Some suggestions regarding the current version of the game

First and foremost, I am a loyal fan of MOON; they are a studio as precious as a treasure. Regarding the current update version, I would still like to provide some of my thoughts and suggestions for reference. Let’s start with the crucible part:

  1. My understanding of the roguelike game mode is that the battle continues until one is completely out of options. However, for me currently, most of the deaths come from falling, which greatly affects the combat experience. Falling is not a problem in the main world; it is not the norm. But in the crucible, the interruption of combat and the frustration of play are very obvious. Therefore, I suggest that at least in the crucible, falling deaths should not be included and that health reduction and repositioning should be considered instead.
  2. The core purpose of playing the previous version of the crucible was to farm equipment, money, or experience. Even in death, I would return with a full load. Now, these have been replaced by new mechanics, which, for many players, does not increase but actually decreases the impulse to play. However, I agree that there should be no equipment drops in the crucible, but instead, this should be extended to the main world to complete the collection of equipment. But it is clear that the current version does not have this effect. My suggestions are:
  3. Introduce special or boss equipment for sale in new NPC stores, using the unique green seeds from the crucible to increase the player’s impulse to play.
  4. Make equipment drops in the main world more explicit. What areas will have what kind of monsters at different times, and what equipment will they drop that matches them? Of course, there will be random consumables, and even increase the monster field book. We can better appreciate the monster modeling or character drawing, and indicate the equipment drop of this monster, so that players in the main world will have a strong and clear goal to collect equipment, somewhat similar to Castlevania.
  5. For many new players, the crucible BOSS is too powerful. Although veteran players can easily defeat it, for many newcomers, after going through nine levels, failing at the last one can bring a very strong sense of loss. I think this also needs to be compensated for. Now that the crucible has new NPCs, we can have an additional chance to challenge the BOSS. When failing for the first time, the NPC will suggest spending 5-10 green seeds for one more chance to challenge, and only this once. This will actually be much more friendly to novice players, and for veteran players, it won’t have much impact.