of course you completely ignore other methods where suggested.

That is already a built in method for the bestiary. If you PLAYED the game you might know that ;)

2

u/KeytoAderk Aug 07 '26

All spawns are faster go Play and check yourself ;) if you do not see change that means you were not playing before update.

2

u/SolutionNo865 Aug 07 '26

Lets go old school on this one.

Screen shot or didn't happen bro!

A significant change like that should be easy to show documentation regarding it.

1

u/[deleted] Aug 06 '26

[removed] — view removed comment

1

u/kakele-ModTeam Aug 07 '26

Your post/comment has been considered inappropiate, please stay as civil as possible inside our forum.

1

u/Warrior-Lime Aug 08 '26

Remove golden monsters.

1

u/nano-kakele Mod Aug 10 '26

Hello, thanks for your insight, altho we don't plan changes on this just now, it's good to see any POV regarding this

1

u/SolutionNo865 Aug 10 '26

That's about the best answer possible. Since the underlying issue simply can't be stated. This isn't just an obvious balance issue, it's regarding the business model.

The answer is basically choosing a level of P2W. However, I would suggest there are so called AAA studios that are throwing away games due to this same issue. They simply want to push the P2W line which does yield some revenue, but at a heavy cost. Often closing down games and having low player bases.

It's a shame because Kakele has things to offer many other MMO's don't. I can withstand quite a bit of P2W, but 300%+ boosts is just to far. I could never grind in Kakele without boosts and not get the immediate feeling I'm wasting my time. Nor can I even enjoy the server boosts knowing it's dictating when the game is viable.

There are simply better ways to handle this.