April 25, 2026 Mabinogi Connect Summary and Some Opinions

2026-05-01 13:50:40 | 조회수: 83
(수정: 2026-05-01 13:52:43)
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Part 1

Part 2

Part 3




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Since there was a user Q&A, we will add content edited by topic rather than strictly following the order prepared by the management team.
Also, some words or expressions may have been altered during editing. The tone of voice does not perfectly reflect the actual participants. I adjusted the tone to make editing easier for myself.
Because this live stream was very long, I added timestamps for each section so you can easily check them when needed.
Statements made by Milletians (users) are marked with Q, and the management's answers are marked with A.
If you are looking for specific update timings, please search using keywords like "Summer" or "Second half of the year".
At the end of the post, a notice regarding preparation for the May Mabinogi Connect from the event organizers has been added.


I believe the reason they wanted an event like this Connect was for the development team to take questions directly from Milletians, get scolded where necessary, and provide sincere answers. In line with this purpose, they aimed to have a space for honest dialogue. For this event, Milletians who have deeply engaged with various contents of Mabinogi were invited. This was to listen to diverse opinions before making decisions.


On-site attendees were selected from among Milletians who achieved certain conditions in-game.
The selection criteria applied to Milletians with game login records between December 11, 2025, and March 25, 2026, who met the following conditions:

Combat
- Milletians with a history of equipping at least 1 type of Soul Liberate weapon.
- Milletians holding the 'Full of Blue Memories' title, possessing a 'Fragment of Memory', or who have delivered a total of 300 or more items (Cleared Bheilleach Gate 300+ times / 3 awarded for full 1-3 clears, 1 awarded for 1-gate clears).
Life Skills
- Milletians with a history of being selected as a Master Artisan (Since this was the first Master Artisan period, these are essentially the people selected during the most competitive first round).
- Achieved Commerce Rank 'Challenger' in Lughnasadh Season 1 (December 11, 2025 ~ July 2, 2026).
- Milletians who scored 100 points or more in at least 1 of 6 Homestead categories: [Romance], [Food], [Blacksmithing], [Tailoring], [Medicine], or [Carpentry], OR those who have the maximum number of Moonlight Island residents.
Appearance (Outfits)
- Milletians who possess 1,000 or more appearance items (regardless of type) in their Dressing Room.
Nexon PRIME
- Nexon PRIME customers (Nexon PRIME is known to have different monetary thresholds per game, granted when spending above a certain amount of Nexon Cash on the game).

It seems you did not need to satisfy all conditions across every category; meeting at least one condition in any category made you eligible, and attendees were likely chosen at random from that pool.
Recruitment Notice: April 'Mabinogi Connect' On-site Attendance Application and Pre-survey Information
Winner Notice: (Updated) April 'Mabinogi Connect' On-site Attendee Announcement

For reference, I applied but was not selected.

In addition to the conditions above, some representatives of the player council who originally requested the event were also included.


Operations > Game Direction

Please provide specific details about Mabinogi's mid-to-long-term development direction and vision.

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(Part 1 - 39m 25s)

We are trying to address current problems by dividing our development direction into short, mid, and long-term goals.

In the short term, we believe it is a difficult environment for newly started or returning Milletians to settle into Mabinogi. During the first half of the year, we will focus on solving existing problems, resolving the inconveniences of current Milletians, and helping players settle down, up until the Summer update.

After that, it would be great if players could happily recommend Mabinogi to new Milletians or friends. In the long term, our goal is to become a game that can deliver fun even to the next generation.


(Part 1 - 42m 23s)

Q. It seems cross-server integrated matching or continuous balance patches have not been implemented yet. Trust in the management has dropped. Could you share via Dev Notes or community posts whether there are structural or other issues preventing these promises from being kept?

A. First, we apologize that the promised updates were not carried out on schedule.

For the integrated dungeon matchmaking, the development team is currently working even today (Saturday) to prepare it for the test server. We plan to showcase the functional parts by next Thursday at the earliest, or May at the latest. Explaining the technical reasons for the delay would take a lot of time, so we will try to explain them separately later.

The reason constant balancing patches haven't happened is that Mabinogi aims for upward leveling in balance patches. If we patch balance too frequently, we cannot maintain the current dungeon difficulties. We can't increase dungeon difficulty every time we do a balance patch, so we concluded that some Arcanas would actually need to be nerfed. We wanted to ask Milletians what they thought about this.


(Part 1 - 47m 48s)

Q. You mentioned the ultimate long-term goal is to make a game playable for the next generation, which echoes what was said when Eternity was announced. Shouldn't General Director Min Kyunghoon be here to discuss this instead of Director Choi Dongmin? I understand they are different projects, but can Director Choi answer questions about Eternity?

A. It is true that the Live Team and the Eternity Team are separated. I want to apologize if my own shortcomings are affecting the trust in the Eternity Team. There is a limit to the answers I can provide regarding the Eternity project. Therefore, I hope this space can be used to discuss the current Mabinogi rather than Eternity.

I believe it fits the purpose of this event to arrange a separate occasion later to share details about Eternity.


Please focus on solving existing problems rather than new updates.

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(Part 1 - 47m 4s)

As mentioned earlier, we are focusing on solving existing problems and plan to proceed in the directions you suggested leading up to the Summer update.


(Part 1 - 51m 35s)

Q. I think there's a problem with Mabinogi's QA. Bugs like equipment grade damage calculations, inability to craft handicraft bugles, Master Chef's inability to cook Capelin, and the Tech Duinn Feth Fiada zombie room blocking Melodic Puppeteer progression are constantly found on the live server. These are issues that could have been fixed in advance if someone had just checked them once in-game. What do you think is the cause of these persistent QA issues? Are user bug reports from the test server not being reflected? What verification processes or internal systems are currently operating to prevent these issues from recurring?

A. The fundamental issue is that too many problems arise during the development process, and they aren't properly filtered out before being updated to the test server and live server. Due to Mabinogi's legacy nature, we often fail to adequately check how changes affect other areas, and we push updates out while rushing against schedules. When introducing things to the test server, we have to handle many bugs, and sometimes things slip through to the live server.

As a fundamental solution, we are reorganizing our internal development process to focus on reducing bugs during development. Next, we realized we need a procedure to notify players in advance or reschedule live server updates when we cannot process all the bugs reported by Milletians in time. We plan to apply this changed process starting with the currently ongoing test server (Harmonic Saint / Sacred Guard revamp). We also recognize the need for more effort in the internal QA process and are preparing for that as well. We plan to show changes that Milletians will actually feel.


The equipment grade damage issue: At the 2025 Fantasy Party, they said attack power would increase according to equipment grade, functioning like a "Physical Power Potion", and indeed it did in-game. However, the "Physical Power Potion" increases not only base attack but also boosts the effects of buffs like "Battlefield Overture" and "Status Support". It even affects the damage increase of the Elemental Knight's Injection skills. The attack power increase from equipment grades similarly amplified everything, allowing Milletians to output damage far beyond the developers' intentions. Word choice was poorly handled between the design and programming QA teams. For wands, Magic Attack increased, but even Healing Wands—which aren't heavily affected by Magic Attack—received Magic Attack boost options.
Regarding Bugle crafting: When initially introduced to the live server, it required 11 inventory slots to craft, but Mabinogi's system only allows a maximum of 10 slots for crafting materials, making it absolutely impossible to craft. This is an example showing the dev team never even tried producing the item once.
Master Chef Capelin: A Master Chef quest required using Capelin, but Capelin is an item that can no longer be obtained in Mabinogi. This is an example showing a lack of verification on whether it can actually be obtained in-game and a lack of evaluation of player playtime.
Tech Duinn Feth Fiada Zombie Room Melodic Puppeteer Issue: In the narrow path of the zombie room, the Melodic Puppeteer's puppet gets summoned outside the room, rendering it unable to attack.

The common problem with all these issues is that it shows they didn't manually test the game the way users actually play it.


(Part 1 - 56m 5s)

Q. When the Mainstream ends, foreign names appear in the QA credits instead of Koreans. Does the Mabinogi team operate a domestic QA team, or is it handled overseas?

A. It is true that we receive QA assistance from overseas, but we do have QA staff stationed domestically. The overseas staff is assisting the domestic team. The names of past QA staff still appear in the Mainstream credits. Compared to the past, many people, including those overseas, are working hard for QA right now. Despite this, too many bugs occurred during the development process. This was due to our own greed, and I believe that's what led to this question being asked. Going forward, we will ensure we provide updates with a high level of polish.


(Part 1 - 57m 50s)

Q. I think the previously mentioned bugle or capelin issues are not just QA problems but also design problems. If you actually played Mabinogi, I don't think situations like this would arise. What are your thoughts?

A. Honestly, it's embarrassing. It's a situation that shouldn't have happened. We are mobilizing methods to prevent it. Even if a mistake is made during planning due to tight schedules, it should have been filtered out after being reviewed by fellow developers. However, I believe the root cause was putting too much pressure on individuals to the point where they couldn't double-check these things.


(Part 1 - 59m 50s)

Q. I think fixing existing problems on the live server takes too long. When testing on the test server, there are many things that need to be reconfigured, like hotkeys and pets. For some users, their main character isn't the one with the highest total level, so a different character gets copied, making it impossible for them to play. Even if Enchants, Reforges, and Relics aren't directly related to the test, players must waste time on repetitive tasks just to set up the testing environment. Are there any plans to improve the test server environment so it links identically with the live server? And are there plans to streamline repetitive elements within the test server? For environments where testing is impossible, is it possible to perform hotfixes periodically on days other than Thursday?

A. I think we caused a lot of inconvenience regarding the prep time required to test on the test server. We will do our best to allow you to play in the exact same environment as the live server. We provided support for Erg and Enchants through NPC Perganin, but this still isn't enough. We will try to minimize preparation time.

During the past Fury Fighter test, testing couldn't be done properly and was neglected for a week. For the Harmonic Saint / Sacred Guard revamp, we will pull the schedule forward to address this. Going forward, we will actively reflect feedback so inconveniences don't arise during testing.

It is true that it was more inconvenient before NPC Perganin, and things got somewhat easier after he was added. However, as patches continue, they frequently demand "Limit Break Reforges" or "Dual Reforges". In the case of "Relic of Murias", as more Arcanas are added, it takes increasingly longer to roll the desired stats, which is causing fatigue to rise again.
In the case of Fury Fighter, an issue where damage registered as 0 was left on the test server for a week, preventing proper testing. Previously, Forbidden Alchemist also suffered from a 0 damage bug that was ignored for a week.


(Part 1 - 1h 2m 38s)

Q. The test server tests things for the duration of the bug report event before reflecting them on the live server. If a situation where proper testing is impossible drags on, do you plan to extend the testing period? Do you have plans to mitigate scenarios where users must perform simple, repetitive tasks just to set up the test environment?

A. We plan to improve the repetitive setup on the test server. Currently, on the test server, we acknowledge that the Harmonic Saint's barrier amount needs improvement. Last week, the barrier was applied to the receiver rather than the caster, which hindered proper testing. If we follow the original plan, we won't push the update to the live server next week. Instead, we will extend the test server to verify whether the barrier adjustments are functioning normally. The live server introduction of the Harmonic Saint / Sacred Guard revamp, which was scheduled for next week, will be postponed.

The damage reduction rate of the barrier provided by the Harmonic Saint was initially labeled as "own" damage reduction, so it was programmed to use the damage reduction rate of the person "owning" the barrier. Because of this, Arcanas other than Harmonic Saint effectively had zero damage reduction, which was later changed from "own" to "caster's".
This seems to have been caused by a lack of terminology alignment between design and programming, similar to the equipment grade damage increase issue mentioned earlier.


(Part 1 - 1h 5m 42s)

Q. Among existing issues: excessively long Smash casting times, Lance Charge getting canceled or causing position lag, and Staves requiring the Meteoroid enchant. Were these intentionally designed this way?

A. We tried fixing Smash in various ways, but it paradoxically caused more issues like position lag, making it difficult.

Q. In the case of Sacred Guard, you sped up the animations to increase DPS. Couldn't you increase the animation speed of Smash to improve its usability?

A. We previously said Smash was difficult to improve because all weapons can use it. Given current schedules, it's hard to modify all animations. How about we speed up the animation specifically when Elemental Knight is selected?

Q. If it's done that way, it wouldn't be bad.

A. We'll try preparing it that way. Regarding being able to apply the Meteoroid enchant on a Staff: First, we recognize that this issue arises because Meteoroid used to be an endgame enchant, but as supply increased, its value dropped below other piercing enchants. Changing the effects of Meteoroid itself is realistically difficult, so we plan to try increasing the performance of the Fruition enchant instead.

Q. What about Lance Charge?...

A. We have fixed position lag before, but it continuously recurs when movement speed-related options are added or when the speed differs significantly from the baseline. We will check this one more time.

Smash isn't usable by "all" weapons; it's usable by "most" weapons. Bows/Crossbows cannot use it.
It is true that when I bought Meteoroid, it was a very expensive enchant costing 2 billion gold.
Currently, the issue with Staff Dark Mages is that upgrading a Soul Liberate Staff for Magic Attack gives 70 Magic Attack. The maximum Magic Attack from the Fruition enchant is 60. Ultimately, unless you go for two Drop Bells + Fruition, the Fruition enchant is inefficient, and just buying one Drop Bell doesn't provide a stat upgrade. To make players benefit from Piercing Upgrades + Fruition Enchant, the Magic Attack of Fruition should be increased to around 100 so applying it actually results in a spec-up. I think this might also reduce the loss for users who have already purchased Drop Bells.


(Part 1 - 1h 11m 00s)

Q. Smash is heavily used by Elemental Knights, but Sacred Guards also use it a lot. If you only improve Elemental Knight, it's reverse discrimination against Sacred Guard.

A. If the Elemental Knight's Smash is changed, we will prepare it for Sacred Guard as well.


Q. I think "existing problems" includes the Reforge system. Are you aware there are Reforge options that exist but effectively do not apply?

A. As far as we know, there are currently no options that do not apply.

Q. There is a "Fish Size" Reforge option on fishing rods. The minimum size for a flying fish is 10cm. There's a video showing 10cm caught without the reforge, and 10cm caught even with the reforge. If size correction is applied, shouldn't it be impossible to catch a 10cm one?

A. We understand that the Fish Size reforge increases the distribution of fish sizes. If a size within the valid range isn't pulled, we believe it extracts data from the distribution a few more times, and if it still fails, it defaults to the minimum size. We will double-check this specific issue.

Q. Do you know how much damage reduction occurs per point of Protection against monsters?

A. We understand that formula uses a logarithm, and the maximum value is reached when Protection hits 360.

Q. Based on Miir in Bheilleach, without the Forbidden Alchemist, the protection destruction effect of Screw Upper is exactly the same at levels 5, 6, and 7. Players are spending exorbitant amounts of money to roll Limit Break Reforge items. Do you have plans to improve this or provide a guide?

A. Of course, just as we improved Reforges and Quality effects, we will improve the notation/display aspects in the second half of the year.

Q. In February, you announced a violation of the obligation to display probabilities for Reforges. However, we confirmed additional violations have occurred since then. Why aren't you notifying the users? This is an issue of trust.

A. This needs to be checked. The first issue was that while editing the website Reforge guide to state that effects don't stack, something was omitted, and we fixed that. The second situation we recognize is related to probability guidance. Since Reforges are bought in-game—but Mabinogi's in-game item shop is practically a web-based purchase system—we thought it was sufficient for the probabilities to be displayed only on the web. However, it was confirmed that additional guidance in-game was necessary, which is what we promised to address.

Q. We are hearing that the Limit Break on Crash Shot Area of Effect hats isn't applying properly either. Please look into this.

As far as I know, the Protection Destruction effect applies in decimals. Because of this issue, before the debuff improvement patch, you had to apply 'Piercing' (from Bone Dragon) and 'Jack' (from Jack-o'-Lantern) together to see the effect. I believe it was added again based on the presence of Forbidden Alchemist since it has a protection reduction effect.
Actual damage reduction uses a log, but I'll express it simply using division.
If we assume damage is reduced by Protection divided by 5:
90 / 5 = 18% damage reduction.
Here, if Protection drops by 5: 85 / 5 = 17% damage reduction.
If it drops by 7: 83 / 5 = 16.6% damage reduction. However, due to calculation speed and other reasons, instead of 16.6%, it rounds to 17% damage reduction.
Because of this issue, you had to have additional protection reduction from Jack or Forbidden Alchemist to see an actual effect.
Now that Harmonic Saint's protection reduction is displayed in decimals, and the game engine is much faster than when Mabinogi was first developed, I wonder if it would be a good idea to update the protection damage reduction rate to apply decimals properly.


(Part 1 - 1h 22m 37s)

Q. You said you'd focus on fixing existing problems rather than new updates. Are there priorities for these fixes? Issues like recently worsened server lag, Arcana balance, multi-accounting, barrack farming, macros, differing UI per NPC, Combat vs. Life skills, or bugs that are just ignored because they're simply "inconvenient". Do you have priorities set in mind?

A. We believe all the issues you mentioned must be fixed and cared for by everyone. Internally, we certainly have a priority list.

Below is a graph of weekly dungeon reach:

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Currently, in the Mabinogi combat growth process, the number of users playing up to the top dungeon, Glenn Bearna Very Hard, has decreased. However, users playing up to Bheilleach or Fissure of Faith have increased. Conversely, users playing only up to Uladh, Tech Duinn, and Rabbie Phantasm Dungeon have decreased. We determined that creating an environment where newly arrived Milletians can settle down is the highest priority.

In this situation, we must resolve multi-accounting, balance, server lag, etc., but due to realistic limitations, we cannot do it all at once, so we are addressing them bit by bit.

Server lag is different now compared to the past. Previously, it occurred while changing channels before field raids were unified, which we reduced by revamping field raids. Now, we believe there is constant server lag due to the load from various content updates. We need to start by fixing the monitoring system, and we are preparing a system to manage it.

As for macros, we found a cluster yesterday and took action. Even if it's slow, we check logs based on reports and apply sanctions. If we only ban the accounts running the dungeons, it might be meaningless, so we are tracking the accounts hoarding the money to take action, which is why we cannot issue immediate, on-the-spot bans.


(Part 1 - 1h 28m 15s)

Q. Is the graph showing ratios or absolute values? Is it just not labeled?

A. Absolute values.


(Part 1 - 1h 28m 52s)

Q. Does that graph include multi-accounts?

A. They are included. We have inspected and grasped that data internally as well.


(Part 1 - 1h 29m 27s)

Q. Looking at the comparison period, the 3rd week of January is during the Free Season, and the 3rd week of April is when the Free Season ends. The previous graph shows many 'newbie' users participating, while the top dungeons like Bheilleach show high participation from veteran users. Did you analyze this context as well?

A. We showed a snapshot of a specific point in time to explain this. We feel there's a problem because players aren't settling in well after the "New Rise" and "New Life" updates. While some people were blocked due to multi-accounting, beyond that, we believe there are many Milletians who joined during the Free Season but failed to settle down properly.


(Part 1 - 1h 31m 10s)

Q. Since the game is old, searching for quests or items is difficult. When I first started, I relied on internet searches or help from other users. Tools to solve this exist in the game (Dungeon Guide, Smart Content, etc.), but they are not being updated. How do you plan to update these features?

A. We will improve those areas. We are trying to provide information through the Item Dictionary, etc., and we are trying to offer automatic pathfinding or additional info in the quest window. It's still lacking, but we will continue to make efforts.


(Part 1 - 1h 33m 28s)

Q. Among the materials required for Erg breaks, Dragon Scale Fragments and Corrupted Apostle Leathers are core items. Dragon Scale Fragments got slightly revamped through raid overhauls, but the Hasidim mission, where you get Corrupted Apostle Leathers, hasn't been revamped. You added them to Rabbie Phantasm Dungeon's "Phantasm's Temptation" and provided them through events like Erinn Exploration Life, but events are one-offs and Rabbie Phantasm has low participation. Shouldn't you revamp the Hasidim mission to increase its participation rate?

A. The supply of Corrupted Apostle Leathers from the Hasidim mission accounts for the vast majority. Since it's a necessary item for all Milletians to grow, we tried adding it to dungeons, notably Rabbie Phantasm, but the drop rate is low. We are reviewing this internally to solve the issue.

First, by easing the Hasidim mission itself so more people can run it.

Second, by expanding the drop locations of Corrupted Apostle Leathers into major content so players can acquire them naturally while growing.

Nothing has been finalized yet.


(Part 1 - 1h 37m 50s)

Q. Around 2018, Erg was the standard for endgame users, but now it has become the baseline for combat users. New users cannot naturally come across Erg materials. Even for Dragon Scale Fragments, you have to run specific content like raids. Even if you transfer Erg, the Transfer Catalyst requires running Zebach missions separately. Aside from Stardust, Mabinogi doesn't delete gold as users progress. I think it would be good to allow using gold instead of specific materials. Recently, you've been giving out Erg constantly through events, so from a veteran's perspective, we get utility-purpose Ergs and feel less need for them, meaning we don't even farm Erg materials anymore.

A. We will listen to the opinions of other players as well.


(Part 1 - 1h 40m 24s)

Q. I think adding gold alongside existing materials, or using gold instead of Divine Mineral Fragments, would be a good idea.

A. I understand your point isn't that you strictly want to run Hasidim, but rather that you want Erg progression to happen naturally. We will plan so that Erg growth can be achieved organically.

Q. The standard method for Hasidim requires working with party members using Shield of Trust -> Celestial Spike -> Judgment Blade. Aside from that, players use Puppetry handles to seal its movements or gimmicks, and then very strong Soul Liberate dealers kill it. Either way, party play is heavily emphasized. The standard gimmick requires about 6 to 9 people. Outside of the Lute server, it seems very difficult to gather a party and play it the standard way. What about reducing the minimum required personnel to around three?

A. We will consider your suggestions and make it so Erg can be acquired naturally.

One of the major problems with the Dungeon Guide right now is that unlike Stardust or Grandmasters which have separate quests, Erg—which requires acquiring weapon effects independently—cannot be progressed through the Dungeon Guide. If it isn't naturally integrated into the growth path, Erg will continue to be viewed as an annoyance or a piece of content that strictly requires spending real money rather than time.


(Part 1 - 1h 43m 24s)

Q. For Melodic Puppeteer, there are meaningless options among existing Erg effects or Spirit Weapon effects. Are there plans to improve options that were useful in the previous talent but became useless due to the Arcana?

A. When designing Melodic Puppeteer, we put effort into resolving previous control issues. Because of that, options related to the puppet's survivability, like Defense/Protection and HP, became meaningless. Even for Bow Spirit Weapons, with the advent of infinite arrows, the spirit effect became pointless. We plan to improve these outdated options in the second half of the year.


(Part 1 - 1h 46m 6s)

Q. The demand for Healing Wand Erg is expected to soar. When it gets applied to the live server, can this be improved together?

A. We are not considering that at this moment.


(Part 1 - 1h 47m 58s)

Q. I know there are Erg options that are either unused or abandoned. If you patch them in the second half of the year, could you give examples or tell us what direction the improvements will take?

A. For Melodic Puppeteer, we think it's more appropriate to provide offensive effects rather than defensive ones. Since we just improvised this thought rather than having something already prepared, we will need to reconsider it properly.


(Part 1 - 1h 50m 57s)

Q. A lot of work has been done to unify stats for race balancing, but there's still a lot of talk about races. What do you think about making only the appearances unique and standardizing everything else? Issues regarding aiming speed and skill cooldowns keep coming up.

A. This is a topic we've agonized over a lot. We haven't been able to give a clear direction.

In Mabinogi, we believe there is fun that comes from making choices and the distinctiveness of those choices. Milletians who chose Giants did so for their appearance, but also because they wanted the uniqueness of Giant strength and the ability to wield a two-handed weapon with a shield. Elves have a unique, unrivaled position with bows. It's hard to talk about population proportions, but there is a gap in population between races. Looking at this, it's necessary to maintain the reasons players chose their races. That's why we said in a previous live broadcast that we would maintain racial distinctiveness. To prevent race from determining whether someone can participate in combat or use Arcana skills, we believe the gap should be narrowed somewhat, provided it's not absolutely essential to combat. We are making gradual updates in this process. We raised the upper limit for stats, and we plan to level up skill coefficients as well.

The final vision is: Elves can wield all Archery weapons to the extreme and can use all Archery weapons while running. Giants will be given advantages in melee with skills like Stampede, using two-handed weapons and shields independently, and they will also have an advantage wielding Lances with shields. Humans will be given the merit of granting effects across all talents via Breath of Ladeca. For Archery, we will introduce changes that narrow the gap with Elves, allowing Crossbows to perform closer to Elf levels, but Elves will still have the absolute best efficiency in Archery. Giants will perform the best in Close Combat and Lance, and humans will maintain their superiority through Breath across other areas. We are curious what you think about our approach.

Q. The start was definitely good. We've enjoyed it well so far, but we are bringing this up due to problems that could arise in the future. Times have changed a lot, and there is talk of relative deprivation. As players reach the endgame, a lot of opinions surface due to differences in numerical values. I understand the management intends to keep the racial differences as they are now, but I worry it will be difficult and painful for you.


When I first started on the Wolf server, I made a Human. At that time, Human was the only race. The character I currently play on the Lute server is also Human. Again, Human was the only race. The reason I chose my race was simply because Human was the only option.
Looking at the statement above, it seems they want to narrow the gap between Humans and Elves through Crossbows... But wasn't the live server patch applied in a way where not only Human Crossbows but both Elf Bows and Crossbows were buffed? Meaning the gap wasn't actually narrowed, but just maintained at a higher level? Humans basically got told, "Don't use bows anymore." I wonder if I completely misunderstood their intention.
- Giant: Specialized in Close Combat, Lance
- Elf: Specialized in Bow / Crossbow
- Human: Can do everything else via Breath
This is what it feels like.
Recently, Elf Fighter skills were matched with Giants, and Windmill and Charge were also patched to be identical to Giants.
It sounds like in the future, Human and Elf Smashes will become identical to Giants, and Human Magnum Shot cooldown will be changed to 0.5 seconds to match Elves, but we will have to wait and see.


(Part 1 - 1h 59m 13s)

Q. There are far more Arcanas based on physical damage than Magic or Alchemy. Compared to Close Combat, some Arcanas have lower max damage on their stat sheets than others. When you discuss race balance later, I'd like you to explain this as well.

A. When dealing with race balance, we will organize it and explain.


(Part 1 - 2h 1m 44s)

Q. The player base is shrinking due to successive update failures, but the server condition keeps getting worse. It was bad before, but recently, situations where the entire party freezes occur frequently. If the population dropped, why is the server condition getting worse? What efforts are you making to improve server conditions? Also, I'd like you to share the cause.

A. We apologize for the inconvenience. Previously, lag occurred when characters logged in, or when changing channels during field raids. Currently, the overall load has increased due to content updates. It's not caused by one specific content, but rather the load from multiple contents piling up slightly. We are currently working on bringing that lag below the critical point while improving individual contents. To speed up this process, we plan to add a server monitoring system.

Q. Combat time has increased compared to the past, and since there are many inputs, people use mouse macros. This creates a damage gap between users who use the function and those who do not. As the user base ages, how about allowing skills to be used repeatedly via key-down? Some skills like Thunder, Fusion Bolt, Magnum Shot, and Line Break are heavily affected by server delay or frame rates. To overcome this, some users modify their registry or use programs like FastPing and DXVK. Most do it just to play comfortably, but the Customer Center only gives meaningless answers. It would be great if you could clarify this.

A. We will support key-down improvements. We will try to do it quickly.

According to our operational policy, external programs are not allowed to ensure stability. We do not permit them because we cannot guarantee safety against potential risks. In the case of registry modifications, altering it for performance enhancement is relatively safe, so we do not sanction it. However, Mabinogi does not officially support modifying it yourself. External programs, however, are explicitly not allowed.

Q. It's perceived that when a persistent, critical bug is "fixed" once but reoccurs, it is left abandoned for a long time. For example, in Crom Bas, the follower gimmick and instant-kill gimmick occurring simultaneously was "fixed", but it kept happening. So now I know it's been modified so that the follower timer doesn't tick down during the instant-kill gimmick. For Bheilleach weather fixing, even after it was fixed, weather effects like lightning still appear sometimes.

A. When a bug reoccurs during the fixing process, it means that even if one cause was fixed, it is happening due to another cause. Even if the frequency decreases, it occurs from a different root cause that we missed during the initial fix, making it harder to find. Therefore, I believe it feels like it's being neglected. We will make sure to fix it.

Q. How about acknowledging known bugs via announcements to assure users that you are fixing them?

A. (Unanswered due to back-to-back questions)

Q. Since Friday, despite the 1-account-per-person rule, there are users getting hit with Protection Mode.

A. We understand that Nexon blocks multiple accounts logging in from a single IP for stability. If someone truly logged in with only one account but was blocked, we would need to check their login logs.

Q. There are claims from people saying they followed 1-account-per-person, and roommates who connected via separate PCs getting blocked, so this needs to be investigated.



(Part 1 - 2h 16m 16s)

Q. Recently, it was changed so that it is more advantageous for Human Alchemic Stingers to use a Crossbow rather than a Bow. I was taken aback because I had already finished my weapon inheritance, but now I have to switch back to a Crossbow just to run Bheilleach. Is there any plan to provide relief or a salvage direction for items that have already gone through inheritance like this?

A. We believe this happened because we tried to give a clear merit to Humans using Crossbows. We understand Bow users might feel a sense of relative deprivation, but it wasn't a nerf. The only difference is whether you can run while casting the skill, and we decided this is the part that clearly distinguishes Elves from Humans. Since it wasn't a nerf, we currently believe it's difficult to implement a separate patch for this.

Q. When patches like this actually happen, can you provide a safety net for the issues that arise when users are forced to abandon their existing setups?

A. It is a fact that as we proceed with improvement updates, situations continuously arise where some aspects feel relatively unimproved, making us more cautious. If we don't treat all situations equally, it won't be resolved, but we also don't believe that making everything identical provides enough fun. It would be great if we could prepare a countermeasure for every inconvenience, but realistically, there are many cases where that is difficult. We are proceeding with improvements while envisioning what a natural Mabinogi will look like in the distant future. Naturally, we will ponder if there's any area we can provide care for in this regard. However, it will be difficult to guarantee compensation.

One of the differences between Elves and Humans is Vision (Vision of Ladeca) and Magnum Shot cooldown. I always talk about these two. Even if we ignore Vision since it's an Elf-exclusive Ladeca skill, the feeling of controlling Magnum Shot due to the cooldown difference and the actual number of skills used differ slightly. Looking at the above, since they consider "running" a major difference, is it safe to assume Magnum Shot cooldowns will be made identical in the future?
In the image below, the left is Human and the right is Elf. It is a video showing that even if a Human presses the Magnum key during the Magnum aftercast delay (not during actual rapid fire), the skill does not queue up (pre-load). If you actually click Magnum very fast repeatedly, you can use it faster like the Human on the left, but there is a clear difference in control feel and the number of Magnum Shots fired.
I understand there should be a damage gap between Human and Elf Archery, but I wish there was a discussion about whether that difference should come from raw damage, inconvenience in control, or both.
Currently, for Two-Handed Sword Elemental Knights, even if Smash is revamped as you mentioned, there will still be:
1. Damage difference from Ladeca
2. Stat window damage difference due to having a shield
3. Playstyle difference due to the damage reduction rate from having a shield

Magnum Pre-load.webp


(Part 1 - 2h 21m 46s)

Q. I understand that more than half of the macro-related bans yesterday were for Taillteann Shadow Mission macros on the Lute server. How much illicit gold was collected? Also, I heard that people banned for "AFK leeching (carrying)" on the Mandolin server were banned for chat violations, not policy violations. Why the slap-on-the-wrist punishments?

A. We are trying to address these issues in the process of upgrading our operational policies. The current phenomenon occurred because we are operating under our existing, set policies. Operating policies require continuous strengthening and review, so we cannot do it hastily. It is not appropriate to disclose the scale of additional abusing accounts here. However, the scale is not large enough to shake the economy. The Taillteann macros repeatedly run low-efficiency dungeons, so it's not at a level that affects the server. We plan to continuously strengthen our enforcement moving forward.

Q. Looking at community posts, there were reports that among the users banned yesterday, some are already back running macros in Taillteann Channel 14 today. In this case, do we have to wait until next week?

A. I will request them to check on it immediately.


(Part 1 - 2h 25m 53s)

Q. Issues regarding Multi-PC and Multi-accounting keep coming up, and I wish the management would give a clear opinion. I'd like an official, clear definition from the management regarding Multi-PC and Multi-accounting. There is ambiguity and confusion among users, which is why I'm asking. Many users oppose Multi-PC play. Please clarify your direction on whether Multi-PC play is subject to restriction or sanctions. Please explain how Multi-PC or abnormal account usage is detected and what criteria are used. Based on what grounds do you reach a definitive conclusion rather than mere suspicion? Given the current game structure, there is a phenomenon where running multiple "barrack" (alt) accounts with specific characters is practically forced for efficiency. This structure is a cause that induces or worsens Multi-PC and Multi-accounting. How does the management perceive this structural problem, and are there plans to improve it?

A. We are pushing the standard of "immersing oneself in one character at a time." We are upgrading our operational policies based on this standard. Regarding detection criteria and confirmation methods, I can say that we utilize logs. We use far more diverse logs than you might think. Through reports or detection systems, we investigate whether such play behavior is occurring and what benefits are being gained through that play. Because this is handled by a limited number of staff, it is being processed sequentially. If it occurs on a large scale like the Shadow Mission macros, it takes a bit longer. I cannot publicly detail exactly what logs we use, as that could allow people to evade them.

I believe Niar is a representative structure where utilizing barracks is advantageous. We plan to improve this in the Summer. We have established an internal direction for the improvement. Our goal is to change it into a fairer play style. Specific details regarding the action plan will be announced in a separate setting.


(Part 1 - 2h 25m 53s)

Q. I believe Director Choi Dongmin understands to some extent why people use Multi-clients. Using Multi-clients in the past became a custom. I think the reward system in Bheilleach was an improvement upon this structure. There might be some multi-clienting in Bheilleach, but I think it's very rare. The reward structures for Uladh Dungeons, Crom Bas, Glenn Bearna, and Bheilleach are all slightly different. You previously mentioned this is the right direction and that you would keep them all different; does that stance still hold true today? If it does, please give a specific answer on how you plan to handle the delayed sanctions on Multi-clients while leaving the reward structure in this haphazard state.

A. The operations team is thinking deeply about this. There is a related question later, which reads as follows:

"Please clearly inform us of the direction for Bheilleach's reward structure. Please improve the structure that benefits smaller parties." (Written exactly as read by Director Choi Dongmin)

"Please introduce the Bheilleach-style reward structure to existing dungeons as well." (Written exactly as read by Director Choi Dongmin)

We received these conflicting opinions.

We have to take in various opinions and judge which is more suitable for Mabinogi's future. Neither opinion is wrong. There's the method from Uladh and Shadow Missions where the probability of getting rewards increases based on the number of people; the "Refined" method where the valid reward box drops by chance from only one chest; and the Bheilleach method where common rewards are divided.

The reason we provide various reward methods is that we determined there is an appropriate play experience for each stage. We are contemplating whether to stick to this method as Crom Bas and Glenn Bearna transition into mid-to-lower tier dungeons, but we haven't reached a conclusion. The direction we are pondering is that, even in Bheilleach, there are situations where players work incredibly hard but get no rewards if they roll a low dice number, and we'd like to supplement that. So, we want to add a minimum reward mechanism, which is why we added base gold. For reward items, we are also considering a method that gives low-tier rewards in addition to the commonly shared rewards. It's a situation where we have to choose between alternatives.

Q. No matter which direction you patch it, there will inevitably be users who are dissatisfied. I believe the Director just needs to make a decision and explain it to the users so they understand. I think the reason past updates failed was because you couldn't persuade the users. Whatever decision you make, I hope you set a direction that focuses on persuasion.

A. I know it's dangerous to make a decision on the spot here. Rather than deciding right now, I brought this up to check if there are any opinions we missed. We will go back and make a decision so that we can gain the empathy of even more Milletians.

Issues like Multi-PC / Multi-client / Multi-accounting are fundamentally related to dungeon rewards. Seeing that these issues have decreased in Bheilleach, I think there is a solution to some extent. However, it seems they are agonizing over this considering the party play dynamics of users who lack stats.


(Part 1 - 2h 41m 0s)

Q. The reason questions are piling up right now seems to be because there was no detailed guidance on the upcoming topics, so I hope you announce the topics during the break time.

Q. Among existing update issues, there are items that are technically the same but divided into various versions like (Untradable), (Event), or (Tradable Once). Could this be an issue stemming from the "tens of millions of lines of code" you mentioned before?

A. The issue where items with exactly the same performance don't stack and are treated as different items is our top priority for fixing. It's not just tradable vs. untradable; for cases where items are exactly identical but the names are slightly different, or completely identical but appear as different items, we are planning an overhaul for the Summer update.

I know there are some items that are identical and used as materials, but have different NPC sell prices.


(Part 1 - 2h 43m 35s)

Q. I've collected a lot of precious but unused pets, but due to limits, I can no longer create any more.

A. The reason pet expansion has been difficult so far is technical. The more pets you have upon login, the more lag it causes for other Milletians. With the current server condition, expansion is difficult right now. We plan to improve this in the future once we resolve those underlying issues.

Q. If you allowed us to separately store precious but unused pets, it would help with creating new ones. If we only take out the ones we use like "Favorites", it shouldn't cause stuttering or lag issues.

A. We will try to prepare an improvement plan in that direction.


(Part 1 - 2h 44m 47s)

Q. I hear you are taking various opinions on low-headcount Bheilleach parties, and that there are conflicting views. Running low-headcount parties requires a significant investment of capital and time. People play with a different level of investment than others, so stating that an opinion suggesting "rewards should be restricted" is merely a "conflicting opinion" could be seen as a problematic statement.

A. We consider that part to be legitimate effort, so we believe in maintaining the current structure.

Speaking as someone who only runs parties of 4 or fewer, the reasons 8-player parties aren't hosted are:
1. From a Harmonic Saint's perspective, the number of people to care for increases, actually raising the difficulty.
2. The fewer people there are, the higher the reward per person.
3. Gimmick difficulty becomes easier with fewer people (Up to 4 players; below that, some gimmicks require different playstyles, so difficulty may vary).
This is what I think.
Sure, rewards increase in point 2, but if there's even one person who messes up at Gate 2 50%, the party fails. If there are more people, Gate 2 50% becomes even harder. For example, a 4-player Gate 2 50% is easier than 8-player, and a 2-player is easier than a 3-player for Gate 2 50%.

Some users say people don't run 8-player simply because of the rewards, but I believe it's a complex issue where gimmicks actually become harder as more people join.


(Part 1 - 2h 47m 50s)

Q. It is hard to find items inside pets and characters. For example, if I put a sheet music scroll in an alt character or materials in a pet, it's hard to find even with memos. It's even harder with alt characters because you can't even leave memos. Inside the bank, you can't rearrange the character order, making it even harder to search. Can you add a feature to list or index items across pets and banks?

A. We sympathize with this issue and have tried to improve it. However, when we tested searching for items inside pets, it caused the exact same server lag as summoning them continuously. However, we are considering a workaround development method where we store the list of items inside pets on your local computer. Until we find a fundamental solution, we will improve it using an intermediate workaround.

Q. How is the order of characters in the bank determined? The first character I made isn't at the very front, and sometimes the last character I made ends up in the middle. Can we change the tab order?

A. It operates based on character creation order, but there are exception handlers in between. We determined that a character sorting feature is necessary, so we plan to prepare one.


(Part 1 - 2h 51m 30s)

Q. Sometimes content created by previous directors gets updated without major changes. For example, we had the Homestead, then Moonlight Island was added, and then they made the Taillteann Farm again. You make new things while existing content is already there. Is this due to operational direction, or is there an internal culture of respecting existing content made by previous directors?

A. There were suggestions to integrate Moonlight Island into the Homestead. When it was first updated, the Homestead already had high complexity, making it difficult to guarantee stability. Considering the terrain alteration feature, we decided to make a new one because integrating it would have required the bad experience of recalling all existing installations.

There are many cases where we find it difficult to make changes due to the possibility of damaging existing content.


(Part 1 - 2h 54m 33s)

Q. It feels like the pile of existing problems waiting to be solved has grown over 20 years. Could you print out the main themes and sub-themes for us during the break?

A. We will try to prepare that.


Regarding the Taillteann macro accounts you mentioned earlier, we found 5 more and have completed the bans.


Updates are too slow and there is a lack of new content.

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Rather than completely new content, we plan to release updates sequentially after updating existing content. The new projects we are preparing are also purposed towards solving existing problems. We will strive to provide new experiences through the revamp of existing content, such as the Crom Bas Abyss we are currently preparing.


(Part 1 - 3h 32m 30s)

Q. Last year, through the New Rise update, the difficulty of mid-tier dungeons was significantly lowered. I think this was necessary for new player influx. After Bheilleach, the pace of adding post-endgame content has been slow. However, the mid-tier dungeon difficulty was eased so excessively that it actually feels like there is even less content. It feels worse from Crom Bas onwards because weekly limits kick in. I believe this thoughtless easing makes the lack of content even more noticeable.

A. We understand that users were disappointed after the last Crom Bas revamp. The role of management is to allow players to enjoy each content deeply and feel a sense of growth. We are preparing to resolve those difficulties this Summer. Since Gorias is too far away after Bheilleach, we plan to add Crom Bas Abyss. We are preparing various revamps to give mid-tier users a sense of accomplishment, but the details are not finalized yet, so it is difficult to reveal them.

Q. Shortening dungeon lengths has many positive aspects regarding player fatigue. However, I wish you would differentiate between what is "difficult" and what is "unpleasant", so that mid-tier users and endgame users both have things they can enjoy.


(Part 1 - 3h 37m 32s)

Q. It seems that recycling existing content and Quality of Life (QoL) improvements are marked as having the same importance as new content on the roadmap. From a user's perspective, QoL improvements and recycling content seem like things that can be done routinely, and it feels like the roadmap should just feature new content. I'm curious why it's structured that way.

A. I believe people are speaking up about this because the roadmap brought more disappointment than satisfaction. We included QoL improvements because we thought they were necessary and important for Milletians at that time. I agree that the importance of some of these things might not warrant being written on the roadmap. Going forward, we will make sure to focus on major agenda items.


(Part 1 - 3h 40m 10s)

Q. I think the reason updates feel slow is due to a lack of communication. It often feels like things are delayed for no given reason.

A. I agree there was a lack of communication, and we will show an improved approach next time.


(Part 1 - 3h 41m 36s)

Q. When doing collaboration quests, the collaboration should spark interest in external content or provide a sense of purpose, but simply handing in firewood or having a conversation provides no justification for the collab content. I hope you consider this not just for collaborations, but also when introducing other new content.

A. I think we missed the essential things Mabinogi must possess as a game. Naturally, this is an area that must be improved, but the reason we couldn't show it quickly was a lack of adequate time to brainstorm the fun factor. I'm not asking for your understanding on this; we will improve it no matter what.


(Part 1 - 3h 44m 23s)

Q. During the January 20th live broadcast, you said you would add a bank in response to feedback, but the update didn't happen until February 12th, 3 weeks later. It makes me wonder if adding a single NPC is really something that takes 3 weeks.

A. I need to explain our development process. Our development schedule is tight, and everyone is running the live service while managing their own schedules. During this process, we complete our currently assigned tasks before moving on to new ones, and in urgent cases, we work on weekends to get things done.


(Part 1 - 3h 46m 41s)

Q. How about utilizing existing content to add things like Journals or Achievements? For example, granting a Decorational Title for clearing Bheilleach with a low headcount. Does this require a lot of resources?

A. It doesn't require zero resources, but it's something we can try, so we will consider it for our update direction.

Q. Last year there were OPEN quests; it would be nice if the official team ran something like "Clear only using Harmonic Saint and Sacred Guard" in a similar fashion.


(Part 1 - 3h 48m 54s)

Q. I think you need to include responses to problems occurring in Mabinogi. The Ruined Magic Essence bug was neglected for 3~4 months. I thought Blast Lancer performance was way too excessive, and you said there would be no nerfs, but then you reversed that decision. Essence of Awakened Power used to be a throwaway item, but when it became a material for higher-tier weapons, there was hoarding and a sudden price surge. However, resolving these issues only happened *after* people had already crafted their Souls, and action against Momo stacking only happened long after many high-tier users were already carrying 4 or more Momos. This is what makes us feel like updates and responses are slow. Why is the response delayed, and how will you fix this?

A. I think this relates to the "Golden Time" (timing). You are right to think we were late.

It took us a long time to fully review and take action. In the case of Essence of Awakened Power, we tried to solve it by increasing supply based on Milletian feedback. Because we had a process of monitoring dungeon activity up to that point, it ultimately became a slow response. We failed to address supply and demand in time, which caused a problem. In the future, we plan to proceed with expansions driven by Milletian choices.

For Momo stacking, discussions about what action to take dragged on; we weren't debating whether the performance itself was problematic, but rather how to maintain its value.

Regarding Blast Lancer, we failed to keep our promise. Our wrong judgment caused misunderstandings. I apologize once again.

Q. I hope you respond more agilely to bugs and economy/currency issues.


(Part 1 - 3h 55m 31s)

Q. Updates are slow, new content is lacking, and fixing existing problems is sluggish. I wonder if the Mabinogi team has enough manpower. Most users know Mabinogi is famous but not a massive game. Compared to other games, are your resources severely lacking compared to other departments? I want to know if it's to the point of hardship.

A. "Enough manpower" does not exist. We have to create the highest quality within the team we have, achieve growth, and then add more personnel through that growth. We currently have an excellent development team, but I believe the lack of polish came from trying to achieve too many objectives at once. In past updates, we tried to cover Life Skills, Combat, AND Player Settling all at once. And because each team handled their own parts, the detailed elements of those goals seemed to move in different directions. We recently reorganized our internal structure to focus on a single unified goal; it hasn't been long so it isn't fully stabilized yet, but I am confident it will raise the level of polish. All I can give right now are promises that it will get better, but we will make it better.


(Part 1 - 3h 59m 36s)

Q. Many users worried that manpower is lacking because a limited team is developing both Eternity and the Live server. But you mentioned the teams are separated. So fundamentally, what is the reason for slow content delivery, or sacrificing QA and quality just to keep promises on development timelines?

A. This happened because personnel were scattered, pursuing their own individual goals rather than one overarching goal, doing their best within their allocated resources. Now, we believe it's important to make even a single thing with high polish. Going forward, we will prioritize the experience over sheer volume.



It feels like the direction changes with every patch. Is there a consistent baseline?

image.png

The cause is in line with the past organizational structure. The problem arose from setting multiple directions internally and planning various contents. It is being improved through internal structural reorganization. Going forward, we will try to show an improved appearance.


(Part 1 - 4h 2m 52s)

Q. You patched it so dungeon clear counts are shared within an account, but in the process, the items invested in alt characters within the same account (Extra Equipment Slots, Spirit Weapons, etc.) became less useful, and we received no compensation. Currently, nothing else has been patched besides receiving Advanced items. Is there any room to revamp these overlooked aspects from the past?

A. This is an issue arising from the weekly limits, which have a high impact on Mabinogi's content. The weekly limit was added to resolve the past issue of having to run a single dungeon endlessly. It was a problem that arose while refining related content. The Summer update will aim to resolve the fundamental problem of weekly limits.

Q. You mentioned you have no intention of unifying race balance. To experience a different combat style, a situation arises where we have to raise a character on a different account rather than an alt character on the same account. Was this intended?

A. That was not intended at all. At the time, since you could expand up to 200 alt characters per account, there were users running an excessive amount of dungeons. It was to resolve that issue.

Q. I hope you devise a fundamental solution rather than just addressing play inconveniences.


(Part 1 - 4h 6m 45s)

Q. You said you blocked it with a weekly limit to solve the side effects of having alt characters, but I think the exact same phenomenon can happen with alt accounts instead of alt characters, and I don't think that is being regulated.

A. The method of utilizing alt characters within an account allowed for vastly more weekly limit runs than multi-accounting. I think the issue is whether multi-accounting is being handled well. We are resolving it as we upgrade our systems.

Q. If you thought the scale that alt characters can reach is different and problematic compared to alt accounts, is it because you judged it beyond human capability?

A. It relates to the game difficulty we need to present to Milletians. During the era when multi-clienting was relevant, it settled in as an acceptable culture. Back then, there was a time when you had to run 4 clients to make money. However, if this behavior continued to be tolerated, Mabinogi would have inevitably remained a difficult game. We couldn't encourage running 4 clients, so after difficult discussions, we blocked it.

We believe that if playing alt characters also becomes a general culture of "encouraged play", the hurdle becomes too high.

It's my personal thought, but the questioner's point seems to be:
1. Not alt characters within the same account
2. But even when playing with different accounts
3. The reward obtained per person increases from 1 to 3,
4. And although there is a difference in scale, both 1 becoming 3 and 1 becoming 200 have the effect of increasing rewards.
5. But was it blocked because 200 falls outside the category of a normally playing user?
6. Should using multiple accounts under one name also be blocked?
It seems to be a question asking these points.


(Part 1 - 4h 12m 18s)

Q. I thought raising alt characters within an account heavily impacted in-game currency. At the time, people circulated characters using non-exclusive items like Gloomy Sunday. Currently, changing Arcanas incurs a lot of sunk costs, and you are making it so. Usually, one should match it to their main account, but since Artifacts and Holy Water farming can't be traded, there's a phenomenon of raising alt accounts. Of course, some just run lower dungeons like before, but conversely, there are users who gear up 3 accounts with Soul Liberate weapons. Compared to your previous answer, it doesn't seem to align.

A. I gave an answer that might have caused confusion. I meant preventing simultaneous logins of multiple characters from becoming the culture. Wanting to play more and thus raising multiple accounts is not wrong.

Q. The terminology for Multi-PC and Alt Accounts is not unified among users or the management, and I hope the management unifies it.

Some opine that the current answer is ambiguous, given that the previous answer regarding Protection Mode mentioned multiple account logins from a single IP.


Q. Director Choi Dongmin seems to value the old Campfire sentiment and NPC dialogue. With Homesteads or Moonlight Islands, you can visit other users' places and play, but on Taillteann Farms, you have to work alone like a slave in a channel you created. There is no communication with other users other than giving a little more Energy, which I think is far from the "romance" the Director spoke of. Bheilleach's reward system also only gives one box, leading to the phenomenon of excluding weaker users to get better rewards faster. I think this is far from romance, and regardless of liking or disliking the system, it seems patches are moving differently from what is being said.

A. This happened because we didn't properly maintain our direction. Moving forward, we will update with a unified direction and baseline.


(Part 1 - 4h 18m 58s)

Q. What do you think is the gameplay difference between an alt character on the same account and an alt character on a different account?

A. An alt character feels closer to 'me', while an alt account feels like an account with a bit more distance.

Q. You previously asked us to understand because it couldn't be helped in the past, but you're asking us to understand again because of the past. Multi-accounting allows up to 3, and Bheilleach allows up to 30, so you could change it to 30 per account, but why don't you?

A. We are preparing an update in the Summer to resolve alt character or limitation issues. It arises from the system caused by weekly limits. Currently, if you exhaust your weekly limits, it costs a lot to play or you simply can't play. Because of this issue, people play multi-accounts and alt characters. We are agonizing over a fundamental solution to these weekly limits.

Q. After the Summer patch, can we take it that alt characters within an account will have meaningful value?

A. It will likely be difficult to apply immediately, and we will have to monitor the situation.

Q. I hope that after the patch, alt characters on other accounts and alt characters on the main account can have the same experience.


Are there measures for the influx of new users and the adaptation of returning users?

image.png

This is something I somewhat addressed in previous answers. The past New Rise update targeted new and returning Milletians, but lacked details. We learned that rapid growth does not lead to settling down. We will make it so they can grow while learning naturally. We plan to resolve the difficulties encountered in each case. We plan to resolve weekly limits and Niar, etc., and detailed information will be provided at another venue.


(Part 1 - 4h 27m 28s)

Q. Regarding newbie growth, it takes a long time to build up foundational stats, so some users recommend playing during the Free Season rather than now. A lot has piled up; are there plans to alleviate this?

A. We certainly believe improvement is necessary. We have continued to ease things like Reputation and Skill Training through updates. Currently, players struggle with Stardust, Dan Advancements, and Combo Cards. We plan to gradually improve these while addressing them in our updates. Combo Cards are currently scheduled for an update in the second half of the year. We are a bit delayed because we are focusing on other pending issues.

Q. There is a saying to come and raise characters during the Free Season, where times are shortened during the event period. It takes a long time normally; are there plans to ease it during normal times?

A. Please think of it as an update progressing towards an environment where you can grow even if you come during normal times. It includes the process of raising cumulative levels, etc. We introduced the Fever Season because a point is needed to encourage returning, and we will make sure it isn't too excessive.


(Part 1 - 4h 31m 30s)

Q. I think a big barrier to newbie influx is the Mainstream. There are long Mainstreams like The Divine Knights. How about a plan where playing in a short mode allows quick clears, and playing the full version gives rewards like raising Crusaders sub-skills levels?

A. I think it's a very good suggestion. To provide the story in multiple modes, deciding how to shorten it, what to keep, and what to remove requires a much larger development schedule than expected, so it is not easy to consider right now. Instead, we added skip tickets and plan to support it through various routes like events.


Are there patch plans for solo play users?

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We are currently working on patches for solo play users. They are scheduled to be added in the Summer update. In the last New Rise, Glenn Bearna Easy and Crom Bas Easy were configured for solo play. We made them with this intention, but we determined it is difficult to feel a sense of growth or actually grow through Easy dungeons, so we are in the process of reinforcing them. We plan to clarify the rules for Easy and Normal difficulties. This won't apply to the highest difficulty, Bheilleach, but we are preparing it for dungeons below that.


The game isn't fun these days; how do you plan to improve it?

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We believe the fun of events, the fun of content, and the fun when all weekly limits are consumed are all interconnected, and we apologize to the Milletians. We will alleviate inconveniences to provide fun and strive to deliver fun through new updates.


(Part 1 - 4h 35m 2s)

Q. The focus is on the fun of the game. In RPG games, there is fun in character growth and the sense of accomplishment when growing. The questioner is in the upper tier, so lower-tier users might not understand, but when progressing through Bheilleach Gates 1-3, the gap between the preparation process to start and the currency/effort required to grow further to reach the Fissure of Faith is far too massive. And when you reach the final content, Fissure of Faith, the return you get back is so small that you can't help but think, 'Why do I even need to grow anymore?' If there's an improvement direction for this, I'd like to know.

A. The sense of accomplishment and rewards for all play must be appropriately placed. We know Bheilleach requires a lot of effort to start, and compared to that, sufficient rewards are not provided. However, compared to existing dungeons, Bheilleach Normal and Fissure of Faith offer rewards that cannot be compared to previous dungeons. Currently, for Bheilleach and above, we plan to reinforce growth goals with Crom Bas Abyss, etc., and for the lower growth brackets, we are focusing on providing care first. For the upper tier, we are preparing Gorias after Crom Bas Abyss.

Q. What is the positioning of Crom Bas Abyss?

A. We are setting the difficulty of Crom Bas Abyss to be similar to Fissure of Faith. Since we are planning it as a 4-player dungeon, there will be a change in experience.

Q. When Fissure of Faith first launched, the required specs were so high that people found it unpleasant. What about Gorias?

A. The Gorias dungeon is a dungeon coming out after Bheilleach, but it was intended to be a dungeon where you farm weapons and armor of the same grade, much like Crom Bas and Glenn Bearna. Just as the difficulty gap wasn't massive when moving from Crom Bas to Glenn Bearna, there will be a difficulty difference due to growth when moving from Bheilleach to Gorias, but there won't be a drastic spike in difficulty.


(Part 1 - 4h 40m 43s)

Q. When playing a game, we expect 'fun'. When expecting this, Mabinogi becomes stereotyped by season. We expect certain events or kits to come out in this season. But recently, Doki Doki Island didn't come out, and the All Wings Kit didn't come out either. We expect them to come out this season, but when they don't, we have questions, and if the management doesn't tell us, we just wait endlessly or harbor doubts. When will they be released?

A. Doki Doki Island is scheduled to take place next month. It was delayed because we were running various other events. We aim to introduce the All Wings Box before Summer ends.


(Part 1 - 4h 42m 36s)

Q. Doing repetitive actions like the Taillteann Farm and Specialized Gathering brings feelings of boredom and fatigue before fun. Are there plans to revamp these?

A. The Taillteann Farm needs to be revamped. We need to improve the time required, but since this season is in the middle, we won't revamp it immediately, but rather in the next season. Even if you play for a much shorter time than now, you will be able to acquire the same rewards.

For Specialized Gathering, the improvements we are preparing are related to Master Artisans and will grant merits to Master Artisans. It doesn't affect a large number of Milletians, but since it's related to supply volume, we are approaching it cautiously.


(Part 1 - 4h 44m 14s)

Q. You mentioned looking forward to Samhain last year, but contrary to expectations, many people evaluated it as a lackluster event. The Doki Doki Island event also often recycles existing events rather than offering freshness. Is there room for improvement here?

A. I think it relates to attempting new things. Last year, we added a new thing called the Iria Expedition. It is our role to consistently introduce these, but it is not easy. Since we are focusing on improving existing content, it will likely be difficult to do new events, etc. We are trying.


(Part 1 - 4h 46m 22s)

Q. Since we spoke about Life Skills and events earlier, I will talk about hunting/combat. Director Choi Dongmin and Content Leader Kang Minseok, do you find playing Bheilleach fun recently?

A. Content Leader Kang Minseok: I am feeling that it is fatiguing.

Q. I feel exactly the same. The reward value is high, so I feel I have to play it, but when I enter Bheilleach, things like holding down main skills or chasing Miir as he only Backsteps—it feels more like repetitive work layered with unpleasantness rather than difficulty and challenge. I think unpleasantness and difficulty should be differentiated. In the early days of Bheilleach, if there was an Alchemic Stinger in the party attacking from a certain distance, the boss would unconditionally jump, which felt unpleasant, so I know a 22-second internal cooldown was added. After that, there were barely any patches to remove such unpleasantness. How do you plan to improve the current unpleasantness and infinite repetition?

A. Content Leader Kang Minseok: I too have things I feel are unpleasant. First is the format of using meaningless, repetitive skills where nothing can be overcome by control, and feeling the unpleasantness of having to chase the monster when it uses a skill; I think this needs to be fixed. Also, the long sections of repeatedly using skills are another problem. I think shortening these sections and placing patterns that can provide core fun makes for a more enjoyable battle. Currently, Bheilleach is a subject of contemplation, including whether we should lower the difficulty, and our goal for Gorias is to prevent this phenomenon from occurring.

A second source of unpleasantness is that in Bheilleach, my mistake often leads to the party's wipe. While this aspect might be necessary, having too many such patterns can cause unpleasantness. In Gorias, we will avoid this and make it so my mistake results in my death, thereby reducing the unpleasantness.

Q. In the case of Bheilleach, during the 2nd revamp on the test server, it was already a format of repeatedly pressing skills, but it became even more like hitting a training dummy, so I hope you take that into consideration.

There are many patterns in Bheilleach with a high chance of causing a wipe due to a mistake, such as Gate 1's pizza and Gate 2's 50%. In particular, Gate 2's 50% can induce a party wipe if just one person who is bad at it gets stuck and keeps moving weirdly, which also adds a burden to increasing the party size.


(Part 1 - 4h 51m 42s)

Q. Besides difficulty and unpleasantness in dungeons, I wish you would refrain from patterns determined by luck rather than skill. For example, the 50% pattern has no telegraph/warning signs, so I think it progresses purely on luck. It might be intentional, but I hope you reduce patterns that progress based on these luck factors.

A. It is a relatable point, and I understand we are currently controlling the randomness in Bheilleach for 3 players or less. We will move in a direction that avoids this.

I will add an explanation since you might not have run it with 3 players or less.
Up to 4 players, a total of 4 minerals appear at Gate 2 50%, and the pattern is carried out around those minerals. For 3 players or less, they appear randomly among 12 o'clock, 3 o'clock, 6 o'clock, and 9 o'clock in an amount equal to the number of players. For this pattern, to avoid being isolated, players prepare to be able to move to 2 or more locations per person, and then move to where the minerals spawn to carry out the pattern.
Also, in the case of 2 players, if they don't spawn facing each other, it's easier to carry out the pattern, so you can say the influence of luck is huge.


(Part 1 - 4h 53m 22s)

Q. Among the fun aspects of the game, there is a damage cap (DPS check/gate) that restricts the fun of growing. Succubus Queen, Irusan, Glas Ghaibhleann, etc., seem to fail at showing the fun of growth due to the damage cap. Do you have thoughts on improving this?

A. The damage cap is a system that causes a lot of unpleasantness, and we have reduced the damage cap before. There are patterns that trigger based on the boss's HP, and it was added to prevent bugs caused by those patterns getting canceled. While we may maintain the patterns in higher difficulties, we will consider a direction where patterns can be canceled through damage in lower difficulties.


The number of users continues to decrease; are you feeling a sense of crisis? Please tell us your countermeasures.

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We are feeling a sense of crisis regarding this. We feel a corresponding sense of responsibility. You can tell from the friend list, and we can also tell from the data and the game's atmosphere. I believe the only countermeasure is for Mabinogi to become a fun enough game that Milletians can invite their friends. We determined it is necessary to handle the current pending issues and decide on that direction together with the Milletians. Including what was decided here, we will carry out the revamps promised for the first half of the year and prepare an environment where people will want to return.


Please solve the population shortage problem on rural (low-population) servers. Do you have plans for server merges?

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We are aware of the opinions regarding server merges, and there are technical issues. The Lute server is experiencing a lot of lag. Load is occurring on the database side.

Fundamentally, many Milletians need to visit each server, and there shouldn't be inconveniences regardless of which server you choose. Integrated server matchmaking is also to alleviate such inconveniences. We aim to provide support such as buffs when starting on Half, Mandolin, or Wolf (excluding Lute), or offering free transfers when moving from Lute to other servers. Through various revamps, we will prepare an environment that attracts players to other servers.


(Part 1 - 4h 59m 2s)

Q. You did mention integrated server matchmaking. When the system was reintroduced before, I think the reward restrictions were severe. Will integrated matchmaking also have reward restrictions?

A. Because there are problems with the current system, it won't be brought in exactly as is. We are also studying cases from other games. What gets updated to the test server will first showcase the functionality, and then we plan to enhance the UI/UX.

Q. When server matchmaking came out, I was worried about the party reward distribution system. I hope this part is secured and carried over properly.



Viewer Questions(Part 1 - 5h 1m 26s)

Q. What is the game's identity? It seems like you want to push the game's identity towards a raid game, so it's confusing when you still champion 'Fantasy Life'. I wish you would clarify the game's identity.

A. Mabinogi's core identity is Fantasy Life. The slogan 'Fantasy Life' holds a unique charm that is hard to put into words. I believe we must give the feeling of a combat game to Milletians who focus on combat, and a life-skill game to Milletians who focus on life skills. I think it should be able to serve as a community role, forming a single society for many Milletians. In that process, expressing one's own personality through various outfits and getting the feeling that 'I am living in this world' through all of that—that is Fantasy Life.

Saying Mabinogi seems to be turning into a raid game likely comes from thinking it's becoming a combat game as combat content gets more advanced. Combat is not Mabinogi's sole identity. It's important to provide the feeling of living inside Mabinogi while harmoniously enjoying various contents, not just combat. The advancement of combat content happened because we felt a process was needed to present satisfying combat content to Milletians who play it. During our push forward, there were many things we failed to take care of, and now, rather than showing many things at once when releasing content, we will present polished content. I believe concentrating on content and having a clear direction is the only solution to further solidify the Fantasy Life that Milletians feel. We will do our best to highlight the charm of this game.


Q. What is the reason for removing content that was being used well and packaging it as rewards for new content?

A. This seems to be a difficult problem. In the process of releasing updates, there are times when we maintain existing content, and times when shortening the early parts allows us to establish a proper growth path when introducing new content. We always stand at a crossroads of choices. I cannot give a definitive answer here. We will do our best to maintain an even growth path while maximizing the charm of each content.


Q. I am curious why you try to maintain race discrimination. If it's to protect the lore and setting, Milletians are practically demigods in the story and can change their appearances freely in the lore. Does it make sense that performance is locked behind something as trivial as race? Even just doing the Arcana story quests, Tuatha de Dananns struggle to combine two talents while it's no big burden for Milletians, so why do you limit performance based on race?

A. Maintaining race restrictions has its negative aspects, but it is for the clear merit of the Milletians who chose that race. What we intend to prepare is an environment where race choice doesn't dictate whether you can play content or not, and as long as the minimum growth gap is maintained, we are considering an upward leveling of skills so you can approach the absolute limits of that race. We are trying our best.


Q. Why do events always happen after the season has passed? I thought Doki Doki Island was Spring content, and unless you are completely revamping the island into a Hawaiian theme, I can only think it's delayed simply because you are procrastinating.

A. We apologize. We will make sure to release them to match the seasons.



Operations > Trust in the Director and Management

Are there plans to replace the director or development team? Do you have any intention of resigning?

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I believe this question came up because the results I have shown fell short of expectations. It is entirely my responsibility, and I apologize. Rather than passing this situation off to others, I want to take responsibility and resolve it through dialogue with the Milletians. I am lacking, but I ask for your many opinions and hope you can help me resolve this situation.


How do you plan to take responsibility for unfulfilled promises and restore trust?

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The only way to restore trust is to resolve things through actions, such as the promises made to Milletians and the promise fulfillment status board. Since we promised various revamps and pledged to solve many problems leading up to the Summer update, we plan to proceed with the updates without any shortcomings.


(Part 1 - 5h 11m 38s)

Q. You spoke about restoring trust, and I don't think Director Choi Dongmin completely ignored the users. But it's like a monkey's paw situation where wishes come true in weird ways. When users say "Please solve A," a solution for A should come out, but you keep presenting solutions that are disconnected from reality, like A-, or in severe cases, B or C. I think this contributes to unfulfilled promises and the drop in trust. You did patches for users like improving the Premium Plus Pack, but in the end, it often came back to us feeling like "This isn't what we wanted." What was the decision-making process behind those choices, and how do you internally evaluate the cause of these results that are so detached from the users?

A. I think this problem occurred because we prioritized the potential impact of these modifications when making updates for the Milletians. We had many internal discussions about this. Because we updated in a direction that tried to avoid the risks that could arise, we couldn't satisfy many Milletians. It is my responsibility, and I will show you an improved side.

Q. Many people feel you are giving abstract answers when you say you want to restore trust. As you sit here today, I hope you give concrete answers.


(Part 1 - 5h 11m 38s)

Q. There's a rumor in the community that Director Choi Dongmin hasn't played Bheilleach. If you have played Bheilleach, which Arcana did you use, on what difficulty, and up to how many party members?

A. I have actually played it, but it's difficult to disclose my specific specs. I understand this question comes from the fact that I couldn't provide the satisfaction expected from someone who fully understands the game, so I apologize and will work to regain your trust.

Q. Is it correct that you have played Bheilleach but cannot discuss your own specs?

A. That is correct.


(Part 1 - 5h 26m 20s)

Q. You mentioned the promise fulfillment board, but you haven't set a timeframe for the topics discussed so far. Will you summarize what was discussed today and set deadlines for the patches? If so, I'm curious how you will improve them and whether you will separately ask for user feedback on those improvements.

A. Of course, we plan to summarize and publish what was discussed here. We are thinking of using Mabinogi Connect for concrete plans. Through this, we plan to reveal implementation methods or test server schedules. Since there are many promised items, a realistic schedule arrangement is necessary, so we ask for your understanding.


Please stop arbitrary management that ignores user opinions.

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We have no intention of ignoring user opinions. I think the problem arises because we lacked persuasiveness in the process of gathering and communicating opinions. It was an issue of not communicating clearly. I consider it a lack of communication skills. We will work to improve this starting today.


(Part 1 - 5h 18m 16s)

Q. "Ignoring user opinions" can mean many things. For example, issues related to hunting or selling race change tickets, and there's a topic on race change tickets later, but I want to give an example to persuade you. As a user who enjoys the story, it's good that racial characteristics are kept alive in terms of lore. I know what the director means. However, I think the majority of users feel this through numerical stats rather than lore. Many Milletians say that when they started Mabinogi, it wasn't about "Giants are strong with two-handed weapons, Elves are strong with bows," but rather, "Human was the only race available when I created my character." Or they created it because it looked pretty or cool when they were young. Or they enjoyed other content, climbed up to Bheilleach, and realized that to reach the ceiling with their desired weapon, they started wrong and need some form of relief. Isn't the romance of Mabinogi about choosing and changing things to do what you want at every moment? I empathize with the romance and values the director envisions. But times have changed, and for those who are slow, beautiful old things might hold more meaning. If users demand it, I think it's the development team's role to provide uniqueness through things other than stats. Mabinogi is a romantic game, but the era where inconvenience itself was romance has already passed, which makes me sad. Users like me who find meaning in small things will try to find a different kind of romance in small details. When you contribute to that, I think the direction the director is taking can manifest beautifully. My direction aligns with the director's, but I hope you listen to the stories of other users. Because Mabinogi means 'story,' and each user has their own story.

A. Because we provided a conclusion regarding races that contains a lot of deliberation, it will be difficult to give a different answer right at this moment. We will engrave your opinion in our hearts as we develop other updates.


(Part 1 - 5h 22m 3s)

Q. I would like the management to review two points. As mentioned earlier, areas where the development intent isn't explained, or areas where disagreements arise among actual players when implemented in the game—because these areas lack communication, it is seen as arbitrary management. I'll give two examples.
1. When the Age 20 Potion was first provided as an event reward, users asked for it to be sold in the shop. However, this was put on hold for reasons that weren't very convincing. Is this still the case?
2. When asked to reveal your specs if you actually play the game, you said it was difficult. Do you have any plans to release actual gameplay footage in the future? The reason I think this is necessary is that I believe the management has an expected play pattern for users when developing an Arcana dungeon. When users play contrary to that, you change the gimmicks. Of course, the management's play style isn't the only correct answer, but if you demonstrate through gameplay footage, it would be easier for users to understand, "Oh, they expected us to play the game with this intention." Do you have no intention of showing your gameplay?

A. The reason was explained at the time, and we plan to sell the Age 20 Potion permanently from now on. Regarding revealing gameplay, there are some concerns. Play might become stereotyped. We plan to do it when the next Gorias dungeon is released. For the fun of figuring out strategies, we will try to reveal it within an appropriate timeframe, though not too early.


(Part 1 - 5h 27m 51s)

Q. When I think of Director Choi Dongmin, I think of a director who used to be a Mabinogi user. I think many users expected him to share the same perspective as them. But by making improvements in directions other than what users hoped for, users begin to doubt if he was really the "user-turned-director" they thought he was. I think you need to convince users that you know how much they love the game and that you understand the direction the game should take from their perspective. Could you run communication content that gives a sense of familiarity, or show the side of a user who loves the game before being a part of management?

A. I will go back and discuss this with the development team.


Please clarify the release of untrustworthy metrics.

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Previously, there were few instances of showing metrics themselves, or adequate explanations were lacking. Starting today, we are making an effort to show many metrics, provide sufficient explanations, and resolve any curiosities. We will continue to make this effort, even through live broadcasts.


(Part 1 - 6h 31m 18s)

Q. First, there were doubts about the dungeon reach metrics (multi-accounts, barracks), but that was resolved by your earlier explanation. In the last live broadcast's damage-related metrics, I'm curious how those metrics were collected. Were they collected from Step 8 users, Soul Liberate users, or at what Artifact level?

A. The dungeon itself was based on the Bheilleach Fissure of Faith difficulty. Artifact Level 10 was not included; it was a metric derived from entering the Fissure of Faith.

Q. I'm curious if that metric was from an unspecified majority or some top-tier users.

A. I remember it was a list of the top 1 to 300. It was sorted from top to bottom.

Q. I hope you clarify similar criteria for future metrics.


(Part 1 - 6h 33m 27s)

Q. When the damage metrics were released, it caused confusion among people discussing the game. You mentioned it was a metric for top users in Gate 4. I think there should be somewhat specific criteria for damage metrics. Because it varies depending on the Harmonic Saint user's Battlefield Overture/Vivace percentages, or whether a party member has a Death Marker Limit Break item, you need to release it as a consistent metric so there is less confusion or conflict among users. Do you verify these things when checking metrics?

A. While it is possible to verify—and it is a metric where we can comprehensively check who each user is on the graph, what their equipment and specs are—the metric shown at the time didn't take those things into consideration, which seems to have caused confusion.


Are the developers actually playing the game? Please reveal your specs or actual gameplay footage.

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We will reveal actual gameplay footage when Gorias is released.


(Part 1 - 6h 36m 16s)

Q. You said you would release Gorias dungeon gameplay footage, but I think what users currently want to see is Bheilleach gameplay. For Bheilleach, user playstyles are already standardized, so I don't think you need to worry about the concerns you mentioned earlier. I'd like you to do it before the Sacred Guard revamp, and play through clearing Gates 1-3.

A. That will likely be difficult as we are focusing on development.


(Part 1 - 6h 37m 25s)

Q. First of all, while introducing the recent Master Artisan or Life Skill updates, the director also explained that these things are coming. Is it possible to demonstrate crafting gameplay? (A gameplay video to introduce new content, not a dungeon)

A. That should be explained during the process of introducing the update, but we were passive about showing in-development screens during Connect. Since this is something we are fully capable of doing, I think we can take time to show example videos or directly play the test build. We will plan to do so depending on the timing.


(Part 1 - 6h 39m 25s)

Q. You said you played it live but couldn't reveal your specs. Did you perhaps play with a super account, a character with excessively high specs?

A. I am playing on the live server with my own character.


(Part 1 - 6h 40m 34s)

Q. In response to "Please reveal your specs or actual gameplay footage," you said it was difficult to show a 1-3 clear video due to development reasons. But I think the biggest theme of our gathering here is restoring trust. I believe one way to restore trust is to show the players some gameplay. For example, showing "you can play like this after the Harmonic Saint / Sacred Guard revamp" is one method. It's hard to accept that it's difficult due to schedule constraints from development. Clearing Gates 1-3 doesn't even take 2 hours. Please let us know if this is an answer that's hard to reverse, and give us a reply.

A. As for playing itself, many of the developers who create the content play until dawn after work and come in the next day. Often, the individuals with the highest understanding are doing more critical tasks. The days of these people greatly impact our upcoming updates. Right now, we believe the updates we need to show the Milletians are important, so securing development time is our priority.

Q. What we are asking isn't necessarily that you have to use those specific people. Since the two of you appear on the live broadcast, how about playing with other people in-game? Is it difficult to spare even 2 hours?

A. That much we can try. Preparing for that takes time. It's not just the 2 hours of live streaming; preparing the broadcast takes a lot of time, so we are worried about the vacuum created by the content leader's absence during that time.

Q. By when might this be possible?

A. We will need to check on that.


(Part 1 - 6h 45m 20s)

Q. The reason questions about the dev team's competence or sharing actual gameplay keep coming up is that we know Nexon and the Mabinogi team have excellent capabilities, yet we feel disappointed when basic things that even ordinary users not in the gaming industry wouldn't miss, get overlooked. I don't think you are people who don't play games, but the perspective of a user playing the game and a person developing it are different. So I think things users take for granted might be intentional on the planning side. However, whenever you speak about communication, you say you will improve it, yet users still often don't know your intentions. Even if users are curious, we know there are confidential matters you can't discuss, but I'm curious if there's a standard before patches for choosing what to say and what not to say.

A. We have internal standards. We listen to all opinions from both the majority and minority of Milletians regarding various impacts. We make those decisions to present better updates. There are reasons we cannot disclose here. We are making efforts to show the best updates, but I think many of our past judgments were conservative.


We demand verification of the development team's competence and professionalism.

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I answered this earlier as well, but we determined this happened because, while the dev team's competence is sufficient, our direction was scattered, so we couldn't secure enough time and failed to raise the level of polish.


(Part 1 - 6h 48m 58s)

Q. While talking about the Alchemic Stinger's Dust Shot, you said it would be usable after the Stardust patch. As someone who plays an Alchemic Stinger alt, I understood that you would allow turning off Stardust individually for Dust Shot or Line Force. But the reality of the patch is that all skills except Magnum Shot proc Flare, so we still can't use Dust Shot. For Elf users, Magnum Shot makes up over 30% of total damage. Humans have lower efficiency with it, but turning off Blast doesn't make it high either. Due to the efficiency of Flare or Blast, many Dark Mages can't use the Star card, and similarly can't use Moon or Magnum. Ultimately, I think most of it was a pointless patch. I think this shows a lack of professionalism. Going forward, I hope you explain patches so there are no misunderstandings.

A. I misunderstood the specs and gave the wrong explanation. I'm also in a situation where I can't use Dust Shot. I thought reforming Stardust itself would mean revamping it on a per-skill basis, which would be the solution, but it wasn't that kind of update and I misunderstood. I think improvement is necessary. I believe it should be toggleable (on/off) for each skill, and we will improve this quickly.


(Part 1 - 6h 52m 51s)

Q. When we talk about professionalism, we don't mean coding; I want to ask about professionalism as someone who creates Mabinogi. Things like designing Reforges without considering the damage reduction rate from Protection stats make us question if you are truly experts at making Mabinogi. Apart from writing code, are you professionally checking in-game phenomena? Regarding the direction of your work.

A. Mabinogi has specs that have existed for a long time. Developers keep changing, and people who know the history often transfer or leave the company. Because of this, many things get missed. I believe we need to systematize this so we don't rely solely on people. On behalf of Mabinogi, I apologize.


Operations > Communication

We demand the holding of formal user conferences rather than one-sided live broadcasts.

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We prepared this event to be exactly that kind of space. If there are lacking areas, we will prepare more so you can be satisfied.


Are you reading all the survey responses? Please don't limit character counts or filter questions, and answer even the difficult ones.

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I understand this as a question about our mindset in preparing for an event like this. Going forward, we will answer sincerely.


Please improve the format and frequency of the Mabinogi Connect broadcasts. Do you have plans to revive other communication channels besides live broadcasts, such as the Erinn Discussion Square?

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This is something we are currently agonizing over. We aren't doing the live broadcasts perfectly, but we also haven't found a method that builds trust with the Milletians. We will try to find a better communication method. The Erinn Discussion Square has a structure where only a few get answers; we provided over 200 answers over 2 years, but the number of participating Milletians gradually decreased. Because only a few get answers, and despite posting good opinions repeatedly, many go unanswered. There were difficulties in operating it. If there is a communication method you hope for, we would appreciate it if you let us know.


(Part 1 - 6h 59m 48s)

Q. When you restricted attendee selection for this conference, you didn't apply a "real-name/identity limit" (one per person). I was actually selected and attended with my alt account, not my main account. It's good that I can voice my opinion, but I think public opinion can be distorted by multi-accounts like this. Similarly, the Erinn Discussion Square is anonymous, and I think public opinion can be distorted by the tendencies of each community or the number of IDs. Do you have any methods or plans to refine this?

A. There are realistic difficulties. As you mentioned, the direction that comes to mind to eliminate additional noise is to only allow those verified through real-name authentication to post. However, we haven't come up with a clear solution yet. It's a good suggestion, so we will review it and establish a communication direction.


Please improve the patch notes.

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We will prepare so that changes in announcements or contents in Dev Notes are clear and certain. We are aware of the issues regarding the skills of recently released boss monsters. I think it would be better to provide this kind of information in-game rather than just through notices. We are preparing an in-game encyclopedia where you can check boss monster skills and skill descriptions. Because we have a lot to resolve in the first half of the year, it is scheduled for the second half. Since people might worry the exact same thing will happen in Crom Bas Abyss or Gorias, we will make sure to clearly state skill names and descriptions for those dungeons in announcements to prevent confusion.


(Part 1 - 7h 4m 16s)

Q. You mentioned something like an encyclopedia; I hope you also display boss stats in the encyclopedia so we can reverse-engineer Reforge specs or figure out damage reduction rates.

A. If this encyclopedia feature only includes simple skill names or descriptions, it would be insufficient, so we believe it is right to add stats, Piercing, Piercing Resistance, etc. We will consider these aspects as well.

Q. I also want you to reveal the skills bosses possess. The Elemental Knight's Injection effect ignores Heavy Stander by a certain amount, but we don't know how much Heavy Stander the boss has. I hope you reveal other detailed specs as well.

A. That's correct. We will prepare those parts as well.


(Part 1 - 7h 7m 4s)

Q. I remember using the Customer Center. I mainly talked about issues arising from Reforges. When the Dark Knight duration ends, it continuously consumes HP to maintain the transformation. Is it a bug with the Dark Knight Duration Reforge, or does it just ignore the HP consumption maintenance and cancel the transformation? For Sacred Guard, it says "n% of Defense," but there's no way to intuitively see that Defense. The Customer Center doesn't provide answers for things you can't obtain in-game. Besides that, could you provide accurate information on in-game bugs or unintuitive info (for example, Sacred Guard's Iron Wall Smite decreasing target piercing when stacked), or perhaps delete buggy Reforges?

A. The fact that you can only find out through the Customer Center means we haven't provided sufficient information. We will provide it through the second-half updates.

Q. What are your plans regarding the bug where the transformation cancels due to the Dark Knight Duration Reforge?

A. We are currently fixing that situation based on the inquiries sent to the Customer Center.


(Part 1 - 7h 11m 29s)

Q. Every Thursday when I look at the announcements, there are always typos. Are those announcements being properly proofread?

A. That is naturally something we should have proofread; we will strengthen our review process. That's all I can say right now. We will try to make you feel that they have decreased starting from next week's patch notes.


(Part 1 - 7h 12m 51s)

Q. How did the spelling errors in the English names of skills/items happen? How will you improve this going forward?

A. That issue occurred before our process reorganization. Currently, we are revamping it in consultation with our North American branch. Before that was finalized, the development team made mistakes, and they were released without those parts being checked.

Q. It might seem like a minor mistake, but public opinion has worsened due to a combination of various issues.

In the past, the English name for the Celtic Knight Blade was spelled "Celtic Night Blade" (Night instead of Knight).
And the Sacred Guard skill Judgment's Strike was labeled "Referee Stroke" before it was fixed on the live server.
Both were added during the tenure of Directors Min Kyunghoon and Choi Dongmin.


(Part 1 - 7h 14m 23s)

Q. If you read patch notes from other games, they divide categories into Life Content and Combat Content so they are easy to read. For Mabinogi, sometimes Life Content comes first, and sometimes Combat comes first.

A. I think this is a great suggestion. We will try writing announcements by clearly dividing major categories such as Combat/Life/QoL.


Operations > QA / Bugs / Polish

The polish of patches is too low. Problems occur with every patch; do you have plans to improve this?

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I believe this is related to a previous question. We are making internal improvements for a fundamental solution. You should be able to feel these changes sooner, but it's taking time for the internal changes to settle in. We will show you that things are gradually getting better.


What is the purpose of the test server? Is it to pass QA off to the users?

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First, I apologize that it has come to this. It is not our intention to pass QA off to the Milletians. The test server is not just for fixing bugs; it's a process where you directly play the prepared content and verify the fun. In the test servers we are currently showing, that function isn't operating. We will refine our internal process test cases to minimize these situations, and we will make the test server operate to verify the play experience and fun as originally intended. We will address and fix bugs found on the test server with higher sensitivity than now, ensuring a stable update when it hits the live server.


(Part 1 - 7h 19m 48s)

Q. Users have a certain thought about the test server: During introduction week, the quality is unsatisfactory, then it's slightly modified in week 1. Then it comes to the live server exactly as it was slightly modified in week 2, and everyone ends up selling their gear. There is talk like this. If user feedback isn't reflected not just in terms of bugs but in qualitative aspects, I wonder what the utility is of people leaving long reports from the test server.

A. The most important part of the test server is not just fixing bugs, but changing unsatisfactory aspects in a better direction. We will pay more attention to this in future test servers.


(Part 1 - 7h 21m 19s)

Q. A question arises since we are talking about test server QA. It's hard to deny that the test server uses users for QA. You need to create an environment where it's easy for users to hop on the test server and test things. You mentioned earlier about improving repetitive setups, but how about displaying things like Critical Damage, Healing Efficiency, and Music Buff Effects that can't be checked in the stat window? Improvements on distinguishing percentage points written in skills.

A. Strengthening skill text, strengthening guidance in the Character Info window. These don't just require a single fix; they require various improvements across Reforges, Echostones, etc., and we will proceed with these improvements together.


(Part 1 - 7h 23m 35s)

Q. We go to the test server to test and leave feedback, but to check things like Limit Break Reforges, you can click for 6 hours and still not get it. How about adding a feature to select and apply specific options on the test server? If possible, by when could this be done?

A. I sympathize with what you said. Having to do things like Relic of Murias, Holy Water, etc., randomly until they appear is inefficient. I think the most desirable method is allowing you to set the exact values of the desired options on your equipment. As for when it can be done, we have tasks prepared for the first half of the year, so we will begin development after the Summer update.


(Part 1 - 7h 26m 0s)

Q. You said you are utilizing the test server for the purpose of letting users experience things. Regarding the copy period, you say it's for "users who logged in by Sunday," but sometimes it gets copied from before Sunday or in an over-written state. If we lend out items, they might get copied during a random period, causing us harm, so I hope you keep your promises. Also, the character with the highest cumulative level gets copied, but if the character I'm actually raising right now isn't the one with the highest level, it doesn't get copied, making testing impossible. Is it possible to improve this?

A. We will fix the test server copy time to Monday at 2:00 AM. It might be difficult to hit exactly 00:00, so please consider it around 2:00 AM. As for the copied character, I will go back and check if there's a way to let you choose.


(Part 1 - 7h 28m 46s)

Q. I wish you would allow us to enter Bheilleach Gates 2 and 3 directly on the test server.

A. We will get that done quickly.


(Part 1 - 7h 30m 26s)

Q. Please also consider a skill/technique cooldown reset on the test server. Limited to the test server.

A. Would a method where speaking to an NPC instantly resets cooldowns be okay?

Q. Since this is about waiting 5-10 minutes to wait for cooldowns like Time Shift after 1 try. The method you mentioned would resolve it.

A. We will introduce it as a method of resetting upon entering a dungeon + upon talking to an NPC.


What is the reason why bugs reported on the test server are not fixed when applied to the live server?

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This is because, as I mentioned, we made embarrassing mistakes and too many bugs occurred, so we couldn't take care of the other bugs. We will resolve the root cause so that, ultimately, these problems do not occur.


What is the reason various patches and minor bug fixes are excessively delayed?

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Matters related to bugs will not be resolved unless the root cause is fixed. I think the biggest fundamental reason is that the sheer volume of bugs prevents us from handling other bugs, or that the QoL improvements and bug fixes requested by Milletians take time to implement. We will create an environment where the overall number of bugs decreases so that newly discovered bugs can be fixed quickly.


(Part 1 - 7h 33m 15s)

Q. Regarding bug fixes and post-fix announcements... you made a patch saying "Fixed an issue where rewards couldn't be opened if a Golem was summoned when opening Bheilleach rewards." Since we didn't know the reason, we thought summoning a Golem changed the rewards, which caused a trust issue. When a bug is fixed like that, I wish you would tell us specifically what the bug was and how it was fixed.

A. There was an issue where if the bidding logic ran while a Golem was summoned, the user who summoned the Golem would lose their bidding opportunity. We adjusted it to fix this. We can add additional explanations when writing announcements. When an inquiry comes in, it gets passed to the dev team, and when a fix schedule is set, we discuss it with the leader. The system replies directly, but users feel things get fixed faster if they post it on the community. I think there were lacking areas in this regard.


(Part 1 - 7h 36m 30s)

Q. This relates to minor bug delays and the test server: When bugs are found on the Mabinogi test server, patches always happen on Thursdays. This week it happened on Tuesday, and I remember it happening on a Tuesday once before. Is there a reason patches must only happen on Thursdays?

A. To be completely honest, there are issues with the staff's condition. While working on test server issues, there are cases where we overwork the day before for a Thursday launch, which means we can't respond quickly right after the test server opens. The staff member was unable to work the weekend at the time, so we couldn't secure time for fixes and testing, resulting in a Thursday release. This test was mainly numerical changes, so we released it on Tuesday. We will release things on Tuesday if they can be shown quickly. We will schedule things so that follow-up actions are possible while considering the staff's condition.

Q. The reason I ask is because you said you'd extend the test server if content quality wasn't up to par, but trying to meet your stated deadline resulted in pushing the test server patch to Thursday. As a result, Fury Fighter users ended up suffering losses. I hope you respond to this well.

A. It would be good if we could show fixes more quickly.

How about notifying us that a bug is indeed a bug if it can't be fixed immediately? Currently, the test server doesn't list Known Bugs, so it's sometimes hard to tell if something is intentional design or a bug. It would be nice if there was a way to notify us even if it can't be fixed right away.


(Part 1 - 7h 39m 37s)

Q. There's a Moonlight Island bug that has existed since launch, and it's one of the excessively delayed bugs. Are you aware of it? There are a few tiles where the visible terrain height and the actual terrain height differ. Because the actual height is different, there's a bug where you can't place large objects. I wish you'd take action on this.

A. The occurrence of that bug is a technical issue. Considering that it uses a lot of Essence of the Earth, we had an intention to flatten the middle sections even if you don't use a lot of it, and we determine that the bug occurred because of that. Rather than requiring more Essence of the Earth, we will patch it so you can place installations on automatically flattened areas.


(Part 1 - 7h 41m 27s)

Q. I submitted a bug report around February and only received a reply saying you would check on it, with no follow-up action. Is there a way to know how the bug I inquired about is being handled?

A. We believe it is difficult to build such a process. If you could tell us the issue, we will first check if we are aware of it.

Q. The issue where the Friend Summon Buff applies to pets that are investigating or resting on the Homestead.

A. That bug is currently in the work queue and hasn't been fixed yet.


(Part 1 - 7h 43m 19s)

Q. Are you aware of the bug in certain Tech Duinn missions where, upon entering Sidhe Finnachard, a cutscene plays and the camera gets stuck completely zoomed in? Or the issue where the visual effects during the Sidhe Finnachard mid-boss presentation are so excessive they blind the player? Can these be fixed?

A. I am aware that this issue has existed for a long time, but we haven't been able to deal with it quickly. I will go back and check on it.


Please improve the quality of Customer Center responses.

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We also believe this needs improvement and will improve it. During massive updates, there are cases where replies are delayed or incorrect. Because so many bugs occur, we need to reduce the number of bugs. Recently, there was an error where we gave incorrect answers; we will improve this through internal training.


(Part 1 - 7h 45m 48s)

Q. During a live broadcast a few months ago, Director Choi Dongmin said he reads all the Customer Center posts himself. But in that same broadcast, within 5 minutes, you asked users, "Does the Bheilleach map get bright?" However, the Bheilleach map getting bright was a bug that existed since the early days of Bheilleach. A sufficient number of users had inquired about it at the Customer Center, yet Director Choi Dongmin was unaware of it. Since the 2021 user conference, there has been constant criticism regarding the quality of the CS team's answers. I'm sure the Director, who was Content Leader at the time, heard a lot of this. Even now, 5 years later, there are no noticeable improvements. What is the current work process, and how are you planning to improve it? Separate from this—and it's a bit ambiguous to call it a bug—you mentioned in the past that you would patch things for colorblind users, but on the test server, the alarm for Miir's Divine Sword skill in Bheilleach is green. There are many players with red-green color blindness, so visibility might be poor. I hope you take this into consideration.

A. Regarding the second point, we will change the green color of the Divine Sword skill alarm. As for not being aware of reports sent to the Customer Center: the reports go to the developer in charge of that content first. Then, when a fix schedule is set, they discuss it with the leader. That was an instance where I had forgotten an issue that was relayed to me.

Q. I understand that the Director can't actually be aware of every single issue. Since bug reports often lead to slow improvements, I once reported bugs using unlisted YouTube videos just to check if they were being reviewed individually. One was about multi-clienting, the other about the Bheilleach map getting bright. The views went up on the bright map video, but the multi-client video views did not. Since it was an unlisted video, only users with the link could watch it, so I concluded the multi-client video wasn't watched. I hope you verify things carefully when improving your work processes.


(Part 1 - 7h 50m 14s)

Q. I think the reason Customer Center quality feels so low is that they have no authority. For example, regarding the issue where Melodic Puppeteers cannot re-enter after disconnecting, I received a reply saying I couldn't get compensation if I had already received rewards at least once. But that issue occurred due to a game bug; is it right to apply the same blanket rule? My second question: when looking at communities, people say they were banned without doing anything that warrants a ban. CS replies that they cannot disclose the reason due to room for exploitation. But I think you should tell them the reason to prevent recurrence, and if there's room for exploitation, you should just punish users who exploit it again.

A. Regarding the first point about Melodic Puppeteer: we approach compensation conservatively because if a loophole occurs, it can cause a massive problem. The most fundamental solution is preventing the disconnection issue from happening in the first place, so we are proceeding with improvements in that direction. As for the reasons for sanctions, it's similar to a battle of spear and shield. We verify things that could actually be problematic through logs. This verification process takes a long time. If we disclose the reasons for the ban, most people accept it, but some users might bypass those specific logs to continue their activities, so we restrict providing that information.

Q. I understand the second point, but for the first... obviously, not having disconnect bugs is best, but if a disconnect bug occurs in the future, will we inevitably get the same answer? I hope you examine it closely and consider at least partial compensation.

A. The most important thing is that the disconnect issue does not occur. When restoring for bug-related disconnects, the potential for repeated abuse becomes a problem. We set that rule because people were exploiting it to re-play and receive rewards again up to Gate 1 or 2 after a disconnect issue. We will think about ways to improve this.

Q. You say it can't be helped because there is room for exploitation, but it feels different from a user's perspective. Sticking to principles is fine, but please make exceptions in specific situations. (For example, in a 3-player party of Harmonic Saint + Sacred Guard + Melodic Puppeteer, if the Melodic Puppeteer disconnects, the users left inside cannot clear the dungeon).

I think this problem would be easily solved if you made it so Gate 1 and Gate 2 rewards aren't collected in those respective gates, but rather all rewards are collected together at Gate 3 at the end.


(Part 1 - 7h 57m 5s)

Q. There have been times when disconnects or server crashes occurred due to bugs. It's impossible to intentionally cause a server crash, so I wish you'd handle these cases with flexibility. In the early days of Bheilleach, when a single key held high value, I once got a key restored due to a disconnect. The user who got it restored asked, "Why didn't other people get it?" It turned out the CS representative who handled that inquiry lacked familiarity with the manual, and others received replies saying it couldn't be done. This is not a good experience. I hope you strengthen training in these areas.

A. We plan to change it so that we can provide restorations for server crashes going forward. I apologize that we couldn't show a consistent quality of service, and we will strengthen our training.


(Part 1 - 8h 0m 3s)

Q. This came to mind from talking about bugs and memory leak crashes in Bheilleach. Are you aware of the phenomenon where framerates drop if Bheilleach runs or retries continue for a long time?

A. We know there are performance issues in Bheilleach and have assigned a staff member to it.

Q. I know memory issues arise as Cymbal stacks build up. I think effect simplification is necessary for this phenomenon. I really hope effect simplification is improved; how far along is this process?

A. The "View Only My Effects" option is scheduled for update in May. It wasn't included yet, but we have to separately add the visual effects necessary for executing gimmicks. "View Only My Effects" will be added first.

Q. Are the gimmick effects you're talking about things like the Gate 1 pizza effect or the mineral execution effect?

A. That's correct.


(Part 1 - 8h 3m 25s)

Q. Regarding bugs, are you aware that Echo Marionette is causing lag? I heard that if you use skills while Echo Marionette is not summoned, it registers as a re-connection, causing lag to pile up. Actually, when we hunt with Melodic Puppeteer users, frame drops happen even more.

A. It is true that we are aware of that. When hunting, people keep it summoned from the beginning. We know it happens when it gets summoned upon skill use, and we are tracking it. Along with that, we will also need to support Echo Marionette visibility options (whether to see it or not).



Operations > Multi-PC / AFK Leeching / Illicit Behavior

Please strengthen the crackdown on the use of Multi-clients (Multi-PC).

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Actually, I answered this and the question below earlier. We are strengthening and improving it.


(Part 1 - 8h 6m 17s)

Q. You previously answered that you banned the Taillteann Multi-PC users upon a real-time request, proving that you can process reports made directly by users immediately. Will this aspect also be improved?

A. That aspect is included in the advancement process. However, for the Taillteann bans earlier, given the nature of the issue, all personnel in charge were at work even on the weekend focusing on the event, so we were able to prioritize and execute it immediately. Also, that specific case was linked to a previous case, which is why we could act instantly.

Q. If it was possible because all personnel were present today, does that mean you are understaffed normally? Or was the process insufficient?

A. Naturally, we are trying to perform our duties within a limited number of staff. The reason we could perform this task quickly today is because of the prior efforts those staff members put into tracking that cluster to catch these bugs. We found additional problems within that cluster, which is why we could resolve it quickly. It takes time to verify logs and apply sanctions based on reports.


(Part 1 - 8h 9m 42s)

Q. Summarizing your answers so far, it seems that rather than a lack of manpower, there were many problems before the organizational restructuring, and you are trying to prevent recurrence. QA is handled domestically, and it's not a language issue as people commonly think. To summarize, it looks like these issues arose while individuals were handling multiple issues from their own positions. Specifically, what is the problem with the Mabinogi team? It's unfortunate in the IT industry, but there is a lot of overtime and crunch mode. If employees continue to work so hard, human errors will naturally occur. Aside from just "trying hard," what else are you considering?

A. You asked if it gets resolved by the restructuring we mentioned first, but many problems still remain. We had an internal restructuring to solve those, and it should be resolved once it stabilizes, but until actual internal stabilization, it will just sound like words. As for practical ways to reduce human error, there are actually many problems related to history. We are building a system to verify past history much faster, which we couldn't do until now. We are striving to present content developed based on accurate information.

Q. Since human errors are inevitable, I hope you can resolve them without suffering too much.


(Part 1 - 8h 9m 42s)

Q. On the website, item 1 had no character limit, but item 2 did. Human errors occur even in events like this, and then those human errors get fixed. In the community, there are frequent posts discussing macros or multi-clients. Seeing this, it seems like you are monitoring the community, but it feels like you aren't responding well to the macro or multi-client issues. Has your scope of work been like a racehorse wearing blinders until now, or are there not enough logs?

A. Our top priority is the Customer Center; we will go back and check those report posts.


Please strengthen punishments for illicit behaviors like AFK Leeching / Piloting, and improve the reporting system.

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We will improve this as well, as answered previously.


(Part 1 - 8h 17m 20s)

Q. I want this handled with an official statement to address the agenda of AFK Leeching (Key Leeching). People argue, "What's wrong with AFK Leeching? It's the management's fault for creating an environment where we have no choice but to leech, and this basically means they allow it." People are still continuing to do AFK Leeching. I think it's even being done systematically on Discord.

A. Key Leeching (opening chests with keys without participating) is systematically blocked; what's happening now is "Gold Leeching" (paying for carries). It is not a recommended playstyle.



Life Skills > Taillteann Farm / Master Artisan

What is the design intent behind the Taillteann Farm?

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During the creation of the Life Skill Season, the Taillteann Farm was intended to be a structure where players play a little bit every day, and the products from that play circulate within the Erinn economy. However, as a result, the intention did not translate into fun. We will improve the Taillteann Farm and Master Artisan systems together going forward.


(Part 2 - 21m 55s)

Q. Because some people have gone home, I am answering based on relayed information, so there might be some lacking parts.

The fact that we are asking about the design intent of the Taillteann Farm implies that users don't find it fun, or

- heavily feel that there are no rewards.

- Director Choi Dongmin mentioned it resets every 6 months. We think our efforts are invalidated when specialized skills and such are reset. Are there any plans to roll over Life Coins or turn research into permanent assets?

- To become a Master Artisan, you are in a situation where you can only supply materials from the Taillteann Farm. People who are interested in Master Artisan content but not the Taillteann Farm are being forced to do it, which lowers the freedom of play.

- Life Skill content itself is viewed for its profitability. You mentioned we could earn gold instead of Fynn Blooming, but we can only earn gold after completing 15 target missions, and even this relies on probability, so it seems hard to replace Fynn Blooming.

- When selling materials, I think it relies heavily on player-to-player trading. For Master Chefs, there is a phenomenon where even if you cook dishes, they get discarded just like expired convenience store food.

- Do you have any thoughts on allowing us to sell them to NPCs?

A.

- We agree that Taillteann Farm's rewards are lacking and that it takes too long, so we plan to start by reducing the time it takes.

- We have internal concerns regarding the 6-month reset. We think we need to adjust the carry-over aspects so that everyone can start together to some extent for the new season. We will look for aspects that can be maintained.

- Regarding the connection between Master Artisan and Life Coins, currently, acquiring coins allows you to become a Master Artisan. Since it's ranking content right now, it uses Life Coins. It might be difficult to introduce additions this season, but we will check and try to improve upon whether we can reflect additional changes next season.

- We haven't been able to sufficiently provide from the Taillteann Farm as much as Fynn Blooming was reduced, but now, it is being provided through weekly gold boxes or keys. Besides that, it is being supplemented by Part-Time Jobs or things like Octopus Chuu/Kraken Chuu. We know there are opinions that Chuu farming is not desirable and needs improvement, but we will improve it in a way that is persuasive, unlike what happened with Blooming, and there are no immediate plans for improvement yet. We will be able to guide you on this later.

- For Master Artisan content where you can only earn gold through trading with other users, we are internally discussing a guaranteed minimum line, and if improved, it could be patched in the next season (December).

Q.

- Taillteann Farm is deeply related to Master Artisans, but even if you become a Master Artisan, the success rate for specialized gathering remains at 70%. It's a negative experience that even a Master Artisan fails at the same rate as general Life Skill users.

- In the case of Master Chefs, there are actual seasonal ingredients, and you only get buffs if you make dishes containing those seasonal ingredients, which you then have to sell to combat users. If the options aren't meaningful for combat, combat users find it more beneficial financially and stat-wise to eat Lorna's Lunchbox Festival Food, which they can get as Advanced items. It's unpleasant that as a Master Artisan, I cannot control the dishes I make. It's inconvenient that only Life Skill-related options appear in the first week, and only Combat options appear in the second week.

- For some Master Artisans, the Artisan effect is practically non-existent. Was this intended?

A.

- For Master Chefs, the design intent is indeed to have different productions available by week, but if it doesn't provide a sufficient sense of utility, we will improve it.

- For Master Artisans, we will make specialized gathering 100%.

- Strengthening the merits of Artisans is harder than strengthening the merits of Master Artisans, so we will think about it.

Q.

- Severe position lag occurs inside the Taillteann Farm.

- The pathing/movement required to plant crops is inefficient.

- To go to Moonlight Island from the Homestead, you have to exit and re-enter. Is it possible to go there directly?

- Is it possible to standardize and expand the bundle sizes for items that have small bundle limits and no dedicated pouches?

- If you want to expand Taillteann Farm content, how about expanding it to other items besides Master Artisan materials?

A.

- UI/UX improvements and fixing movement inefficiencies are naturally things we must do. Moving directly between Homestead and Moonlight Island will also be implemented, and the schedule will be announced later.

- Bundle sizes for produced items are currently determined by existing pouches, etc. We plan to add new pouches in the future. We will expand pouches after standardization.

- Expanding Taillteann Farm content affects the overall ecosystem, so it's hard to confirm it here, but we will consider it.

I think there is more backlash because this is Mabinogi's first seasonal content.


(Part 2 - 37m 35s)

Q. You mentioned Octopus Chuu and Kraken Chuu; in what flow are they considered a supplementary measure?

A. The gold that Milletians couldn't get through Fynn Blooming was somewhat replaced when the Part-Time Job patch allowed them to acquire more materials, generating gold there. Although the gold supply is higher than we predicted, we have no plans to issue sanctions since it was obtained through normal play. However, we don't think it's a playstyle that provides enjoyment. We believe we must revamp things so that wealth can be acquired through fun gameplay.

Q. The flow of the question is that you cannot pleasantly earn gold from Master Artisans and the Taillteann Farm. "Chuu" wasn't content introduced to supplement the shortcomings of the Taillteann Farm; rather, it's a method users found by putting in a lot of effort to break through the reality of not being able to supply gold. Even with all the Reforges, trying to sell "Chuu" results in lower hourly efficiency than Shrimp Taming Bait. The current topic isn't step-by-step growth or gold supply, but I wish there was better deliberation on this.


(Part 2 - 39m 41s)

Q. Additional question regarding Master Chefs. To extend the freshness duration of seasonal dishes made by Master Chefs, Edible Preservatives are needed. Why is the production of preservatives made to rely on other Master Artisans? In the 2nd week of seasonal dishes, there is Bonus Damage, Durability Loss Reduction, and Movement Speed, but I think the only meaningful options are Bonus Damage and Durability Loss Reduction. To get 1% Bonus Damage, you have to add 5 foods with the Bonus Damage option, and then add 5 other foods that have freshness. A lot of foods with freshness end up being thrown away; was this intended?

A. In the case of preservatives, it was to create a merit for the Potion Making side. We intended for them to be exchanged through mutual trading. We hoped it would act as a merit for each. As for the food discarded during the process of making seasonal dishes, we will modify it so that those aspects are preserved even if used as cooking ingredients. We expect that allowing them to be inherited into higher-tier ingredients, as you suggested, will reduce the amount of discarded food.

Q. You said you give merits through user-to-user trading, but why is that only the case for Master Chefs?

A. It was designed in the process of finding a balance (synergy) while designing effects between Master Artisans. It was not designed to penalize Master Chefs. We will see if there is a direction for improvement.

I didn't fully understand because I don't know much about Master Chefs.


(Part 2 - 44m 14s)

Q. A question about the one-way linkage between the Taillteann Farm and the Life Skill Association. There is a link from the Taillteann Farm to the Life Skill Association by earning coins through deliveries, taking Association specializations, or undergoing Master Artisan skill reviews. Conversely, doing Master Artisan or specializations in the Life Skill Association provides no advantage to the Taillteann Farm. Was this intended?

A. The intention was for the Taillteann Farm to be a foundational block of Seasonal Life Skills that many Milletians could enjoy casually. If you look at existing gathering skills, they are minimally affected by crafting skills. It's designed in a stepped structure where basic skills are foundational, and higher-tier skills are more influenced. If the Taillteann Farm was affected by the Life Skill Association, the difficulty would increase. A situation could arise where you have to do Life Skill Association content just to make a profit from the Taillteann Farm. We designed it as a one-way street because we wanted it to be content played by more Milletians. Contrary to our design intent, we realize the hurdle for the Taillteann Farm is high. We plan to revamp that hurdle.


(Part 2 - 46m 45s)

Q. An additional question on Master Chefs. Sometimes we eat gathered foods from Master Chefs to go gathering, but cooking effects disappear when you change channels. However, for some gathered items, you have to change channels to be efficient. Do you have plans to improve this? Also, items crafted in Mabinogi receive random effects. For example, to check if an item crafted via Magic Craft is high or mid-tier, we have to look at external sites instead of inside Mabinogi. Can this be improved?

A. We will improve cooking effects disappearing upon changing channels. We discussed this previously and decided to improve it, which will happen after this season. Regarding the difficulty of having to use external communities or information to check item quality and variable stats upon crafting, we need to think about the UX of how to display that first. We will look into it during the notation/display-related improvements in the second half of the year.


(Part 2 - 49m 5s)

Q. Director Choi Dongmin seems to be shying away from the 'Fantasy Life' concept of romance together. I tried the old Taillteann Farm, and it felt like player-to-player communication features were excluded. Is it an intended spec that it gets locked to the channel it was created on? Even for guild members, their Taillteann Farms might be on different channels, making it inconvenient to visit them. In Homesteads, you can gather mushrooms or herbs together with acquaintances, and use production facilities like spinning wheels, allowing for at least some communication. For Taillteann Farms, it just ends with playing an instrument for them and leaving. The 'Thief' (crop stealing) feature is practically useless. What is the reason communication features were excluded?

A. Communication-related features were in the design, but their polish was low during development, so they weren't added. It is naturally something we should introduce as we expand the content. We will improve on our failure to provide such an environment. Regarding channel locking, there is a difference in stability between allowing creation across multiple channels versus just one. We identified potential risk factors during development and restricted it to one place to ensure stability. It is correct that the channel restriction should be lifted, and we have plans to improve it, but due to stability reasons, it's difficult to roll out quickly.

Q. Past Housing was unified on Channel 11; how about pushing Taillteann Farms all onto one channel as well?

A. Channel 11 wasn't a channel anyone could just connect to unilaterally; it had a population limit. Stability would increase, but if many Milletians play simultaneously, it wouldn't be a good experience. We will go back and check this one more time.

Q. You can go to a friend's Taillteann Farm by right-clicking in the messenger, but you cannot move to a guild member's farm by right-clicking.


(Part 2 - 54m 3s)

Q. After the Fused Holy Water of Lymilark was introduced, situations arise in Bheilleach where a Sacred Guard accidentally gets fully hit or fails the pizza, ending up having to compensate others for their Fused Holy Water. Master Artisan's Abrasive, Master Artisan's Thruster, and Master Artisan's Sympathy Potion, which provide Bonus Damage buffs, last up to 2 weeks depending on when applied. How about making Fused Holy Water also last 1~2 weeks when applied? The Master Artisan buffs last up to 2 weeks once applied, and a Master Artisan can make 2 per week, or 4 over 2 weeks. Practically, you should be able to make 2 a week and sell them with newly reset materials the next week, but once applied, everyone who needs it already has it, or there's only half the duration left, so we often can't even recover material costs. Wouldn't it be better if applying it once lasted 1 week, allowing us to make and sell it again a week later? I heard the Metal Master Artisan cutoff on Mandolin is 50k, but on Lute it's 420k. On Lute, it's more about honor than making money.

A. We actually have concerns regarding Fused Holy Water. We think providing a persistent-duration Holy Water in exchange for many materials is good. There is a hurdle regarding becoming incapacitated. What we are worried about is that if a duration is introduced, demand could drop significantly. It could actually negatively impact the utility when a Milletian achieves Master Artisan. We cannot make the duration too long, so we will go back and think about it. As for sales being difficult because the Bonus Damage buff lasts too long, there are many factors to consider to decide right now. It's difficult to give an immediate answer. We will go back, deliberate, and provide an answer later.


Are there any plans to roll back the Taillteann Farm?

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We understand why you're asking for a rollback. The Taillteann Farm plays a role in the overall Life Skill cycle. We plan to strengthen these aspects further, so instead of a rollback, we will revamp it.


An overall revamp of Taillteann Farm's fun, rewards, and convenience is needed.

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We plan to quickly revamp the things we just mentioned. We will revamp channel locking, convenience, and features, and deeply consider the fun aspect of Taillteann Farm to show an improved state.


(Part 2 - 1h 1m 7s)

Q. Currently, Doll Bags don't have item tags for Taillteann Farm items. Is it possible to add them?

Also, there's a difference in items that can be installed on Homesteads versus Moonlight Islands. The item images are identical, and some can be installed on both, but some don't have any indication yet can only be installed on Homesteads and not Moonlight Islands. Users only find this out by trying to install them. Can this be improved?

A. We will improve both. We will improve them alongside the promised updates.

Q. For installation items, can you differentiate the images seen in the inventory so we can check immediately?

A. This would likely require remaking a massive amount of items. We will go back and check if it's realistically possible. We will also look into preparing a UI that makes it easy to recognize via text rather than item images.


(Part 2 - 1h 3m 47s)

Q. With the Premium Combination benefits update, things like Essence of the Earth, Taillteann Farm Fertility, and Taillteann Farm Energy Orbs keep coming in. For someone who doesn't enjoy Taillteann Farm or Moonlight Island, these are just trash items entering my inventory every day. Premium Shadow Crystals only took up one item in two slots so they were less annoying, but after the update, multiple things come in. How about letting us choose whether to receive these items, like Advanced items?

A. We will modify it to function that way.


(Part 2 - 1h 5m 13s)

Q. The reason people complain about Taillteann Farm fatigue is that it takes a lot of time. Items crafted in the cauldron can be made in batches, but I wonder why you didn't allow planting multiple seeds and harvesting them all at once.

A. We didn't pay close enough attention to that. During the revamp process, we will prepare a method so it can be used conveniently.


(Part 2 - 1h 6m 22s)

Q. For Taillteann Farm daily delivery quests, you have to click 'receive' one by one. Can you add a convenience feature like Auction House 'Receive All'? Can we customize the locations of Taillteann Farm fields like in the Homestead? You have to achieve goals within a limited 6-month period, so casual users might find it hard to achieve with just 6 fields. Could we increase the number of fields or trees by consuming currency like gold?

A. 'Receive All' can be improved on the UI/UX side. Customizing field locations might be difficult currently. Requests like increasing the number of fields relate to the time consumed in Taillteann Farm, so rather than methods like consuming gold, we will improve it by reducing the required time.


(Part 2 - 1h 9m 22s)

Q. When harvesting, the system message is in the top right, but when planting, it's in the middle, sometimes covering hotkey buttons. Are you aware of this?

A. Pop-up windows had a similar issue, and we didn't carefully check the system messages when changing them. It's a point of inconvenience, so we will move the system message locations.

Q. Can we receive Storage upgrade items as alternative rewards instead?

A. Storage upgrade items can be converted to gold; do you want to be able to exchange them for something else?

It seems this question arose because they didn't realize that Storage upgrade items—Glass, Paint, Iron Plate, and Brick—can be sold to NPC shops for gold.
If you want to know the gold value of reward items from deliveries, you can check it on the Life Skill Association Delivery Profit Calculator.


(Part 2 - 1h 10m 55s)

Q. Regarding Metal Master Artisans, the Tricolor Gem Ring cannot be searched by options on the Auction House. When selling or buying, you have to search and look at them one by one. Relics from Bheilleach couldn't be option-searched either; I think it's the same issue. It would be good to prepare these in advance when new things come out, but why is the handling always so slow?

A. When Relic of Murias was updated, this should have been systemized and released together, but there seems to have been difficulties. Going forward, we will systematize it and prepare so this can be targeted during the development process itself.


(Part 2 - 1h 12m 48s)

Q. A phenomenon occurs between continuous crafting and individual crafting. A Sturdy Wool Pouch can hold 500, but if you turn off continuous crafting, only 10 are made. The number produced when continuous crafting is off varies per item—sometimes 1, sometimes 10. Can you modify it so all items are crafted to the maximum possible amount? Many games allow you to harvest all or plant crops comfortably via UI, but having to manually move around to do everything in the Taillteann Farm feels outdated for this era.

A. The inconvenience of moving around to plant and harvest one by one in the Taillteann Farm is a problem that arose from using the existing Farm's content logic as-is, and we agree it needs improvement. It requires changing the entire foundation, so it will take time.

We have concerns regarding the convenience of continuous or batch crafting of material items. Improving convenience could increase material supply volume, so we are deliberating carefully. We will separately check if there are feasible areas.


(Part 2 - 1h 15m 29s)

Q. Can you add a Favorites feature for Taillteann Farm delivery missions?

A. A Favorites feature relates to the database. We will check if it's possible.


Please change Master Artisan selection to be cross-server integrated.

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We agonized over this internally but judged it realistically difficult. We know the difficulty varies because the population differs by server. If we integrated it, a situation could arise where it's hard to find a Master Artisan on servers other than Lute, so we determined it would be difficult.


(Part 2 - 1h 18m 25s)

Q. If server-specific Master Artisan selection is difficult, the cutoffs differ far too much between servers. Is there a way to mitigate this?

A. We are intensively monitoring that. If we offer mitigation that is too low, the meaning of competition among Milletians could be diluted. If we keep the current difficult ranking system, a high hurdle can be maintained. We are struggling to find a sweet spot in between. The grade cutoffs are gradually easing compared to the early days, and we are monitoring it. If these issues aren't resolved in the long term and continually act as a hurdle, we will have to intervene, even artificially, and adjust it relative to the effort invested. But it's still early, so we are watching it.

Q. Since the score gap between Master Artisans is large enough that there are popular and unpopular fields, can you rebalance Master Artisan privileges?

A. We plan to strengthen privileges, like we discussed earlier regarding Master Chefs.

Q. When you become an Artisan, the Special Shop sells Master Artisan's Essence, but Artisans cannot use Master Artisan's Essence. Why is it included in the Artisan privileges?

A. It was added to create a situation where Artisans could buy that item and supply it to Master Artisans. Creating merits for Artisans was harder than creating merits for Master Artisans. We added it so they could gain an economic benefit.


Please revamp the selection structure where you have to spend gold to become a Master Artisan.

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During the first selection, Association Coins were heavily stockpiled, making it harder than expected. It is still burdensome now, but the burden is gradually decreasing. Due to the nature of ranking content, it's a situation where time or currency inevitably has to be invested to some extent. We are monitoring it to present content in a balanced way. We will proceed with Master Artisan-related patches and introduce mechanisms tailored to either ease the season or mitigate the competition.


(Part 2 - 1h 23m 10s)

Q. I don't remember the exact wording, but regarding Taillteann Farm and Master Artisans, you said something to the effect of "we will make sure existing users' merits aren't too large so everyone can start from the same line." I haven't tried others, but for Master Chefs, Antique Cooking Tools and Reforges offer a distinct merit in the Master Artisan selection. What do you think about this?

A. This arises due to pre-existing specs. In structuring this season's content, we tried our best to provide equivalents to some Reforge effects through specializations. We tried to reduce the effects granted by Reforges or existing gear, but for Master Chefs, the mechanisms to control this were limited. We couldn't completely exclude these aspects and had no choice but to allow them. It is systematically possible to control this, but because of the effort Milletians put into their setups, we could perhaps improve it by compensating in other areas. We determined it is difficult to completely disable these effects.


What was mentioned in the initial question is as follows:
Dev Note: [Test] Master Artisan Public Test
The part the Mabinogi team was most wary of while designing 'Master Artisan' was a situation where Master Artisan selection was determined solely by the wealth you possessed.
Under the rules where contributing more to Life Skill content through deliveries earns higher points, it can be heavily influenced by the wealth you possess.
Because this could cause excessive competition for selection, we determined a countermeasure was needed.
Therefore, by reflecting 'Dan Test Scores' in the selection criteria together, we tried to provide an opportunity to challenge for 'Master Artisan'
even to Milletians who have just stepped onto the path of an Artisan.
--------------------------------------------
Antique Cooking Tools
Antique Cooking Knife, Antique Simple Table, Antique Multi-purpose Ladle, Antique Cooking Pot
Among these, the Knife and Ladle have options that increase cooking quality.


(Part 2 - 1h 25m 55s)

Q. You said you were wary of Master Artisan selection being dictated by existing wealth, but review materials are expensive, and even if you try to farm them yourself, it's hard to gather materials stably due to short appearance times, Specialization Point investments, and the 70% success rate for specialized gathering. Even non-specialized materials are hard to get. For Handicraft, you need 10 Ancient Golden Crystals per craft. Instead of gathering necessary materials directly, you end up relying on the Auction House. This is a highly advantageous situation for Milletians with a lot of gold. The currently prepared countermeasure is Dan Test score correction, but in reality, it only supplements a few tens of thousands of points, which isn't a concrete solution. The dev team said they were wary of this, but why did it turn out this way? Given the differing Master Artisan scores across servers, do you really view the Master Artisan score as a fair opportunity?

A. I think I need to explain the deliberation we had over this. When first designing the Master Artisan system, we thought Master Artisans needed clear, exclusive merits. To provide those merits, we felt a ranking-based system offering those benefits and acting as a Life Skill goal was appropriate. In introducing it as a ranking, we determined it would be too difficult to base it on metrics that are incredibly hard for new Milletians to challenge, like existing Journals. We aren't systematically sinking gold, but we placed no separate limits on materials sourced through trading. Instead, we designed it so you can't infinitely raise your score with gold alone, utilizing systems like Dan Tests and Association Coins which require spending time. Additionally, regarding differing server environments: it is true that environments differ by server right now. Because many other elements are determined by the server, currently, heavily populated servers are experiencing tighter competition. This is an inevitable phenomenon in ranking content for MMORPGs.

Q. You need Life Coins for the Special Shop, so if you use the shop, you run out of coins needed to challenge for Master Artisan. Was it intended to tie the Special Shop and Master Artisan Review coins to the same currency?

A. Yes, that was intended. We meant to provide two choices so you have to decide which is more important.


(Part 2 - 1h 30m 20s)

Q. During the past New Life update, I remember you saying various QoL improvements would be resolved when Master Artisan was released. Many things were resolved, but what most users wanted—maintaining body shape upon rebirth—they likely wanted as a simple checkbox during rebirth. Why did you put it in Master Artisan? Shouldn't you resolve this systematically even now? Maintaining body shape upon rebirth can be somewhat resolved with the newly monetized (BM) Simple Forgetfulness Potion, which makes the Master Chef's benefit feel weaker. Do you have plans to systematically improve body shape maintenance and give Master Chefs better benefits?

A. We can only develop that if improving the Master Chef's benefits is a prerequisite. We will improve Master Chefs first and then roll it out sequentially.

Q. Can we get an exact schedule?

A. Anything related to Master Artisans will be difficult by Summer; it should be possible in the second half of the year.


(Part 2 - 1h 33m 0s)

Q. Is it true that the difficulty of achieving Master Artisan versus gold spent differs by server?

A. Yes, there is an actual difference.

Q. How about differentiating the quota for Master Artisans depending on population or the number of people challenging it?

A. We considered that too, but judged it difficult. Master Artisan is ranking content and indirectly affects all servers through the Auction House. We believe that if we increase the number of Master Artisans on populated servers, the merit of being a Master Artisan could be weakened.


The benefits are far too small compared to the cost of becoming a Master Artisan. Please improve the Master Chef benefits especially.

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We plan to improve Master Chef benefits and expand the advantages.


Please increase the duration a Master Artisan is maintained.

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We have concerns about this. The structure is such that the longer the Master Artisan duration, the more time and cost is spent on becoming one. We believe it would be difficult because it could spur even greater competition.


(Part 2 - 1h 33m 50s)

Q. There's also the inconvenience of crafted items, not just the Master Artisan duration itself. For Master Artisan's Thruster, when the Master Artisan's term ends, the Thruster's duration also ends. For a week 2 Thruster, the duration is only 1 week, so there's no demand, and the reason to buy Master Artisan's Essence vanishes. Instead of losing week 2 merits, couldn't you just make it last 2 weeks based on the time it was crafted?

A. That would be a more natural method. We presented an ecosystem where supply and demand align with the start of a Master Artisan's term. We designed it so that when a new Master Artisan is selected, new demand is generated in line with that new selection. We recognize this doesn't feel natural when Milletians actually play. We will review whether it can be improved. It's difficult to give an immediate answer.


(Part 2 - 1h 39m 20s)

Q. Before Master Artisan was released, Echo Marionettes could be crafted via NPC Pola, but now you have to track down the 20 Master Artisans and hand over beauty coupons without even seeing a UI to craft an Echo Marionette. Do you have plans for UI improvements, expanding Echo Marionette crafting to all Master Artisans, or adding the feature to craft them via an NPC?

A. We will improve it. This was something Director Choi Dongmin was stubborn about, and I apologize for the inconvenience it caused. We are pondering a more convenient UX—simply selling an Echo Marionette Crafting Kit, or generating an Echo Marionette Appearance Scroll and then entrusting that scroll. We will improve it into something considered more convenient and reasonable.

I thought the Echo Marionette proxy crafting was created to mimic the old nostalgic days in Dunbarton where people did enchant proxies for others. I remember it being inconvenient to hand over items for enchanting or extraction back then, with lots of inconveniences and scamming concerns.


Please remove the link between Master Artisan and Combat.

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I believe this is related to the Bonus Damage. We are "avoiding" the old methods where you had to rank up Weaving just to be better at Archery. On the other hand, we want to strengthen the cycle where items crafted in Life Skill content are traded so that Milletians who enjoy Combat content can become stronger. We want each content to be organic, not independent.


(Part 2 - 1h 42m 56s)

Q. This is an issue regarding duration items that provide Bonus Damage. I think most complaints are about the 3% Bonus Damage. Previously, the "Bonus Damage" stat was released very conservatively. Even the current endgame item, the Incomplete Daydream Crown Halo, only has a restricted form of 3% Arcana Bonus Damage, but the Master Artisan's 3% Bonus Damage feels mandatory, not optional. What do you think about setting it at 3% Bonus Damage, which makes it feel like a mandatory burden rather than a choice?

A. We heavily relate to this. 3% Bonus Damage is a powerful effect. It was to secure merits for Master Artisans. We are aware of the impact of 3% Bonus Damage in current combat. The purpose was to enhance the appeal of Master Artisan content through a powerful effect.

Q. I understand the intent was good, but the execution doesn't seem good. The value a hunting user feels from 3% Bonus Damage is massive. In the future, when designing non-combat content that affects combat, I hope you consider its impact on balance.

A. We will engrave your words in our hearts.


Please revive existing Life Skills instead of adding new systems.

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We determine that now is not the time to introduce major new content. We believe we must start by improving Crafting, Commerce, and Part-Time Jobs. Going forward, the direction for revamping Life Skill content is focused on expanding the fun of existing content. In July, we plan to focus on adding recipes, adding favorites, improving convenience, and adding rewards to contents. Further additions and modifications are planned for after Summer.


(Part 2 - 2h 57m 8s)

Q. If you equip a Sickle in your main slot and a Gathering Knife in your secondary slot and try to sheer sheep, it uses the Gathering Knife from the secondary slot instead of the Sickle. There's a romance to gathering wool with a bladed tool, but that's impossible right now. Are you aware of this phenomenon?

A. I understand that is because the Gathering Knife has a higher priority when gathering wool.

Q. If both have durability, shouldn't you be able to gather with the Sickle too?

A. This phenomenon occurred because the Sickle was originally designed to harvest wheat or barley, not wool. We will go back and check if changing this affects anything else. If there are no issues, we will reflect it.


(Part 2 - 2h 51m 3s)

Q. During Commerce, there is Bounty Hunting (Pursuit). Is it correct that the structure of this content is: when a trader passes by without fighting bandits, a Bounty Hunter can then encounter those bandits and hunt them for a bounty?

A. Correct.

Q. When newbies first start, they often choose Commerce, and they complain that even if they want to do Bounty Hunting, bandits don't spawn. In the past, there was a lot of regular Commerce so bandits spawned often, but now people rarely do regular Commerce. Even if they do, it's Barter Commerce, and they use Bandit Encounter Reduction or Bandit Encounter Protection Candies, so very few bandits appear. Users who don't know this can travel from Tir Chonaill to Bangor and then to Filia without ever encountering a bandit. When reviving existing Life Skills, Bounty Hunting needs to be fixed as well.

A. We revamped this to a state meant to be fun, but we agree it needs fixing. We recognize this is inactive content and causes inconvenience. We will fix it during the Commerce improvement process. A quick fix might be difficult; we believe a fundamental overhaul is needed.

Q. The Commerce season was also extended to 6 months. Do you need to align the Commerce and Life Skill seasons? Making Commerce 6 months didn't increase the merits; rather, the longer period means players have to carry the burden of trying to reach the TOP 100 for a full 6 months.

A. We designed it hoping Commerce would act as the final usage point within the Life Skill Season. Changing it now would impact too many things, so revamping it currently is difficult.

Q. You said you hoped Commerce would act as the final sink, but the quantities are too large to be absorbed by Commerce alone. How about creating an NPC in Commerce, akin to a Smuggler, that buys Taillteann Farm-related items at a high price for a limited time, giving a merit for growing crops?

A. I think that is a good suggestion.

Q. Since Smuggling isn't very active, if you change Smuggling, I think having a Smuggling event where Taillteann crops are bought at high prices would be good too.

A. Thank you for the good suggestion. We will consider it during development.


(Part 2 - 3h 0m 0s)

Q. During Air Commerce, clicking the NPC upon arriving at the destination is inconvenient. They get blocked by players or the ship, or sometimes monsters get clicked. The Pet Play dialogue also obstructs the view, making it inconvenient.

A. We will modify it so that Ctrl-Click prioritizes NPCs during Commerce.


(Part 2 - 3h 1m 3s)

Q. Do you know that an Air Commerce party leader cannot launch the ship alone?

A. It was designed intentionally for playing together.


(Part 2 - 3h 1m 57s)

Q. You said you identified the problem with the altitude bug during Air Commerce; is it being fixed?

A. That bug was patched after being fixed; is it still occurring?

Q. We can't say it's completely gone; it still occurs sometimes.

A. Please let me know the details during the break.

Q. Air Commerce takes way too long. When doing all of it, it takes 3 to 3.5 hours weekly. I think it increases user fatigue. Could you increase the frequency of events that boost the Airship's movement speed? Also, if you fail to defeat the Red Dragon, there is a penalty. Instances occur where you fail to kill the Red Dragon because of position lag on the ship or getting stuck on ship structures. I wish position lag on the ship would be improved. Can you decrease the frequency of Red Dragons or Wyverns? I consider the Red Dragon and Wyverns to be the main culprits extending Air Commerce time.

A. Many Milletians have provided feedback on that part, and we will check and reflect the points you mentioned when making improvements. Position lag on the ship must be fixed, but it's not an issue exclusive to the ship; there are difficulties due to the engine structure. It might be slow, but we will do our best.

Q. The Barter season increased from 4 to 6 months. The items are fixed, so strong market prices are formed only for base materials. Many of Mabinogi's life crafted items are just thrown away. We need a way to utilize those.

A. In the past, changing the season caused the Barter cycle to rotate, but currently, it is stagnating due to the long term. Once the cycle for changing Barter items is decided, we will announce it.

Q. Wouldn't it be better to change it when the next season hits, rather than changing the cycle mid-season?

A. Yes. We will proceed as you suggested.


(Part 2 - 3h 30m 48s)

Q. When using the ballista on an Air Commerce Airship, if you zoom out the camera, it's inconvenient to click the ballista because it gets blocked by other characters. The ballista object targeting doesn't catch.

A. Good point. We will make sure to reflect it.


(Part 2 - 3h 7m 45s)

Q. During Air Commerce, when trying to target bandits like Wyverns, ground monsters end up getting targeted instead. Is it possible to improve this?

A. I think it is possible to improve. We will fix it.

Q. For Barter, many people craft directly or buy sets. If you start without realizing the required quantity, you can't cancel and restart. There's the hassle of having to do a whole Commerce run again. Is it possible to cancel before closing the Trading Post window?

A. Because the amount of trade goods on the server updates even if you don't close the window, it might be difficult to let you hold onto it indefinitely without closing the window. It is set this way because purchases affect server-side stock. Holding stock for too long could cause issues. We will prepare a method allowing you to cancel within a certain cancelable timeframe.

For this issue, I think another method would be to add a UI that judges whether you have all the Barter materials or what you are lacking.


(Part 2 - 3h 11m 30s)

Q. Many Milletians do Commerce while wearing Commerce Reforge clothes. Many also wear Wing Shoes with Commerce Reforge clothes. When using Wing Shoes + Commerce Reforge Clothes + Commerce Movement Speed Potion, there's a rumor that they don't stack together, but rather only one between the Wing Shoes and the Commerce Movement Speed Potion applies. Is this true?

A. I don't remember exactly. I will check on it.

Q. If they don't apply together, I hope they can be made to stack, because users with Wing Shoes wear them expecting additional movement speed.

Q. For Commerce Reforge Clothes, you have to roll reforges on "Clothing (Commerce Enhancement)". Some people use Commerce Reforging Tools instead of Exquisite Reforging Tools because the probability is higher. If the goal is to revive Commerce, equipment from the Glowing Gargoyle Statue dungeon only gets Commerce Movement Speed up to Level 10; how about letting it go up to Level 20? I think it would be good if Commerce Movement Speed up to Level 20 could appear on all clothing.

A. Since dungeon spoils are aimed at being suited for combat, providing that from dungeons would likely be difficult.

Q. Is it possible to change the Reforge table for regular clothing so Commerce Movement Speed can appear up to Level 20?

A. In the realm of Life Skills, rather than strengthening Reforge options, we are updating in a direction that provides in-game ways to obtain effects equivalent to Reforges. Because Reforges are a hurdle Milletians feel when they first come to Mabinogi, we believe Life Skills shouldn't have such hurdles. Expanding the influence of Reforges is not the direction we want to pursue. We determined it is right to enhance things through Commerce rewards. It would be more appropriate to prepare a direction where currently unobtainable Commerce Movement Speed effects can be acquired per season or by using Seasonal Ducats.

Currently, newbies cannot distinguish between "Clothing" and "Clothing (Commerce Enhancement)" in-game. If reforges won't be unified and inheritance won't be possible, I think the type of equipment should be displayed in the equipment window.


(Part 2 - 3h 16m 16s)

Q. You mentioned that Gathering Speed Reforges and Harvest Song don't stack; I think you need to indicate this in-game.

A. We will absolutely do that during the display enhancement update in the second half of the year.

Q. In some crafting menus like Handicraft or Carpentry, Part-Time Job/Story items and regular items are shown together. Can this be improved by dividing categories or similar?

A. There might be a way to make craftable items appear according to the situation. For example, only showing Part-Time Job items during a Part-Time Job. If we divide by categories, you might not see the categories in the back, so we will modify it so what you need is visible up front.

Q. I want to know the criteria regarding crafting success. At the time of the Feb 11, 2021 patch, you stated the reason you rolled back the 100% success state to 99% was because failures still occurred at 100%. However, in a later live broadcast, you cited the creation and destruction of wealth as the reason for not allowing 100%. Is it technically impossible, like when it failed at 100% before? Or is 100% not intended due to game economy design? There's confusion. What is the current standard?

A. The reason is indeed based on economic design. Back when Edern's repair was 98%, items blessed with Holy Water could reach 99%. A 99% probability item and a 100% probability item have a vastly different meaning in-game. 99% probability is to maintain this distinction.

Maybe I heard the date wrong, but I couldn't find any information related to such a patch around Feb 11, 2021.


(Part 2 - 3h 19m 13s)

Q. 5-Star cooking triggers a server announcement; it gets annoying during repetitive crafting, so an on/off feature would be nice. Also, was it intended for the Soul Liberate Lyre crafted via Carpentry to receive the Grandmaster Blacksmith talent effect?

A. The Lyre was something we promised to improve through a live broadcast, but it hasn't been completed yet. We will proceed with it quickly.

Q. Before the patch, people who don't know might get different qualities depending on whether they rebirth into Carpentry or have Grandmaster.

A. I know the most important stat when crafting a Lyre is durability. If there are no issues, we plan to proceed in a direction that supplements the Lyres you have already crafted.


(Part 2 - 3h 21m 42s)

Q. It's good that we can craft a Gayageum, but I judge it was insufficient to get users interested in Playing Instrument.

Q. When playing instruments, the Hamelin's Tuner plays an important role. If you don't have a tuner, there's a chance to play a sour note. It's important for Jam Sessions, but the price is very expensive. Even if you use a tuner, it doesn't apply to singing, so scores with Song parts still get sour notes. So that tuners can be distributed more easily, how about letting us rent temporary tuner items from Royal Musician NPC characters via quests or paying a fee? Or I wish you would reduce the cycle of them appearing in random boxes so many Milletians can enjoy music.

A. We also hope tuners get applied to Song. We will proceed with both adding avenues to obtain temporary tuners and having them appear more frequently in random boxes.

Q. Sheet Music Scrolls cannot be stored in either pets or the bank. Since many music score communities have disappeared, if you throw away a score you have in your inventory, you might not be able to get it again. People who enjoy Playing Instrument hold over 100 scores, requiring a lot of inventory space. Is there any way to store them, like putting them in pets, banks, or the Dressing Room? There are users who would want to store them even if it means investing cash currency. Jabchiel's Music Score Book can be stored in pets.

A. Due to internal architecture, the user's inventory and the pet's inventory are different, so there is no space to store scores. There is a mechanism to store this safely. Jabchiel's Music Score Book only goes into pets when it contains no scores; if it has scores, it cannot be stored. Storing them in pets or banks is technically difficult, so it might be hard to resolve. If you distribute and hold them per character, there might be a method we can provide, so we will look into it.

Q. Among dead content, rather than special magical music scores like Song of Fists or Roar of the Battlefield, it would be nice to rework magical music scores that give minor buffs like Berserk, Will +6, or Mana +5. It would be great if you could increase their buff duration or effects so users can inherently enjoy music more.


(Part 2 - 3h 30m 8s)

Q. Is it possible to search for scores by title within the inventory?

A. I think it should be possible.


(Part 2 - 3h 30m 8s)

Q. When using an installed instrument while a score is equipped, neither the score nor the instrument can be swapped. Can this be fixed?

A. We will check if it's possible.

Q. I wish the Laighlinne partner could also use installed instruments.

A. We will check if it's possible.

Q. Scores cannot be placed into the Laighlinne's inventory.

A. This is difficult due to the same issue as with pets.

Q. Please increase the length of music scores.

A. We will check if it's possible.


(Part 2 - 3h 34m 8s)

Q. When ranking up the Composing skill, we used to rank it up via the Bard Bulletin Board. If saving scores is impossible due to capacity issues, is there a way to save them in a format like a bulletin board?

A. We will check that.


(Part 2 - 3h 36m 46s)

Q. Books are much longer than music scores, so why is it that books can be stored but scores cannot?

A. To explain briefly, a score holds different data inside the item itself. Books have fixed internal data and pull content from the web server. Scores require individual storage space, but books only hold a link that pulls data from the web server, so they don't take up much capacity.

Q. Since books are pulled from the web, couldn't scores work the same way?

A. There is a limit to storage space on the web as well. Books are possible because they are not modified, but since each score has different content, there is a difference in physical storage space and server load.

To add an explanation: Books are not written by users in real-time, so storage space can be predicted.
For scores, users can change them bit by bit in real-time, making storage space hard to predict. If different scores are made every time, it can quickly eat up web server capacity. I think you can understand it as causing issues because the data transmission cost and loading times between the game and the web occur differently.


(Part 2 - 3h 39m 26s)

Q. Mabinogi uses a Jam Session system for things that cannot be expressed with a single instrument, allowing up to 16 players. Since recruiting 8 players for dungeons is a problem, new dungeons are being made for 4 players. Can the difficulty of Jam Sessions be mitigated through things like Echo Marionettes or Jam Session-exclusive NPCs? It must be even harder to gather people on servers other than Lute.

A. There are currently realistic difficulties, so I cannot give an immediate definitive answer. We need to review whether expanding beyond Laighlinne is possible right now.

Q. There are many people who enjoy non-combat content, so I hope you definitely review this and share it through other channels.


(Part 2 - 3h 41m 18s)

Q. The difficulty of gathering Jam Session members is actually something we heavily experience. It's hard to even find guests on some servers, so bands sometimes disband after their final performance. What used to require three people for Snare Drum, Bass Drum, and Cymbals became manageable by one person concentrating on rhythm instruments when the Drum was added in the Fantastic Harmony update. It would be great if patches could be done at least in this manner. There are many instruments not yet in Mabinogi; an Eastern instrument was patched this time, but in the field, there has been a demand for brass instruments aligning with traditional orchestras. It would be good to explore adding new instruments that can help reduce the required number of people.

A. This attempt at new instruments, starting with the Gayageum, is the first in a long time. We plan to gradually expand it. Having actually made one, it takes a long time. We are trying various things like recording sounds we don't have. It is not at a stage where we can reveal it right now. We will announce it when ready. We will also consider brass instruments.

Q. If you are considering new recipes for Master Artisans, adding them to Master Artisans would be good too.


(Part 2 - 3h 44m 22s)

This is related to Combat/Growth/Economy, but I have to go home, so I will ask first.

Q. Mabinogi has many RNG elements, so effort often doesn't directly translate to rewards. How about introducing a "ceiling" (pity) system where playing diligently for a certain period guarantees high-value rewards? The core idea is to provide for latecomers without damaging market value. I've been running teaching parties to help beginners for the past 9 months, and I've witnessed players leaving the game after getting exhausted by skyrocketing prices of specific Arcana enchants, endless farming, or hitting the realistic wall of not being able to finish their desired setups. I'm curious about your direction on this.

A. I believe low reward probabilities are the cause of the inconvenience. It is difficult to introduce such an element in top-tier dungeons. Introducing it there would affect the value of top-tier items. However, I think this is necessary during the mid-tier growth process. Will a Milletian be able to build Nightbringer and get enchants just by playing Crom Bas? Thinking about whether playing Glenn Bearna alone can yield these rewards, I agree there is a hurdle. Realistically, acquiring other rewards, selling them, and buying gear with gold is the practical route. We are considering a pity system so you can acquire things just by playing, and we will showcase it in the Summer update.


Please improve Commerce and Air Commerce rewards.

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Regarding Commerce and Air Commerce, it seems Milletians gave us far more feedback than we prepared for. We will go back, check when we can update it, and show it to you as quickly as possible. It is targeted for the second half of the year.


(Part 2 - 3h 48m 55s)

Q. Based on Pera Barter, the Step 5 Raspa Black Panther Leather can be bartered for 150k Ducats each, allowing 3 for a reward of 450k Ducats. For the newly added Step 6, you can buy 2 at 120k Ducats each, meaning you only get 240k Ducats. Previously, Barter rewards increased as the steps went deeper, but this Step 6 has decreased in value. Was this intended?

A. It was a newly added reward on top of the previously provided Ducat rewards, so the management simply placed it in the 6th slot. However, it seems users thought it should yield higher rewards because it's Step 6. As we caused a misunderstanding in terms of display, if it's a lower reward, we could place it lower down. We will improve it so it can be naturally recognized when the season changes.


(Part 2 - 3h 51m 19s)

Q. I think the big issue with Commerce rewards is where to spend Ducats. Recently, discontinued outfits were added to Bheilleach, Glenn Bearna, and Crom Bas. Having to clear up to final dungeons just for discontinued outfits feels weird. When there are Re-form outfits or additionally re-released outfits with lower hurdles, I wish you would consider putting them on the Ducat side.

A. We will consider various supply sources for Sewing Patterns and expand upon what you mentioned. We thought they had utility as dungeon rewards, but we now realize Milletians feel they don't fit current rewards. We will place them naturally.


(Part 2 - 3h 52m 55s)

Q. Newbies do Commerce a lot. If Erg materials were sold for Ducats as untradable items, I think it would help newbies doing Erg.

A. I think it's a good suggestion, but doing Life Skill content to grow Combat content is not the direction we are thinking of. If we were to sell Erg materials for Ducats, we would sell them as tradable rather than untradable, and we would have to judge the economic impact. We will go back and review its influence.


(Part 2 - 3h 54m 49s)

Q. It has been a long time since Re-form Outfits were updated; are there plans for additional updates?

A. We will consider it when expanding Commerce rewards in the future, but we are not considering it currently. The last update was the Ceremonial Uniform, and we ask for your understanding that Re-form Outfits are difficult to release frequently. However, we continue to consider them.


(Part 2 - 3h 56m 21s)

Q. Is it true that you have a negative inclination toward wealth generated from Commerce or Life Skills being involved in Combat content?

A. It's not that Life Skills shouldn't affect Combat; rather, we are concerned about making it so that "you MUST do Life Skill content in order to grow in Combat content."

Q. The Sadb Extra Miniature obtainable from Commerce can only be acquired and leveled through Commerce, and you've created spec-up methods like 3% Bonus Damage through Master Artisans. We are worried users' trust in the management might drop because of these contradictions.


(Part 2 - 3h 58m 21s)

Q. During Commerce, movement is difficult in some terrains like Bangor, and Osna Sail is so narrow it's hard to avoid bandits. Do you have plans to improve this?

A. To fix that, there are largely two improvement methods. Both are difficult under the current Pleione Engine.

- Usually, when you hit a wall, you keep moving (sliding against it) rather than stopping completely, but we confirmed this cannot be implemented in Mabinogi.

- Modifying the terrain to resolve obstacles also consumes too many resources right now.

For these two reasons, we believe it is a better decision for the Milletians to release other updates rather than modifying those maps.

The Pleione Engine is Mabinogi's game engine, a proprietary engine built exclusively for the old PC Mabinogi. Because it is old, it cannot provide features currently offered by other games, causes development inconveniences, and can consume a lot of performance when used. It has many drawbacks like lacking multi-core support, so they are in the process of replacing it with Unreal Engine through the Eternity Project.
Replacing a game engine isn't just a simple swap; it's a task that requires a massive amount of time and manpower, essentially rebuilding the game from scratch.



Life Skills > Taillteann Farm / Master Artisan

What is the design intent behind the Taillteann Farm?

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During the creation of the Life Skill Season, the Taillteann Farm was intended to be a structure where players play a little bit every day, and the products from that play circulate within the Erinn economy. However, as a result, the intention did not translate into fun. We will improve the Taillteann Farm and Master Artisan systems together going forward.


(Part 2 - 21m 55s)

Q. Because some people have gone home, I am answering based on relayed information, so there might be some lacking parts.

The fact that we are asking about the design intent of the Taillteann Farm implies that users don't find it fun, or

- heavily feel that there are no rewards.

- Director Choi Dongmin mentioned it resets every 6 months. We think our efforts are invalidated when specialized skills and such are reset. Are there any plans to roll over Life Coins or turn research into permanent assets?

- To become a Master Artisan, you are in a situation where you can only supply materials from the Taillteann Farm. People who are interested in Master Artisan content but not the Taillteann Farm are being forced to do it, which lowers the freedom of play.

- Life Skill content itself is viewed for its profitability. You mentioned we could earn gold instead of Fynn Blooming, but we can only earn gold after completing 15 target missions, and even this relies on probability, so it seems hard to replace Fynn Blooming.

- When selling materials, I think it relies heavily on player-to-player trading. For Master Chefs, there is a phenomenon where even if you cook dishes, they get discarded just like expired convenience store food.

- Do you have any thoughts on allowing us to sell them to NPCs?

A.

- We agree that Taillteann Farm's rewards are lacking and that it takes too long, so we plan to start by reducing the time it takes.

- We have internal concerns regarding the 6-month reset. We think we need to adjust the carry-over aspects so that everyone can start together to some extent for the new season. We will look for aspects that can be maintained.

- Regarding the connection between Master Artisan and Life Coins, currently, acquiring coins allows you to become a Master Artisan. Since it's ranking content right now, it uses Life Coins. It might be difficult to introduce additions this season, but we will check and try to improve upon whether we can reflect additional changes next season.

- We haven't been able to sufficiently provide from the Taillteann Farm as much as Fynn Blooming was reduced, but now, it is being provided through weekly gold boxes or keys. Besides that, it is being supplemented by Part-Time Jobs or things like Octopus Chuu/Kraken Chuu. We know there are opinions that Chuu farming is not desirable and needs improvement, but we will improve it in a way that is persuasive, unlike what happened with Blooming, and there are no immediate plans for improvement yet. We will be able to guide you on this later.

- For Master Artisan content where you can only earn gold through trading with other users, we are internally discussing a guaranteed minimum line, and if improved, it could be patched in the next season (December).

Q.

- Taillteann Farm is deeply related to Master Artisans, but even if you become a Master Artisan, the success rate for specialized gathering remains at 70%. It's a negative experience that even a Master Artisan fails at the same rate as general Life Skill users.

- In the case of Master Chefs, there are actual seasonal ingredients, and you only get buffs if you make dishes containing those seasonal ingredients, which you then have to sell to combat users. If the options aren't meaningful for combat, combat users find it more beneficial financially and stat-wise to eat Lorna's Lunchbox Festival Food, which they can get as Advanced items. It's unpleasant that as a Master Artisan, I cannot control the dishes I make. It's inconvenient that only Life Skill-related options appear in the first week, and only Combat options appear in the second week.

- For some Master Artisans, the Artisan effect is practically non-existent. Was this intended?

A.

- For Master Chefs, the design intent is indeed to have different productions available by week, but if it doesn't provide a sufficient sense of utility, we will improve it.

- For Master Artisans, we will make specialized gathering 100%.

- Strengthening the merits of Artisans is harder than strengthening the merits of Master Artisans, so we will think about it.

Q.

- Severe position lag occurs inside the Taillteann Farm.

- The pathing/movement required to plant crops is inefficient.

- To go to Moonlight Island from the Homestead, you have to exit and re-enter. Is it possible to go there directly?

- Is it possible to standardize and expand the bundle sizes for items that have small bundle limits and no dedicated pouches?

- If you want to expand Taillteann Farm content, how about expanding it to other items besides Master Artisan materials?

A.

- UI/UX improvements and fixing movement inefficiencies are naturally things we must do. Moving directly between Homestead and Moonlight Island will also be implemented, and the schedule will be announced later.

- Bundle sizes for produced items are currently determined by existing pouches, etc. We plan to add new pouches in the future. We will expand pouches after standardization.

- Expanding Taillteann Farm content affects the overall ecosystem, so it's hard to confirm it here, but we will consider it.

I think there is more backlash because this is Mabinogi's first seasonal content.


(Part 2 - 37m 35s)

Q. You mentioned Octopus Chuu and Kraken Chuu; in what flow are they considered a supplementary measure?

A. The gold that Milletians couldn't get through Fynn Blooming was somewhat replaced when the Part-Time Job patch allowed them to acquire more materials, generating gold there. Although the gold supply is higher than we predicted, we have no plans to issue sanctions since it was obtained through normal play. However, we don't think it's a playstyle that provides enjoyment. We believe we must revamp things so that wealth can be acquired through fun gameplay.

Q. The flow of the question is that you cannot pleasantly earn gold from Master Artisans and the Taillteann Farm. "Chuu" wasn't content introduced to supplement the shortcomings of the Taillteann Farm; rather, it's a method users found by putting in a lot of effort to break through the reality of not being able to supply gold. Even with all the Reforges, trying to sell "Chuu" results in lower hourly efficiency than Shrimp Taming Bait. The current topic isn't step-by-step growth or gold supply, but I wish there was better deliberation on this.


(Part 2 - 39m 41s)

Q. Additional question regarding Master Chefs. To extend the freshness duration of seasonal dishes made by Master Chefs, Edible Preservatives are needed. Why is the production of preservatives made to rely on other Master Artisans? In the 2nd week of seasonal dishes, there is Bonus Damage, Durability Loss Reduction, and Movement Speed, but I think the only meaningful options are Bonus Damage and Durability Loss Reduction. To get 1% Bonus Damage, you have to add 5 foods with the Bonus Damage option, and then add 5 other foods that have freshness. A lot of foods with freshness end up being thrown away; was this intended?

A. In the case of preservatives, it was to create a merit for the Potion Making side. We intended for them to be exchanged through mutual trading. We hoped it would act as a merit for each. As for the food discarded during the process of making seasonal dishes, we will modify it so that those aspects are preserved even if used as cooking ingredients. We expect that allowing them to be inherited into higher-tier ingredients, as you suggested, will reduce the amount of discarded food.

Q. You said you give merits through user-to-user trading, but why is that only the case for Master Chefs?

A. It was designed in the process of finding a balance (synergy) while designing effects between Master Artisans. It was not designed to penalize Master Chefs. We will see if there is a direction for improvement.

I didn't fully understand because I don't know much about Master Chefs.


(Part 2 - 44m 14s)

Q. A question about the one-way linkage between the Taillteann Farm and the Life Skill Association. There is a link from the Taillteann Farm to the Life Skill Association by earning coins through deliveries, taking Association specializations, or undergoing Master Artisan skill reviews. Conversely, doing Master Artisan or specializations in the Life Skill Association provides no advantage to the Taillteann Farm. Was this intended?

A. The intention was for the Taillteann Farm to be a foundational block of Seasonal Life Skills that many Milletians could enjoy casually. If you look at existing gathering skills, they are minimally affected by crafting skills. It's designed in a stepped structure where basic skills are foundational, and higher-tier skills are more influenced. If the Taillteann Farm was affected by the Life Skill Association, the difficulty would increase. A situation could arise where you have to do Life Skill Association content just to make a profit from the Taillteann Farm. We designed it as a one-way street because we wanted it to be content played by more Milletians. Contrary to our design intent, we realize the hurdle for the Taillteann Farm is high. We plan to revamp that hurdle.


(Part 2 - 46m 45s)

Q. An additional question on Master Chefs. Sometimes we eat gathered foods from Master Chefs to go gathering, but cooking effects disappear when you change channels. However, for some gathered items, you have to change channels to be efficient. Do you have plans to improve this? Also, items crafted in Mabinogi receive random effects. For example, to check if an item crafted via Magic Craft is high or mid-tier, we have to look at external sites instead of inside Mabinogi. Can this be improved?

A. We will improve cooking effects disappearing upon changing channels. We discussed this previously and decided to improve it, which will happen after this season. Regarding the difficulty of having to use external communities or information to check item quality and variable stats upon crafting, we need to think about the UX of how to display that first. We will look into it during the notation/display-related improvements in the second half of the year.


(Part 2 - 49m 5s)

Q. Director Choi Dongmin seems to be shying away from the 'Fantasy Life' concept of romance together. I tried the old Taillteann Farm, and it felt like player-to-player communication features were excluded. Is it an intended spec that it gets locked to the channel it was created on? Even for guild members, their Taillteann Farms might be on different channels, making it inconvenient to visit them. In Homesteads, you can gather mushrooms or herbs together with acquaintances, and use production facilities like spinning wheels, allowing for at least some communication. For Taillteann Farms, it just ends with playing an instrument for them and leaving. The 'Thief' (crop stealing) feature is practically useless. What is the reason communication features were excluded?

A. Communication-related features were in the design, but their polish was low during development, so they weren't added. It is naturally something we should introduce as we expand the content. We will improve on our failure to provide such an environment. Regarding channel locking, there is a difference in stability between allowing creation across multiple channels versus just one. We identified potential risk factors during development and restricted it to one place to ensure stability. It is correct that the channel restriction should be lifted, and we have plans to improve it, but due to stability reasons, it's difficult to roll out quickly.

Q. Past Housing was unified on Channel 11; how about pushing Taillteann Farms all onto one channel as well?

A. Channel 11 wasn't a channel anyone could just connect to unilaterally; it had a population limit. Stability would increase, but if many Milletians play simultaneously, it wouldn't be a good experience. We will go back and check this one more time.

Q. You can go to a friend's Taillteann Farm by right-clicking in the messenger, but you cannot move to a guild member's farm by right-clicking.


(Part 2 - 54m 3s)

Q. After the Fused Holy Water of Lymilark was introduced, situations arise in Bheilleach where a Sacred Guard accidentally gets fully hit or fails the pizza pattern, ending up having to compensate others for their Fused Holy Water. Master Artisan's Abrasive, Master Artisan's Thruster, and Master Artisan's Sympathy Potion, which provide Bonus Damage buffs, last up to 2 weeks depending on when applied. How about making Fused Holy Water also last 1~2 weeks when applied? The Master Artisan buffs last up to 2 weeks once applied, and a Master Artisan can make 2 per week, or 4 over 2 weeks. Practically, you should be able to make 2 a week and sell them with newly reset materials the next week, but once applied, everyone who needs it already has it, or there's only half the duration left, so we often can't even recover material costs. Wouldn't it be better if applying it once lasted 1 week, allowing us to make and sell it again a week later? I heard the Metal Master Artisan cutoff on Mandolin is 50k, but on Lute it's 420k. On Lute, it's more about honor than making money.

A. We actually have concerns regarding Fused Holy Water. We think providing a persistent-duration Holy Water in exchange for many materials is good. There is a hurdle regarding becoming incapacitated. What we are worried about is that if a duration is introduced, demand could drop significantly. It could actually negatively impact the utility when a Milletian achieves Master Artisan. We cannot make the duration too long, so we will go back and think about it. As for sales being difficult because the Bonus Damage buff lasts too long, there are many factors to consider to decide right now. It's difficult to give an immediate answer. We will go back, deliberate, and provide an answer later.


Are there any plans to roll back the Taillteann Farm?

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We understand why you're asking for a rollback. The Taillteann Farm plays a role in the overall Life Skill cycle. We plan to strengthen these aspects further, so instead of a rollback, we will revamp it.


An overall revamp of Taillteann Farm's fun, rewards, and convenience is needed.

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We plan to quickly revamp the things we just mentioned. We will revamp channel locking, convenience, and features, and deeply consider the fun aspect of Taillteann Farm to show an improved state.


(Part 2 - 1h 1m 7s)

Q. Currently, Doll Bags don't have item tags for Taillteann Farm items. Is it possible to add them?

Also, there's a difference in items that can be installed on Homesteads versus Moonlight Islands. The item images are identical, and some can be installed on both, but some don't have any indication yet can only be installed on Homesteads and not Moonlight Islands. Users only find this out by trying to install them. Can this be improved?

A. We will improve both. We will improve them alongside the promised updates.

Q. For installation items, can you differentiate the images seen in the inventory so we can check immediately?

A. This would likely require remaking a massive amount of items. We will go back and check if it's realistically possible. We will also look into preparing a UI that makes it easy to recognize via text rather than item images.


(Part 2 - 1h 3m 47s)

Q. With the Premium Combination benefits update, things like Essence of the Earth, Taillteann Farm Fertility, and Taillteann Farm Energy Orbs keep coming in. For someone who doesn't enjoy Taillteann Farm or Moonlight Island, these are just trash items entering my inventory every day. Premium Shadow Crystals only took up one item in two slots so they were less annoying, but after the update, multiple things come in. How about letting us choose whether to receive these items, like Advanced items?

A. We will modify it to function that way.


(Part 2 - 1h 5m 13s)

Q. The reason people complain about Taillteann Farm fatigue is that it takes a lot of time. Items crafted in the cauldron can be made in batches, but I wonder why you didn't allow planting multiple seeds and harvesting them all at once.

A. We didn't pay close enough attention to that. During the revamp process, we will prepare a method so it can be used conveniently.


(Part 2 - 1h 6m 22s)

Q. For Taillteann Farm daily delivery quests, you have to click 'receive' one by one. Can you add a convenience feature like Auction House 'Receive All'? Can we customize the locations of Taillteann Farm fields like in the Homestead? You have to achieve goals within a limited 6-month period, so casual users might find it hard to achieve with just 6 fields. Could we increase the number of fields or trees by consuming currency like gold?

A. 'Receive All' can be improved on the UI/UX side. Customizing field locations might be difficult currently. Requests like increasing the number of fields relate to the time consumed in Taillteann Farm, so rather than methods like consuming gold, we will improve it by reducing the required time.


(Part 2 - 1h 9m 22s)

Q. When harvesting, the system message is in the top right, but when planting, it's in the middle, sometimes covering hotkey buttons. Are you aware of this?

A. Pop-up windows had a similar issue, and we didn't carefully check the system messages when changing them. It's a point of inconvenience, so we will move the system message locations.

Q. Can we receive Storage upgrade items as alternative rewards instead?

A. Storage upgrade items can be converted to gold; do you want to be able to exchange them for something else?

It seems this question arose because they didn't realize that Storage upgrade items—Glass, Paint, Iron Plate, and Brick—can be sold to NPC shops for gold.
If you want to know the gold value of reward items from deliveries, you can check it on the Life Skill Association Delivery Profit Calculator.


(Part 2 - 1h 10m 55s)

Q. Regarding Metal Master Artisans, the Tricolor Gem Ring cannot be searched by options on the Auction House. When selling or buying, you have to search and look at them one by one. Relics from Bheilleach couldn't be option-searched either; I think it's the same issue. It would be good to prepare these in advance when new things come out, but why is the handling always so slow?

A. When Relic of Murias was updated, this should have been systemized and released together, but there seems to have been difficulties. Going forward, we will systematize it and prepare so this can be targeted during the development process itself.


(Part 2 - 1h 12m 48s)

Q. A phenomenon occurs between continuous crafting and individual crafting. A Sturdy Wool Pouch can hold 500, but if you turn off continuous crafting, only 10 are made. The number produced when continuous crafting is off varies per item—sometimes 1, sometimes 10. Can you modify it so all items are crafted to the maximum possible amount? Many games allow you to harvest all or plant crops comfortably via UI, but having to manually move around to do everything in the Taillteann Farm feels outdated for this era.

A. The inconvenience of moving around to plant and harvest one by one in the Taillteann Farm is a problem that arose from using the existing Farm's content logic as-is, and we agree it needs improvement. It requires changing the entire foundation, so it will take time.

We have concerns regarding the convenience of continuous or batch crafting of material items. Improving convenience could increase material supply volume, so we are deliberating carefully. We will separately check if there are feasible areas.


(Part 2 - 1h 15m 29s)

Q. Can you add a Favorites feature for Taillteann Farm delivery missions?

A. A Favorites feature relates to the database. We will check if it's possible.


Please change Master Artisan selection to be cross-server integrated.

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We agonized over this internally but judged it realistically difficult. We know the difficulty varies because the population differs by server. If we integrated it, a situation could arise where it's hard to find a Master Artisan on servers other than Lute, so we determined it would be difficult.


(Part 2 - 1h 18m 25s)

Q. If server-specific Master Artisan selection is difficult, the cutoffs differ far too much between servers. Is there a way to mitigate this?

A. We are intensively monitoring that. If we offer mitigation that is too low, the meaning of competition among Milletians could be diluted. If we keep the current difficult ranking system, a high hurdle can be maintained. We are struggling to find a sweet spot in between. The grade cutoffs are gradually easing compared to the early days, and we are monitoring it. If these issues aren't resolved in the long term and continually act as a hurdle, we will have to intervene, even artificially, and adjust it relative to the effort invested. But it's still early, so we are watching it.

Q. Since the score gap between Master Artisans is large enough that there are popular and unpopular fields, can you rebalance Master Artisan privileges?

A. We plan to strengthen privileges, like we discussed earlier regarding Master Chefs.

Q. When you become an Artisan, the Special Shop sells Master Artisan's Essence, but Artisans cannot use Master Artisan's Essence. Why is it included in the Artisan privileges?

A. It was added to create a situation where Artisans could buy that item and supply it to Master Artisans. Creating merits for Artisans was harder than creating merits for Master Artisans. We added it so they could gain an economic benefit.


Please revamp the selection structure where you have to spend gold to become a Master Artisan.

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During the first selection, Association Coins were heavily stockpiled, making it harder than expected. It is still burdensome now, but the burden is gradually decreasing. Due to the nature of ranking content, it's a situation where time or currency inevitably has to be invested to some extent. We are monitoring it to present content in a balanced way. We will proceed with Master Artisan-related patches and introduce mechanisms tailored to either ease the season or mitigate the competition.


(Part 2 - 1h 23m 10s)

Q. I don't remember the exact wording, but regarding Taillteann Farm and Master Artisans, you said something to the effect of "we will make sure existing users' merits aren't too large so everyone can start from the same line." I haven't tried others, but for Master Chefs, Antique Cooking Tools and Reforges offer a distinct merit in the Master Artisan selection. What do you think about this?

A. This arises due to pre-existing specs. In structuring this season's content, we tried our best to provide equivalents to some Reforge effects through specializations. We tried to reduce the effects granted by Reforges or existing gear, but for Master Chefs, the mechanisms to control this were limited. We couldn't completely exclude these aspects and had no choice but to allow them. It is systematically possible to control this, but because of the effort Milletians put into their setups, we could perhaps improve it by compensating in other areas. We determined it is difficult to completely disable these effects.


What was mentioned in the initial question is as follows:
Dev Note: [Test] Master Artisan Public Test
The part the Mabinogi team was most wary of while designing 'Master Artisan' was a situation where Master Artisan selection was determined solely by the wealth you possessed.
Under the rules where contributing more to Life Skill content through deliveries earns higher points, it can be heavily influenced by the wealth you possess.
Because this could cause excessive competition for selection, we determined a countermeasure was needed.
Therefore, by reflecting 'Dan Test Scores' in the selection criteria together, we tried to provide an opportunity to challenge for 'Master Artisan'
even to Milletians who have just stepped onto the path of an Artisan.
--------------------------------------------
Antique Cooking Tools
Antique Cooking Knife, Antique Simple Table, Antique Multi-purpose Ladle, Antique Cooking Pot
Among these, the Knife and Ladle have options that increase cooking quality.


(Part 2 - 1h 25m 55s)

Q. You said you were wary of Master Artisan selection being dictated by existing wealth, but review materials are expensive, and even if you try to farm them yourself, it's hard to gather materials stably due to short appearance times, Specialization Point investments, and the 70% success rate for specialized gathering. Even non-specialized materials are hard to get. For Handicraft, you need 10 Ancient Golden Crystals per craft. Instead of gathering necessary materials directly, you end up relying on the Auction House. This is a highly advantageous situation for Milletians with a lot of gold. The currently prepared countermeasure is Dan Test score correction, but in reality, it only supplements a few tens of thousands of points, which isn't a concrete solution. The dev team said they were wary of this, but why did it turn out this way? Given the differing Master Artisan scores across servers, do you really view the Master Artisan score as a fair opportunity?

A. I think I need to explain the deliberation we had over this. When first designing the Master Artisan system, we thought Master Artisans needed clear, exclusive merits. To provide those merits, we felt a ranking-based system offering those benefits and acting as a Life Skill goal was appropriate. In introducing it as a ranking, we determined it would be too difficult to base it on metrics that are incredibly hard for new Milletians to challenge, like existing Journals. We aren't systematically sinking gold, but we placed no separate limits on materials sourced through trading. Instead, we designed it so you can't infinitely raise your score with gold alone, utilizing systems like Dan Tests and Association Coins which require spending time. Additionally, regarding differing server environments: it is true that environments differ by server right now. Because many other elements are determined by the server, currently, heavily populated servers are experiencing tighter competition. This is an inevitable phenomenon in ranking content for MMORPGs.

Q. You need Life Coins for the Special Shop, so if you use the shop, you run out of coins needed to challenge for Master Artisan. Was it intended to tie the Special Shop and Master Artisan Review coins to the same currency?

A. Yes, that was intended. We meant to provide two choices so you have to decide which is more important.


(Part 2 - 1h 30m 20s)

Q. During the past New Life update, I remember you saying various QoL improvements would be resolved when Master Artisan was released. Many things were resolved, but what most users wanted—maintaining body shape upon rebirth—they likely wanted as a simple checkbox during rebirth. Why did you put it in Master Artisan? Shouldn't you resolve this systematically even now? Maintaining body shape upon rebirth can be somewhat resolved with the newly monetized (BM) Simple Forgetfulness Potion, which makes the Master Chef's benefit feel weaker. Do you have plans to systematically improve body shape maintenance and give Master Chefs better benefits?

A. We can only develop that if improving the Master Chef's benefits is a prerequisite. We will improve Master Chefs first and then roll it out sequentially.

Q. Can we get an exact schedule?

A. Anything related to Master Artisans will be difficult by Summer; it should be possible in the second half of the year.


(Part 2 - 1h 33m 0s)

Q. Is it true that the difficulty of achieving Master Artisan versus gold spent differs by server?

A. Yes, there is an actual difference.

Q. How about differentiating the quota for Master Artisans depending on population or the number of people challenging it?

A. We considered that too, but judged it difficult. Master Artisan is ranking content and indirectly affects all servers through the Auction House. We believe that if we increase the number of Master Artisans on populated servers, the merit of being a Master Artisan could be weakened.


The benefits are far too small compared to the cost of becoming a Master Artisan. Please improve the Master Chef benefits especially.

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We plan to improve Master Chef benefits and expand the advantages.


Please increase the duration a Master Artisan is maintained.

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We have concerns about this. The structure is such that the longer the Master Artisan duration, the more time and cost is spent on becoming one. We believe it would be difficult because it could spur even greater competition.


(Part 2 - 1h 33m 50s)

Q. There's also the inconvenience of crafted items, not just the Master Artisan duration itself. For Master Artisan's Thruster, when the Master Artisan's term ends, the Thruster's duration also ends. For a week 2 Thruster, the duration is only 1 week, so there's no demand, and the reason to buy Master Artisan's Essence vanishes. Instead of losing week 2 merits, couldn't you just make it last 2 weeks based on the time it was crafted?

A. That would be a more natural method. We presented an ecosystem where supply and demand align with the start of a Master Artisan's term. We designed it so that when a new Master Artisan is selected, new demand is generated in line with that new selection. We recognize this doesn't feel natural when Milletians actually play. We will review whether it can be improved. It's difficult to give an immediate answer.


(Part 2 - 1h 39m 20s)

Q. Before Master Artisan was released, Echo Marionettes could be crafted via NPC Pola, but now you have to track down the 20 Master Artisans and hand over beauty coupons without even seeing a UI to craft an Echo Marionette. Do you have plans for UI improvements, expanding Echo Marionette crafting to all Master Artisans, or adding the feature to craft them via an NPC?

A. We will improve it. This was something Director Choi Dongmin was stubborn about, and I apologize for the inconvenience it caused. We are pondering a more convenient UX—simply selling an Echo Marionette Crafting Kit, or generating an Echo Marionette Appearance Scroll and then entrusting that scroll. We will improve it into something considered more convenient and reasonable.

I thought the Echo Marionette proxy crafting was created to mimic the old nostalgic days in Dunbarton where people did enchant proxies for others. I remember it being inconvenient to hand over items for enchanting or extraction back then, with lots of inconveniences and scamming concerns.


Please remove the link between Master Artisan and Combat.

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I believe this is related to the Bonus Damage. We are "avoiding" the old methods where you had to rank up Weaving just to be better at Archery. On the other hand, we want to strengthen the cycle where items crafted in Life Skill content are traded so that Milletians who enjoy Combat content can become stronger. We want each content to be organic, not independent.


(Part 2 - 1h 42m 56s)

Q. This is an issue regarding duration items that provide Bonus Damage. I think most complaints are about the 3% Bonus Damage. Previously, the "Bonus Damage" stat was released very conservatively. Even the current endgame item, the Incomplete Daydream Crown Halo, only has a restricted form of 3% Arcana Bonus Damage, but the Master Artisan's 3% Bonus Damage feels mandatory, not optional. What do you think about setting it at 3% Bonus Damage, which makes it feel like a mandatory burden rather than a choice?

A. We heavily relate to this. 3% Bonus Damage is a powerful effect. It was to secure merits for Master Artisans. We are aware of the impact of 3% Bonus Damage in current combat. The purpose was to enhance the appeal of Master Artisan content through a powerful effect.

Q. I understand the intent was good, but the execution doesn't seem good. The value a hunting user feels from 3% Bonus Damage is massive. In the future, when designing non-combat content that affects combat, I hope you consider its impact on balance.

A. We will engrave your words in our hearts.


Please revive existing Life Skills instead of adding new systems.

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We determine that now is not the time to introduce major new content. We believe we must start by improving Crafting, Commerce, and Part-Time Jobs. Going forward, the direction for revamping Life Skill content is focused on expanding the fun of existing content. In July, we plan to focus on adding recipes, adding favorites, improving convenience, and adding rewards to contents. Further additions and modifications are planned for after Summer.


(Part 2 - 2h 57m 8s)

Q. If you equip a Sickle in your main slot and a Gathering Knife in your secondary slot and try to sheer sheep, it uses the Gathering Knife from the secondary slot instead of the Sickle. There's a romance to gathering wool with a bladed tool, but that's impossible right now. Are you aware of this phenomenon?

A. I understand that is because the Gathering Knife has a higher priority when gathering wool.

Q. If both have durability, shouldn't you be able to gather with the Sickle too?

A. This phenomenon occurred because the Sickle was originally designed to harvest wheat or barley, not wool. We will go back and check if changing this affects anything else. If there are no issues, we will reflect it.


(Part 2 - 2h 51m 3s)

Q. During Commerce, there is Bounty Hunting (Pursuit). Is it correct that the structure of this content is: when a trader passes by without fighting bandits, a Bounty Hunter can then encounter those bandits and hunt them for a bounty?

A. Correct.

Q. When newbies first start, they often choose Commerce, and they complain that even if they want to do Bounty Hunting, bandits don't spawn. In the past, there was a lot of regular Commerce so bandits spawned often, but now people rarely do regular Commerce. Even if they do, it's Barter Commerce, and they use Bandit Encounter Reduction or Bandit Encounter Protection Candies, so very few bandits appear. Users who don't know this can travel from Tir Chonaill to Bangor and then to Filia without ever encountering a bandit. When reviving existing Life Skills, Bounty Hunting needs to be fixed as well.

A. We revamped this to a state meant to be fun, but we agree it needs fixing. We recognize this is inactive content and causes inconvenience. We will fix it during the Commerce improvement process. A quick fix might be difficult; we believe a fundamental overhaul is needed.

Q. The Commerce season was also extended to 6 months. Do you need to align the Commerce and Life Skill seasons? Making Commerce 6 months didn't increase the merits; rather, the longer period means players have to carry the burden of trying to reach the TOP 100 for a full 6 months.

A. We designed it hoping Commerce would act as the final usage point within the Life Skill Season. Changing it now would impact too many things, so revamping it currently is difficult.

Q. You said you hoped Commerce would act as the final sink, but the quantities are too large to be absorbed by Commerce alone. How about creating an NPC in Commerce, akin to a Smuggler, that buys Taillteann Farm-related items at a high price for a limited time, giving a merit for growing crops?

A. I think that is a good suggestion.

Q. Since Smuggling isn't very active, if you change Smuggling, I think having a Smuggling event where Taillteann crops are bought at high prices would be good too.

A. Thank you for the good suggestion. We will consider it during development.


(Part 2 - 3h 0m 0s)

Q. During Air Commerce, clicking the NPC upon arriving at the destination is inconvenient. They get blocked by players or the ship, or sometimes monsters get clicked. The Pet Play dialogue also obstructs the view, making it inconvenient.

A. We will modify it so that Ctrl-Click prioritizes NPCs during Commerce.


(Part 2 - 3h 1m 3s)

Q. Do you know that an Air Commerce party leader cannot launch the ship alone?

A. It was designed intentionally for playing together.


(Part 2 - 3h 1m 57s)

Q. You said you identified the problem with the altitude bug during Air Commerce; is it being fixed?

A. That bug was patched after being fixed; is it still occurring?

Q. We can't say it's completely gone; it still occurs sometimes.

A. Please let me know the details during the break.

Q. Air Commerce takes way too long. When doing all of it, it takes 3 to 3.5 hours weekly. I think it increases user fatigue. Could you increase the frequency of events that boost the Airship's movement speed? Also, if you fail to defeat the Red Dragon, there is a penalty. Instances occur where you fail to kill the Red Dragon because of position lag on the ship or getting stuck on ship structures. I wish position lag on the ship would be improved. Can you decrease the frequency of Red Dragons or Wyverns? I consider the Red Dragon and Wyverns to be the main culprits extending Air Commerce time.

A. Many Milletians have provided feedback on that part, and we will check and reflect the points you mentioned when making improvements. Position lag on the ship must be fixed, but it's not an issue exclusive to the ship; there are difficulties due to the engine structure. It might be slow, but we will do our best.

Q. The Barter season increased from 4 to 6 months. The items are fixed, so strong market prices are formed only for base materials. Many of Mabinogi's life crafted items are just thrown away. We need a way to utilize those.

A. In the past, changing the season caused the Barter cycle to rotate, but currently, it is stagnating due to the long term. Once the cycle for changing Barter items is decided, we will announce it.

Q. Wouldn't it be better to change it when the next season hits, rather than changing the cycle mid-season?

A. Yes. We will proceed as you suggested.


(Part 2 - 3h 30m 48s)

Q. When using the ballista on an Air Commerce Airship, if you zoom out the camera, it's inconvenient to click the ballista because it gets blocked by other characters. The ballista object targeting doesn't catch.

A. Good point. We will make sure to reflect it.


(Part 2 - 3h 7m 45s)

Q. During Air Commerce, when trying to target bandits like Wyverns, ground monsters end up getting targeted instead. Is it possible to improve this?

A. I think it is possible to improve. We will fix it.

Q. For Barter, many people craft directly or buy sets. If you start without realizing the required quantity, you can't cancel and restart. There's the hassle of having to do a whole Commerce run again. Is it possible to cancel before closing the Trading Post window?

A. Because the amount of trade goods on the server updates even if you don't close the window, it might be difficult to let you hold onto it indefinitely without closing the window. It is set this way because purchases affect server-side stock. Holding stock for too long could cause issues. We will prepare a method allowing you to cancel within a certain cancelable timeframe.

For this issue, I think another method would be to add a UI that judges whether you have all the Barter materials or what you are lacking.


(Part 2 - 3h 11m 30s)

Q. Many Milletians do Commerce while wearing Commerce Reforge clothes. Many also wear Wing Shoes with Commerce Reforge clothes. When using Wing Shoes + Commerce Reforge Clothes + Commerce Movement Speed Potion, there's a rumor that they don't stack together, but rather only one between the Wing Shoes and the Commerce Movement Speed Potion applies. Is this true?

A. I don't remember exactly. I will check on it.

Q. If they don't apply together, I hope they can be made to stack, because users with Wing Shoes wear them expecting additional movement speed.

Q. For Commerce Reforge Clothes, you have to roll reforges on "Clothing (Commerce Enhancement)". Some people use Commerce Reforging Tools instead of Exquisite Reforging Tools because the probability is higher. If the goal is to revive Commerce, equipment from the Glowing Gargoyle Statue dungeon only gets Commerce Movement Speed up to Level 10; how about letting it go up to Level 20? I think it would be good if Commerce Movement Speed up to Level 20 could appear on all clothing.

A. Since dungeon spoils are aimed at being suited for combat, providing that from dungeons would likely be difficult.

Q. Is it possible to change the Reforge table for regular clothing so Commerce Movement Speed can appear up to Level 20?

A. In the realm of Life Skills, rather than strengthening Reforge options, we are updating in a direction that provides in-game ways to obtain effects equivalent to Reforges. Because Reforges are a hurdle Milletians feel when they first come to Mabinogi, we believe Life Skills shouldn't have such hurdles. Expanding the influence of Reforges is not the direction we want to pursue. We determined it is right to enhance things through Commerce rewards. It would be more appropriate to prepare a direction where currently unobtainable Commerce Movement Speed effects can be acquired per season or by using Seasonal Ducats.

Currently, newbies cannot distinguish between "Clothing" and "Clothing (Commerce Enhancement)" in-game. If reforges won't be unified and inheritance won't be possible, I think the type of equipment should be displayed in the equipment window.


(Part 2 - 3h 16m 16s)

Q. You mentioned that Gathering Speed Reforges and Harvest Song don't stack; I think you need to indicate this in-game.

A. We will absolutely do that during the display enhancement update in the second half of the year.

Q. In some crafting menus like Handicraft or Carpentry, Part-Time Job/Story items and regular items are shown together. Can this be improved by dividing categories or similar?

A. There might be a way to make craftable items appear according to the situation. For example, only showing Part-Time Job items during a Part-Time Job. If we divide by categories, you might not see the categories in the back, so we will modify it so what you need is visible up front.

Q. I want to know the criteria regarding crafting success. At the time of the Feb 11, 2021 patch, you stated the reason you rolled back the 100% success state to 99% was because failures still occurred at 100%. However, in a later live broadcast, you cited the creation and destruction of wealth as the reason for not allowing 100%. Is it technically impossible, like when it failed at 100% before? Or is 100% not intended due to game economy design? There's confusion. What is the current standard?

A. The reason is indeed based on economic design. Back when Edern's repair was 98%, items blessed with Holy Water could reach 99%. A 99% probability item and a 100% probability item have a vastly different meaning in-game. 99% probability is to maintain this distinction.

Maybe I heard the date wrong, but I couldn't find any information related to such a patch around Feb 11, 2021.


(Part 2 - 3h 19m 13s)

Q. 5-Star cooking triggers a server announcement; it gets annoying during repetitive crafting, so an on/off feature would be nice. Also, was it intended for the Soul Liberate Lyre crafted via Carpentry to receive the Grandmaster Blacksmith talent effect?

A. The Lyre was something we promised to improve through a live broadcast, but it hasn't been completed yet. We will proceed with it quickly.

Q. Before the patch, people who don't know might get different qualities depending on whether they rebirth into Carpentry or have Grandmaster.

A. I know the most important stat when crafting a Lyre is durability. If there are no issues, we plan to proceed in a direction that supplements the Lyres you have already crafted.


(Part 2 - 3h 21m 42s)

Q. It's good that we can craft a Gayageum, but I judge it was insufficient to get users interested in Playing Instrument.

Q. When playing instruments, the Hamelin's Tuner plays an important role. If you don't have a tuner, there's a chance to play a sour note. It's important for Jam Sessions, but the price is very expensive. Even if you use a tuner, it doesn't apply to singing, so scores with Song parts still get sour notes. So that tuners can be distributed more easily, how about letting us rent temporary tuner items from Royal Musician NPC characters via quests or paying a fee? Or I wish you would reduce the cycle of them appearing in random boxes so many Milletians can enjoy music.

A. We also hope tuners get applied to Song. We will proceed with both adding avenues to obtain temporary tuners and having them appear more frequently in random boxes.

Q. Sheet Music Scrolls cannot be stored in either pets or the bank. Since many music score communities have disappeared, if you throw away a score you have in your inventory, you might not be able to get it again. People who enjoy Playing Instrument hold over 100 scores, requiring a lot of inventory space. Is there any way to store them, like putting them in pets, banks, or the Dressing Room? There are users who would want to store them even if it means investing cash currency. Jabchiel's Music Score Book can be stored in pets.

A. Due to internal architecture, the user's inventory and the pet's inventory are different, so there is no space to store scores. There is a mechanism to store this safely. Jabchiel's Music Score Book only goes into pets when it contains no scores; if it has scores, it cannot be stored. Storing them in pets or banks is technically difficult, so it might be hard to resolve. If you distribute and hold them per character, there might be a method we can provide, so we will look into it.

Q. Among dead content, rather than special magical music scores like Song of Fists or Roar of the Battlefield, it would be nice to rework magical music scores that give minor buffs like Berserk, Will +6, or Mana +5. It would be great if you could increase their buff duration or effects so users can inherently enjoy music more.


(Part 2 - 3h 30m 8s)

Q. Is it possible to search for scores by title within the inventory?

A. I think it should be possible.


(Part 2 - 3h 30m 8s)

Q. When using an installed instrument while a score is equipped, neither the score nor the instrument can be swapped. Can this be fixed?

A. We will check if it's possible.

Q. I wish the Laighlinne partner could also use installed instruments.

A. We will check if it's possible.

Q. Scores cannot be placed into the Laighlinne's inventory.

A. This is difficult due to the same issue as with pets.

Q. Please increase the length of music scores.

A. We will check if it's possible.


(Part 2 - 3h 34m 8s)

Q. When ranking up the Composing skill, we used to rank it up via the Bard Bulletin Board. If saving scores is impossible due to capacity issues, is there a way to save them in a format like a bulletin board?

A. We will check that.


(Part 2 - 3h 36m 46s)

Q. Books are much longer than music scores, so why is it that books can be stored but scores cannot?

A. To explain briefly, a score holds different data inside the item itself. Books have fixed internal data and pull content from the web server. Scores require individual storage space, but books only hold a link that pulls data from the web server, so they don't take up much capacity.

Q. Since books are pulled from the web, couldn't scores work the same way?

A. There is a limit to storage space on the web as well. Books are possible because they are not modified, but since each score has different content, there is a difference in physical storage space and server load.

To add an explanation: Books are not written by users in real-time, so storage space can be predicted.
For scores, users can change them bit by bit in real-time, making storage space hard to predict. If different scores are made every time, it can quickly eat up web server capacity. I think you can understand it as causing issues because the data transmission cost and loading times between the game and the web occur differently.


(Part 2 - 3h 39m 26s)

Q. Mabinogi uses a Jam Session system for things that cannot be expressed with a single instrument, allowing up to 16 players. Since recruiting 8 players for dungeons is a problem, new dungeons are being made for 4 players. Can the difficulty of Jam Sessions be mitigated through things like Echo Marionettes or Jam Session-exclusive NPCs? It must be even harder to gather people on servers other than Lute.

A. There are currently realistic difficulties, so I cannot give an immediate definitive answer. We need to review whether expanding beyond Laighlinne is possible right now.

Q. There are many people who enjoy non-combat content, so I hope you definitely review this and share it through other channels.


(Part 2 - 3h 41m 18s)

Q. The difficulty of gathering Jam Session members is actually something we heavily experience. It's hard to even find guests on some servers, so bands sometimes disband after their final performance. What used to require three people for Snare Drum, Bass Drum, and Cymbals became manageable by one person concentrating on rhythm instruments when the Drum was added in the Fantastic Harmony update. It would be great if patches could be done at least in this manner. There are many instruments not yet in Mabinogi; an Eastern instrument was patched this time, but in the field, there has been a demand for brass instruments aligning with traditional orchestras. It would be good to explore adding new instruments that can help reduce the required number of people.

A. This attempt at new instruments, starting with the Gayageum, is the first in a long time. We plan to gradually expand it. Having actually made one, it takes a long time. We are trying various things like recording sounds we don't have. It is not at a stage where we can reveal it right now. We will announce it when ready. We will also consider brass instruments.

Q. If you are considering new recipes for Master Artisans, adding them to Master Artisans would be good too.


(Part 2 - 3h 44m 22s)

This is related to Combat/Growth/Economy, but I have to go home, so I will ask first.

Q. Mabinogi has many RNG elements, so effort often doesn't directly translate to rewards. How about introducing a "ceiling" (pity) system where playing diligently for a certain period guarantees high-value rewards? The core idea is to provide for latecomers without damaging market value. I've been running teaching parties to help beginners for the past 9 months, and I've witnessed players leaving the game after getting exhausted by skyrocketing prices of specific Arcana enchants, endless farming, or hitting the realistic wall of not being able to finish their desired setups. I'm curious about your direction on this.

A. I believe low reward probabilities are the cause of the inconvenience. It is difficult to introduce such an element in top-tier dungeons. Introducing it there would affect the value of top-tier items. However, I think this is necessary during the mid-tier growth process. Will a Milletian be able to build Nightbringer and get enchants just by playing Crom Bas? Thinking about whether playing Glenn Bearna alone can yield these rewards, I agree there is a hurdle. Realistically, acquiring other rewards, selling them, and buying gear with gold is the practical route. We are considering a pity system so you can acquire things just by playing, and we will showcase it in the Summer update.


Please improve Commerce and Air Commerce rewards.

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Regarding Commerce and Air Commerce, it seems Milletians gave us far more feedback than we prepared for. We will go back, check when we can update it, and show it to you as quickly as possible. It is targeted for the second half of the year.


(Part 2 - 3h 48m 55s)

Q. Based on Pera Barter, the Step 5 Raspa Black Panther Leather can be bartered for 150k Ducats each, allowing 3 for a reward of 450k Ducats. For the newly added Step 6, you can buy 2 at 120k Ducats each, meaning you only get 240k Ducats. Previously, Barter rewards increased as the steps went deeper, but this Step 6 has decreased in value. Was this intended?

A. It was a newly added reward on top of the previously provided Ducat rewards, so the management simply placed it in the 6th slot. However, it seems users thought it should yield higher rewards because it's Step 6. As we caused a misunderstanding in terms of display, if it's a lower reward, we could place it lower down. We will improve it so it can be naturally recognized when the season changes.


(Part 2 - 3h 51m 19s)

Q. I think the big issue with Commerce rewards is where to spend Ducats. Recently, discontinued outfits were added to Bheilleach, Glenn Bearna, and Crom Bas. Having to clear up to final dungeons just for discontinued outfits feels weird. When there are Re-form outfits or additionally re-released outfits with lower hurdles, I wish you would consider putting them on the Ducat side.

A. We will consider various supply sources for Sewing Patterns and expand upon what you mentioned. We thought they had utility as dungeon rewards, but we now realize Milletians feel they don't fit current rewards. We will place them naturally.


(Part 2 - 3h 52m 55s)

Q. Newbies do Commerce a lot. If Erg materials were sold for Ducats as untradable items, I think it would help newbies doing Erg.

A. I think it's a good suggestion, but doing Life Skill content to grow Combat content is not the direction we are thinking of. If we were to sell Erg materials for Ducats, we would sell them as tradable rather than untradable, and we would have to judge the economic impact. We will go back and review its influence.


(Part 2 - 3h 54m 49s)

Q. It has been a long time since Re-form Outfits were updated; are there plans for additional updates?

A. We will consider it when expanding Commerce rewards in the future, but we are not considering it currently. The last update was the Ceremonial Uniform, and we ask for your understanding that Re-form Outfits are difficult to release frequently. However, we continue to consider them.


(Part 2 - 3h 56m 21s)

Q. Is it true that you have a negative inclination toward wealth generated from Commerce or Life Skills being involved in Combat content?

A. It's not that Life Skills shouldn't affect Combat; rather, we are concerned about making it so that "you MUST do Life Skill content in order to grow in Combat content."

Q. The Sadb Extra Miniature obtainable from Commerce can only be acquired and leveled through Commerce, and you've created spec-up methods like 3% Bonus Damage through Master Artisans. We are worried users' trust in the management might drop because of these contradictions.


(Part 2 - 3h 58m 21s)

Q. During Commerce, movement is difficult in some terrains like Bangor, and Osna Sail is so narrow it's hard to avoid bandits. Do you have plans to improve this?

A. To fix that, there are largely two improvement methods. Both are difficult under the current Pleione Engine.

- Usually, when you hit a wall, you keep moving (sliding against it) rather than stopping completely, but we confirmed this cannot be implemented in Mabinogi.

- Modifying the terrain to resolve obstacles also consumes too many resources right now.

For these two reasons, we believe it is a better decision for the Milletians to release other updates rather than modifying those maps.

The Pleione Engine is Mabinogi's game engine, a proprietary engine built exclusively for the old PC Mabinogi. Because it is old, it cannot provide features currently offered by other games, causes development inconveniences, and can consume a lot of performance when used. It has many drawbacks like lacking multi-core support, so they are in the process of replacing it with Unreal Engine through the Eternity Project.
Replacing a game engine isn't just a simple swap; it's a task that requires a massive amount of time and manpower, essentially rebuilding the game from scratch.



Life Skills > Taillteann Farm / Master Artisan

What is the design intent behind the Taillteann Farm?

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During the creation of the Life Skill Season, the Taillteann Farm was intended to be a structure where players play a little bit every day, and the products from that play circulate within the Erinn economy. However, as a result, the intention did not translate into fun. We will improve the Taillteann Farm and Master Artisan systems together going forward.


(Part 2 - 21m 55s)

Q. Because some people have gone home, I am answering based on relayed information, so there might be some lacking parts.

The fact that we are asking about the design intent of the Taillteann Farm implies that users don't find it fun, or

- heavily feel that there are no rewards.

- Director Choi Dongmin mentioned it resets every 6 months. We think our efforts are invalidated when specialized skills and such are reset. Are there any plans to roll over Life Coins or turn research into permanent assets?

- To become a Master Artisan, you are in a situation where you can only supply materials from the Taillteann Farm. People who are interested in Master Artisan content but not the Taillteann Farm are being forced to do it, which lowers the freedom of play.

- Life Skill content itself is viewed for its profitability. You mentioned we could earn gold instead of Fynn Blooming, but we can only earn gold after completing 15 target missions, and even this relies on probability, so it seems hard to replace Fynn Blooming.

- When selling materials, I think it relies heavily on player-to-player trading. For Master Chefs, there is a phenomenon where even if you cook dishes, they get discarded just like expired convenience store food.

- Do you have any thoughts on allowing us to sell them to NPCs?

A.

- We agree that Taillteann Farm's rewards are lacking and that it takes too long, so we plan to start by reducing the time it takes.

- We have internal concerns regarding the 6-month reset. We think we need to adjust the carry-over aspects so that everyone can start together to some extent for the new season. We will look for aspects that can be maintained.

- Regarding the connection between Master Artisan and Life Coins, currently, acquiring coins allows you to become a Master Artisan. Since it's ranking content right now, it uses Life Coins. It might be difficult to introduce additions this season, but we will check and try to improve upon whether we can reflect additional changes next season.

- We haven't been able to sufficiently provide from the Taillteann Farm as much as Fynn Blooming was reduced, but now, it is being provided through weekly gold boxes or keys. Besides that, it is being supplemented by Part-Time Jobs or things like Octopus Chuu/Kraken Chuu. We know there are opinions that Chuu farming is not desirable and needs improvement, but we will improve it in a way that is persuasive, unlike what happened with Blooming, and there are no immediate plans for improvement yet. We will be able to guide you on this later.

- For Master Artisan content where you can only earn gold through trading with other users, we are internally discussing a guaranteed minimum line, and if improved, it could be patched in the next season (December).

Q.

- Taillteann Farm is deeply related to Master Artisans, but even if you become a Master Artisan, the success rate for specialized gathering remains at 70%. It's a negative experience that even a Master Artisan fails at the same rate as general Life Skill users.

- In the case of Master Chefs, there are actual seasonal ingredients, and you only get buffs if you make dishes containing those seasonal ingredients, which you then have to sell to combat users. If the options aren't meaningful for combat, combat users find it more beneficial financially and stat-wise to eat Lorna's Lunchbox Festival Food, which they can get as Advanced items. It's unpleasant that as a Master Artisan, I cannot control the dishes I make. It's inconvenient that only Life Skill-related options appear in the first week, and only Combat options appear in the second week.

- For some Master Artisans, the Artisan effect is practically non-existent. Was this intended?

A.

- For Master Chefs, the design intent is indeed to have different productions available by week, but if it doesn't provide a sufficient sense of utility, we will improve it.

- For Master Artisans, we will make specialized gathering 100%.

- Strengthening the merits of Artisans is harder than strengthening the merits of Master Artisans, so we will think about it.

Q.

- Severe position lag occurs inside the Taillteann Farm.

- The pathing/movement required to plant crops is inefficient.

- To go to Moonlight Island from the Homestead, you have to exit and re-enter. Is it possible to go there directly?

- Is it possible to standardize and expand the bundle sizes for items that have small bundle limits and no dedicated pouches?

- If you want to expand Taillteann Farm content, how about expanding it to other items besides Master Artisan materials?

A.

- UI/UX improvements and fixing movement inefficiencies are naturally things we must do. Moving directly between Homestead and Moonlight Island will also be implemented, and the schedule will be announced later.

- Bundle sizes for produced items are currently determined by existing pouches, etc. We plan to add new pouches in the future. We will expand pouches after standardization.

- Expanding Taillteann Farm content affects the overall ecosystem, so it's hard to confirm it here, but we will consider it.

I think there is more backlash because this is Mabinogi's first seasonal content.


(Part 2 - 37m 35s)

Q. You mentioned Octopus Chuu and Kraken Chuu; in what flow are they considered a supplementary measure?

A. The gold that Milletians couldn't get through Fynn Blooming was somewhat replaced when the Part-Time Job patch allowed them to acquire more materials, generating gold there. Although the gold supply is higher than we predicted, we have no plans to issue sanctions since it was obtained through normal play. However, we don't think it's a playstyle that provides enjoyment. We believe we must revamp things so that wealth can be acquired through fun gameplay.

Q. The flow of the question is that you cannot pleasantly earn gold from Master Artisans and the Taillteann Farm. "Chuu" wasn't content introduced to supplement the shortcomings of the Taillteann Farm; rather, it's a method users found by putting in a lot of effort to break through the reality of not being able to supply gold. Even with all the Reforges, trying to sell "Chuu" results in lower hourly efficiency than Shrimp Taming Bait. The current topic isn't step-by-step growth or gold supply, but I wish there was better deliberation on this.


(Part 2 - 39m 41s)

Q. Additional question regarding Master Chefs. To extend the freshness duration of seasonal dishes made by Master Chefs, Edible Preservatives are needed. Why is the production of preservatives made to rely on other Master Artisans? In the 2nd week of seasonal dishes, there is Bonus Damage, Durability Loss Reduction, and Movement Speed, but I think the only meaningful options are Bonus Damage and Durability Loss Reduction. To get 1% Bonus Damage, you have to add 5 foods with the Bonus Damage option, and then add 5 other foods that have freshness. A lot of foods with freshness end up being thrown away; was this intended?

A. In the case of preservatives, it was to create a merit for the Potion Making side. We intended for them to be exchanged through mutual trading. We hoped it would act as a merit for each. As for the food discarded during the process of making seasonal dishes, we will modify it so that those aspects are preserved even if used as cooking ingredients. We expect that allowing them to be inherited into higher-tier ingredients, as you suggested, will reduce the amount of discarded food.

Q. You said you give merits through user-to-user trading, but why is that only the case for Master Chefs?

A. It was designed in the process of finding a balance (synergy) while designing effects between Master Artisans. It was not designed to penalize Master Chefs. We will see if there is a direction for improvement.

I didn't fully understand because I don't know much about Master Chefs.


(Part 2 - 44m 14s)

Q. A question about the one-way linkage between the Taillteann Farm and the Life Skill Association. There is a link from the Taillteann Farm to the Life Skill Association by earning coins through deliveries, taking Association specializations, or undergoing Master Artisan skill reviews. Conversely, doing Master Artisan or specializations in the Life Skill Association provides no advantage to the Taillteann Farm. Was this intended?

A. The intention was for the Taillteann Farm to be a foundational block of Seasonal Life Skills that many Milletians could enjoy casually. If you look at existing gathering skills, they are minimally affected by crafting skills. It's designed in a stepped structure where basic skills are foundational, and higher-tier skills are more influenced. If the Taillteann Farm was affected by the Life Skill Association, the difficulty would increase. A situation could arise where you have to do Life Skill Association content just to make a profit from the Taillteann Farm. We designed it as a one-way street because we wanted it to be content played by more Milletians. Contrary to our design intent, we realize the hurdle for the Taillteann Farm is high. We plan to revamp that hurdle.


(Part 2 - 46m 45s)

Q. An additional question on Master Chefs. Sometimes we eat gathered foods from Master Chefs to go gathering, but cooking effects disappear when you change channels. However, for some gathered items, you have to change channels to be efficient. Do you have plans to improve this? Also, items crafted in Mabinogi receive random effects. For example, to check if an item crafted via Magic Craft is high or mid-tier, we have to look at external sites instead of inside Mabinogi. Can this be improved?

A. We will improve cooking effects disappearing upon changing channels. We discussed this previously and decided to improve it, which will happen after this season. Regarding the difficulty of having to use external communities or information to check item quality and variable stats upon crafting, we need to think about the UX of how to display that first. We will look into it during the notation/display-related improvements in the second half of the year.


(Part 2 - 49m 5s)

Q. Director Choi Dongmin seems to be shying away from the 'Fantasy Life' concept of romance together. I tried the old Taillteann Farm, and it felt like player-to-player communication features were excluded. Is it an intended spec that it gets locked to the channel it was created on? Even for guild members, their Taillteann Farms might be on different channels, making it inconvenient to visit them. In Homesteads, you can gather mushrooms or herbs together with acquaintances, and use production facilities like spinning wheels, allowing for at least some communication. For Taillteann Farms, it just ends with playing an instrument for them and leaving. The 'Thief' (crop stealing) feature is practically useless. What is the reason communication features were excluded?

A. Communication-related features were in the design, but their polish was low during development, so they weren't added. It is naturally something we should introduce as we expand the content. We will improve on our failure to provide such an environment. Regarding channel locking, there is a difference in stability between allowing creation across multiple channels versus just one. We identified potential risk factors during development and restricted it to one place to ensure stability. It is correct that the channel restriction should be lifted, and we have plans to improve it, but due to stability reasons, it's difficult to roll out quickly.

Q. Past Housing was unified on Channel 11; how about pushing Taillteann Farms all onto one channel as well?

A. Channel 11 wasn't a channel anyone could just connect to unilaterally; it had a population limit. Stability would increase, but if many Milletians play simultaneously, it wouldn't be a good experience. We will go back and check this one more time.

Q. You can go to a friend's Taillteann Farm by right-clicking in the messenger, but you cannot move to a guild member's farm by right-clicking.


(Part 2 - 54m 3s)

Q. After the Fused Holy Water of Lymilark was introduced, situations arise in Bheilleach where a Sacred Guard accidentally gets fully hit or fails the pizza pattern, ending up having to compensate others for their Fused Holy Water. Master Artisan's Abrasive, Master Artisan's Thruster, and Master Artisan's Sympathy Potion, which provide Bonus Damage buffs, last up to 2 weeks depending on when applied. How about making Fused Holy Water also last 1~2 weeks when applied? The Master Artisan buffs last up to 2 weeks once applied, and a Master Artisan can make 2 per week, or 4 over 2 weeks. Practically, you should be able to make 2 a week and sell them with newly reset materials the next week, but once applied, everyone who needs it already has it, or there's only half the duration left, so we often can't even recover material costs. Wouldn't it be better if applying it once lasted 1 week, allowing us to make and sell it again a week later? I heard the Metal Master Artisan cutoff on Mandolin is 50k, but on Lute it's 420k. On Lute, it's more about honor than making money.

A. We actually have concerns regarding Fused Holy Water. We think providing a persistent-duration Holy Water in exchange for many materials is good. There is a hurdle regarding becoming incapacitated. What we are worried about is that if a duration is introduced, demand could drop significantly. It could actually negatively impact the utility when a Milletian achieves Master Artisan. We cannot make the duration too long, so we will go back and think about it. As for sales being difficult because the Bonus Damage buff lasts too long, there are many factors to consider to decide right now. It's difficult to give an immediate answer. We will go back, deliberate, and provide an answer later.


Are there any plans to roll back the Taillteann Farm?

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We understand why you're asking for a rollback. The Taillteann Farm plays a role in the overall Life Skill cycle. We plan to strengthen these aspects further, so instead of a rollback, we will revamp it.


An overall revamp of Taillteann Farm's fun, rewards, and convenience is needed.

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We plan to quickly revamp the things we just mentioned. We will revamp channel locking, convenience, and features, and deeply consider the fun aspect of Taillteann Farm to show an improved state.


(Part 2 - 1h 1m 7s)

Q. Currently, Doll Bags don't have item tags for Taillteann Farm items. Is it possible to add them?

Also, there's a difference in items that can be installed on Homesteads versus Moonlight Islands. The item images are identical, and some can be installed on both, but some don't have any indication yet can only be installed on Homesteads and not Moonlight Islands. Users only find this out by trying to install them. Can this be improved?

A. We will improve both. We will improve them alongside the promised updates.

Q. For installation items, can you differentiate the images seen in the inventory so we can check immediately?

A. This would likely require remaking a massive amount of items. We will go back and check if it's realistically possible. We will also look into preparing a UI that makes it easy to recognize via text rather than item images.


(Part 2 - 1h 3m 47s)

Q. With the Premium Combination benefits update, things like Essence of the Earth, Taillteann Farm Fertility, and Taillteann Farm Energy Orbs keep coming in. For someone who doesn't enjoy Taillteann Farm or Moonlight Island, these are just trash items entering my inventory every day. Premium Shadow Crystals only took up one item in two slots so they were less annoying, but after the update, multiple things come in. How about letting us choose whether to receive these items, like Advanced items?

A. We will modify it to function that way.


(Part 2 - 1h 5m 13s)

Q. The reason people complain about Taillteann Farm fatigue is that it takes a lot of time. Items crafted in the cauldron can be made in batches, but I wonder why you didn't allow planting multiple seeds and harvesting them all at once.

A. We didn't pay close enough attention to that. During the revamp process, we will prepare a method so it can be used conveniently.


(Part 2 - 1h 6m 22s)

Q. For Taillteann Farm daily delivery quests, you have to click 'receive' one by one. Can you add a convenience feature like Auction House 'Receive All'? Can we customize the locations of Taillteann Farm fields like in the Homestead? You have to achieve goals within a limited 6-month period, so casual users might find it hard to achieve with just 6 fields. Could we increase the number of fields or trees by consuming currency like gold?

A. 'Receive All' can be improved on the UI/UX side. Customizing field locations might be difficult currently. Requests like increasing the number of fields relate to the time consumed in Taillteann Farm, so rather than methods like consuming gold, we will improve it by reducing the required time.


(Part 2 - 1h 9m 22s)

Q. When harvesting, the system message is in the top right, but when planting, it's in the middle, sometimes covering hotkey buttons. Are you aware of this?

A. Pop-up windows had a similar issue, and we didn't carefully check the system messages when changing them. It's a point of inconvenience, so we will move the system message locations.

Q. Can we receive Storage upgrade items as alternative rewards instead?

A. Storage upgrade items can be converted to gold; do you want to be able to exchange them for something else?

It seems this question arose because they didn't realize that Storage upgrade items—Glass, Paint, Iron Plate, and Brick—can be sold to NPC shops for gold.
If you want to know the gold value of reward items from deliveries, you can check it on the Life Skill Association Delivery Profit Calculator.


(Part 2 - 1h 10m 55s)

Q. Regarding Metal Master Artisans, the Tricolor Gem Ring cannot be searched by options on the Auction House. When selling or buying, you have to search and look at them one by one. Relics from Bheilleach couldn't be option-searched either; I think it's the same issue. It would be good to prepare these in advance when new things come out, but why is the handling always so slow?

A. When Relic of Murias was updated, this should have been systemized and released together, but there seems to have been difficulties. Going forward, we will systematize it and prepare so this can be targeted during the development process itself.


(Part 2 - 1h 12m 48s)

Q. A phenomenon occurs between continuous crafting and individual crafting. A Sturdy Wool Pouch can hold 500, but if you turn off continuous crafting, only 10 are made. The number produced when continuous crafting is off varies per item—sometimes 1, sometimes 10. Can you modify it so all items are crafted to the maximum possible amount? Many games allow you to harvest all or plant crops comfortably via UI, but having to manually move around to do everything in the Taillteann Farm feels outdated for this era.

A. The inconvenience of moving around to plant and harvest one by one in the Taillteann Farm is a problem that arose from using the existing Farm's content logic as-is, and we agree it needs improvement. It requires changing the entire foundation, so it will take time.

We have concerns regarding the convenience of continuous or batch crafting of material items. Improving convenience could increase material supply volume, so we are deliberating carefully. We will separately check if there are feasible areas.


(Part 2 - 1h 15m 29s)

Q. Can you add a Favorites feature for Taillteann Farm delivery missions?

A. A Favorites feature relates to the database. We will check if it's possible.


Please change Master Artisan selection to be cross-server integrated.

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We agonized over this internally but judged it realistically difficult. We know the difficulty varies because the population differs by server. If we integrated it, a situation could arise where it's hard to find a Master Artisan on servers other than Lute, so we determined it would be difficult.


(Part 2 - 1h 18m 25s)

Q. If server-specific Master Artisan selection is difficult, the cutoffs differ far too much between servers. Is there a way to mitigate this?

A. We are intensively monitoring that. If we offer mitigation that is too low, the meaning of competition among Milletians could be diluted. If we keep the current difficult ranking system, a high hurdle can be maintained. We are struggling to find a sweet spot in between. The grade cutoffs are gradually easing compared to the early days, and we are monitoring it. If these issues aren't resolved in the long term and continually act as a hurdle, we will have to intervene, even artificially, and adjust it relative to the effort invested. But it's still early, so we are watching it.

Q. Since the score gap between Master Artisans is large enough that there are popular and unpopular fields, can you rebalance Master Artisan privileges?

A. We plan to strengthen privileges, like we discussed earlier regarding Master Chefs.

Q. When you become an Artisan, the Special Shop sells Master Artisan's Essence, but Artisans cannot use Master Artisan's Essence. Why is it included in the Artisan privileges?

A. It was added to create a situation where Artisans could buy that item and supply it to Master Artisans. Creating merits for Artisans was harder than creating merits for Master Artisans. We added it so they could gain an economic benefit.


Please revamp the selection structure where you have to spend gold to become a Master Artisan.

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During the first selection, Association Coins were heavily stockpiled, making it harder than expected. It is still burdensome now, but the burden is gradually decreasing. Due to the nature of ranking content, it's a situation where time or currency inevitably has to be invested to some extent. We are monitoring it to present content in a balanced way. We will proceed with Master Artisan-related patches and introduce mechanisms tailored to either ease the season or mitigate the competition.


(Part 2 - 1h 23m 10s)

Q. I don't remember the exact wording, but regarding Taillteann Farm and Master Artisans, you said something to the effect of "we will make sure existing users' merits aren't too large so everyone can start from the same line." I haven't tried others, but for Master Chefs, Antique Cooking Tools and Reforges offer a distinct merit in the Master Artisan selection. What do you think about this?

A. This arises due to pre-existing specs. In structuring this season's content, we tried our best to provide equivalents to some Reforge effects through specializations. We tried to reduce the effects granted by Reforges or existing gear, but for Master Chefs, the mechanisms to control this were limited. We couldn't completely exclude these aspects and had no choice but to allow them. It is systematically possible to control this, but because of the effort Milletians put into their setups, we could perhaps improve it by compensating in other areas. We determined it is difficult to completely disable these effects.


What was mentioned in the initial question is as follows:
Dev Note: [Test] Master Artisan Public Test
The part the Mabinogi team was most wary of while designing 'Master Artisan' was a situation where Master Artisan selection was determined solely by the wealth you possessed.
Under the rules where contributing more to Life Skill content through deliveries earns higher points, it can be heavily influenced by the wealth you possess.
Because this could cause excessive competition for selection, we determined a countermeasure was needed.
Therefore, by reflecting 'Dan Test Scores' in the selection criteria together, we tried to provide an opportunity to challenge for 'Master Artisan'
even to Milletians who have just stepped onto the path of an Artisan.
--------------------------------------------
Antique Cooking Tools
Antique Cooking Knife, Antique Simple Table, Antique Multi-purpose Ladle, Antique Cooking Pot
Among these, the Knife and Ladle have options that increase cooking quality.


(Part 2 - 1h 25m 55s)

Q. You said you were wary of Master Artisan selection being dictated by existing wealth, but review materials are expensive, and even if you try to farm them yourself, it's hard to gather materials stably due to short appearance times, Specialization Point investments, and the 70% success rate for specialized gathering. Even non-specialized materials are hard to get. For Handicraft, you need 10 Ancient Golden Crystals per craft. Instead of gathering necessary materials directly, you end up relying on the Auction House. This is a highly advantageous situation for Milletians with a lot of gold. The currently prepared countermeasure is Dan Test score correction, but in reality, it only supplements a few tens of thousands of points, which isn't a concrete solution. The dev team said they were wary of this, but why did it turn out this way? Given the differing Master Artisan scores across servers, do you really view the Master Artisan score as a fair opportunity?

A. I think I need to explain the deliberation we had over this. When first designing the Master Artisan system, we thought Master Artisans needed clear, exclusive merits. To provide those merits, we felt a ranking-based system offering those benefits and acting as a Life Skill goal was appropriate. In introducing it as a ranking, we determined it would be too difficult to base it on metrics that are incredibly hard for new Milletians to challenge, like existing Journals. We aren't systematically sinking gold, but we placed no separate limits on materials sourced through trading. Instead, we designed it so you can't infinitely raise your score with gold alone, utilizing systems like Dan Tests and Association Coins which require spending time. Additionally, regarding differing server environments: it is true that environments differ by server right now. Because many other elements are determined by the server, currently, heavily populated servers are experiencing tighter competition. This is an inevitable phenomenon in ranking content for MMORPGs.

Q. You need Life Coins for the Special Shop, so if you use the shop, you run out of coins needed to challenge for Master Artisan. Was it intended to tie the Special Shop and Master Artisan Review coins to the same currency?

A. Yes, that was intended. We meant to provide two choices so you have to decide which is more important.


(Part 2 - 1h 30m 20s)

Q. During the past New Life update, I remember you saying various QoL improvements would be resolved when Master Artisan was released. Many things were resolved, but what most users wanted—maintaining body shape upon rebirth—they likely wanted as a simple checkbox during rebirth. Why did you put it in Master Artisan? Shouldn't you resolve this systematically even now? Maintaining body shape upon rebirth can be somewhat resolved with the newly monetized (BM) Simple Forgetfulness Potion, which makes the Master Chef's benefit feel weaker. Do you have plans to systematically improve body shape maintenance and give Master Chefs better benefits?

A. We can only develop that if improving the Master Chef's benefits is a prerequisite. We will improve Master Chefs first and then roll it out sequentially.

Q. Can we get an exact schedule?

A. Anything related to Master Artisans will be difficult by Summer; it should be possible in the second half of the year.


(Part 2 - 1h 33m 0s)

Q. Is it true that the difficulty of achieving Master Artisan versus gold spent differs by server?

A. Yes, there is an actual difference.

Q. How about differentiating the quota for Master Artisans depending on population or the number of people challenging it?

A. We considered that too, but judged it difficult. Master Artisan is ranking content and indirectly affects all servers through the Auction House. We believe that if we increase the number of Master Artisans on populated servers, the merit of being a Master Artisan could be weakened.


The benefits are far too small compared to the cost of becoming a Master Artisan. Please improve the Master Chef benefits especially.

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We plan to improve Master Chef benefits and expand the advantages.


Please increase the duration a Master Artisan is maintained.

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We have concerns about this. The structure is such that the longer the Master Artisan duration, the more time and cost is spent on becoming one. We believe it would be difficult because it could spur even greater competition.


(Part 2 - 1h 33m 50s)

Q. There's also the inconvenience of crafted items, not just the Master Artisan duration itself. For Master Artisan's Thruster, when the Master Artisan's term ends, the Thruster's duration also ends. For a week 2 Thruster, the duration is only 1 week, so there's no demand, and the reason to buy Master Artisan's Essence vanishes. Instead of losing week 2 merits, couldn't you just make it last 2 weeks based on the time it was crafted?

A. That would be a more natural method. We presented an ecosystem where supply and demand align with the start of a Master Artisan's term. We designed it so that when a new Master Artisan is selected, new demand is generated in line with that new selection. We recognize this doesn't feel natural when Milletians actually play. We will review whether it can be improved. It's difficult to give an immediate answer.


(Part 2 - 1h 39m 20s)

Q. Before Master Artisan was released, Echo Marionettes could be crafted via NPC Pola, but now you have to track down the 20 Master Artisans and hand over beauty coupons without even seeing a UI to craft an Echo Marionette. Do you have plans for UI improvements, expanding Echo Marionette crafting to all Master Artisans, or adding the feature to craft them via an NPC?

A. We will improve it. This was something Director Choi Dongmin was stubborn about, and I apologize for the inconvenience it caused. We are pondering a more convenient UX—simply selling an Echo Marionette Crafting Kit, or generating an Echo Marionette Appearance Scroll and then entrusting that scroll. We will improve it into something considered more convenient and reasonable.

I thought the Echo Marionette proxy crafting was created to mimic the old nostalgic days in Dunbarton where people did enchant proxies for others. I remember it being inconvenient to hand over items for enchanting or extraction back then, with lots of inconveniences and scamming concerns.


Please remove the link between Master Artisan and Combat.

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I believe this is related to the Bonus Damage. We are "avoiding" the old methods where you had to rank up Weaving just to be better at Archery. On the other hand, we want to strengthen the cycle where items crafted in Life Skill content are traded so that Milletians who enjoy Combat content can become stronger. We want each content to be organic, not independent.


(Part 2 - 1h 42m 56s)

Q. This is an issue regarding duration items that provide Bonus Damage. I think most complaints are about the 3% Bonus Damage. Previously, the "Bonus Damage" stat was released very conservatively. Even the current endgame item, the Incomplete Daydream Crown Halo, only has a restricted form of 3% Arcana Bonus Damage, but the Master Artisan's 3% Bonus Damage feels mandatory, not optional. What do you think about setting it at 3% Bonus Damage, which makes it feel like a mandatory burden rather than a choice?

A. We heavily relate to this. 3% Bonus Damage is a powerful effect. It was to secure merits for Master Artisans. We are aware of the impact of 3% Bonus Damage in current combat. The purpose was to enhance the appeal of Master Artisan content through a powerful effect.

Q. I understand the intent was good, but the execution doesn't seem good. The value a hunting user feels from 3% Bonus Damage is massive. In the future, when designing non-combat content that affects combat, I hope you consider its impact on balance.

A. We will engrave your words in our hearts.


Please revive existing Life Skills instead of adding new systems.

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We determine that now is not the time to introduce major new content. We believe we must start by improving Crafting, Commerce, and Part-Time Jobs. Going forward, the direction for revamping Life Skill content is focused on expanding the fun of existing content. In July, we plan to focus on adding recipes, adding favorites, improving convenience, and adding rewards to contents. Further additions and modifications are planned for after Summer.


(Part 2 - 2h 57m 8s)

Q. If you equip a Sickle in your main slot and a Gathering Knife in your secondary slot and try to sheer sheep, it uses the Gathering Knife from the secondary slot instead of the Sickle. There's a romance to gathering wool with a bladed tool, but that's impossible right now. Are you aware of this phenomenon?

A. I understand that is because the Gathering Knife has a higher priority when gathering wool.

Q. If both have durability, shouldn't you be able to gather with the Sickle too?

A. This phenomenon occurred because the Sickle was originally designed to harvest wheat or barley, not wool. We will go back and check if changing this affects anything else. If there are no issues, we will reflect it.


(Part 2 - 2h 51m 3s)

Q. During Commerce, there is Bounty Hunting (Pursuit). Is it correct that the structure of this content is: when a trader passes by without fighting bandits, a Bounty Hunter can then encounter those bandits and hunt them for a bounty?

A. Correct.

Q. When newbies first start, they often choose Commerce, and they complain that even if they want to do Bounty Hunting, bandits don't spawn. In the past, there was a lot of regular Commerce so bandits spawned often, but now people rarely do regular Commerce. Even if they do, it's Barter Commerce, and they use Bandit Encounter Reduction or Bandit Encounter Protection Candies, so very few bandits appear. Users who don't know this can travel from Tir Chonaill to Bangor and then to Filia without ever encountering a bandit. When reviving existing Life Skills, Bounty Hunting needs to be fixed as well.

A. We revamped this to a state meant to be fun, but we agree it needs fixing. We recognize this is inactive content and causes inconvenience. We will fix it during the Commerce improvement process. A quick fix might be difficult; we believe a fundamental overhaul is needed.

Q. The Commerce season was also extended to 6 months. Do you need to align the Commerce and Life Skill seasons? Making Commerce 6 months didn't increase the merits; rather, the longer period means players have to carry the burden of trying to reach the TOP 100 for a full 6 months.

A. We designed it hoping Commerce would act as the final usage point within the Life Skill Season. Changing it now would impact too many things, so revamping it currently is difficult.

Q. You said you hoped Commerce would act as the final sink, but the quantities are too large to be absorbed by Commerce alone. How about creating an NPC in Commerce, akin to a Smuggler, that buys Taillteann Farm-related items at a high price for a limited time, giving a merit for growing crops?

A. I think that is a good suggestion.

Q. Since Smuggling isn't very active, if you change Smuggling, I think having a Smuggling event where Taillteann crops are bought at high prices would be good too.

A. Thank you for the good suggestion. We will consider it during development.


(Part 2 - 3h 0m 0s)

Q. During Air Commerce, clicking the NPC upon arriving at the destination is inconvenient. They get blocked by players or the ship, or sometimes monsters get clicked. The Pet Play dialogue also obstructs the view, making it inconvenient.

A. We will modify it so that Ctrl-Click prioritizes NPCs during Commerce.


(Part 2 - 3h 1m 3s)

Q. Do you know that an Air Commerce party leader cannot launch the ship alone?

A. It was designed intentionally for playing together.


(Part 2 - 3h 1m 57s)

Q. You said you identified the problem with the altitude bug during Air Commerce; is it being fixed?

A. That bug was patched after being fixed; is it still occurring?

Q. We can't say it's completely gone; it still occurs sometimes.

A. Please let me know the details during the break.

Q. Air Commerce takes way too long. When doing all of it, it takes 3 to 3.5 hours weekly. I think it increases user fatigue. Could you increase the frequency of events that boost the Airship's movement speed? Also, if you fail to defeat the Red Dragon, there is a penalty. Instances occur where you fail to kill the Red Dragon because of position lag on the ship or getting stuck on ship structures. I wish position lag on the ship would be improved. Can you decrease the frequency of Red Dragons or Wyverns? I consider the Red Dragon and Wyverns to be the main culprits extending Air Commerce time.

A. Many Milletians have provided feedback on that part, and we will check and reflect the points you mentioned when making improvements. Position lag on the ship must be fixed, but it's not an issue exclusive to the ship; there are difficulties due to the engine structure. It might be slow, but we will do our best.

Q. The Barter season increased from 4 to 6 months. The items are fixed, so strong market prices are formed only for base materials. Many of Mabinogi's life crafted items are just thrown away. We need a way to utilize those.

A. In the past, changing the season caused the Barter cycle to rotate, but currently, it is stagnating due to the long term. Once the cycle for changing Barter items is decided, we will announce it.

Q. Wouldn't it be better to change it when the next season hits, rather than changing the cycle mid-season?

A. Yes. We will proceed as you suggested.


(Part 2 - 3h 30m 48s)

Q. When using the ballista on an Air Commerce Airship, if you zoom out the camera, it's inconvenient to click the ballista because it gets blocked by other characters. The ballista object targeting doesn't catch.

A. Good point. We will make sure to reflect it.


(Part 2 - 3h 7m 45s)

Q. During Air Commerce, when trying to target bandits like Wyverns, ground monsters end up getting targeted instead. Is it possible to improve this?

A. I think it is possible to improve. We will fix it.

Q. For Barter, many people craft directly or buy sets. If you start without realizing the required quantity, you can't cancel and restart. There's the hassle of having to do a whole Commerce run again. Is it possible to cancel before closing the Trading Post window?

A. Because the amount of trade goods on the server updates even if you don't close the window, it might be difficult to let you hold onto it indefinitely without closing the window. It is set this way because purchases affect server-side stock. Holding stock for too long could cause issues. We will prepare a method allowing you to cancel within a certain cancelable timeframe.

For this issue, I think another method would be to add a UI that judges whether you have all the Barter materials or what you are lacking.


(Part 2 - 3h 11m 30s)

Q. Many Milletians do Commerce while wearing Commerce Reforge clothes. Many also wear Wing Shoes with Commerce Reforge clothes. When using Wing Shoes + Commerce Reforge Clothes + Commerce Movement Speed Potion, there's a rumor that they don't stack together, but rather only one between the Wing Shoes and the Commerce Movement Speed Potion applies. Is this true?

A. I don't remember exactly. I will check on it.

Q. If they don't apply together, I hope they can be made to stack, because users with Wing Shoes wear them expecting additional movement speed.

Q. For Commerce Reforge Clothes, you have to roll reforges on "Clothing (Commerce Enhancement)". Some people use Commerce Reforging Tools instead of Exquisite Reforging Tools because the probability is higher. If the goal is to revive Commerce, equipment from the Glowing Gargoyle Statue dungeon only gets Commerce Movement Speed up to Level 10; how about letting it go up to Level 20? I think it would be good if Commerce Movement Speed up to Level 20 could appear on all clothing.

A. Since dungeon spoils are aimed at being suited for combat, providing that from dungeons would likely be difficult.

Q. Is it possible to change the Reforge table for regular clothing so Commerce Movement Speed can appear up to Level 20?

A. In the realm of Life Skills, rather than strengthening Reforge options, we are updating in a direction that provides in-game ways to obtain effects equivalent to Reforges. Because Reforges are a hurdle Milletians feel when they first come to Mabinogi, we believe Life Skills shouldn't have such hurdles. Expanding the influence of Reforges is not the direction we want to pursue. We determined it is right to enhance things through Commerce rewards. It would be more appropriate to prepare a direction where currently unobtainable Commerce Movement Speed effects can be acquired per season or by using Seasonal Ducats.

Currently, newbies cannot distinguish between "Clothing" and "Clothing (Commerce Enhancement)" in-game. If reforges won't be unified and inheritance won't be possible, I think the type of equipment should be displayed in the equipment window.


(Part 2 - 3h 16m 16s)

Q. You mentioned that Gathering Speed Reforges and Harvest Song don't stack; I think you need to indicate this in-game.

A. We will absolutely do that during the display enhancement update in the second half of the year.

Q. In some crafting menus like Handicraft or Carpentry, Part-Time Job/Story items and regular items are shown together. Can this be improved by dividing categories or similar?

A. There might be a way to make craftable items appear according to the situation. For example, only showing Part-Time Job items during a Part-Time Job. If we divide by categories, you might not see the categories in the back, so we will modify it so what you need is visible up front.

Q. I want to know the criteria regarding crafting success. At the time of the Feb 11, 2021 patch, you stated the reason you rolled back the 100% success state to 99% was because failures still occurred at 100%. However, in a later live broadcast, you cited the creation and destruction of wealth as the reason for not allowing 100%. Is it technically impossible, like when it failed at 100% before? Or is 100% not intended due to game economy design? There's confusion. What is the current standard?

A. The reason is indeed based on economic design. Back when Edern's repair was 98%, items blessed with Holy Water could reach 99%. A 99% probability item and a 100% probability item have a vastly different meaning in-game. 99% probability is to maintain this distinction.

Maybe I heard the date wrong, but I couldn't find any information related to such a patch around Feb 11, 2021.


(Part 2 - 3h 19m 13s)

Q. 5-Star cooking triggers a server announcement; it gets annoying during repetitive crafting, so an on/off feature would be nice. Also, was it intended for the Soul Liberate Lyre crafted via Carpentry to receive the Grandmaster Blacksmith talent effect?

A. The Lyre was something we promised to improve through a live broadcast, but it hasn't been completed yet. We will proceed with it quickly.

Q. Before the patch, people who don't know might get different qualities depending on whether they rebirth into Carpentry or have Grandmaster.

A. I know the most important stat when crafting a Lyre is durability. If there are no issues, we plan to proceed in a direction that supplements the Lyres you have already crafted.


(Part 2 - 3h 21m 42s)

Q. It's good that we can craft a Gayageum, but I judge it was insufficient to get users interested in Playing Instrument.

Q. When playing instruments, the Hamelin's Tuner plays an important role. If you don't have a tuner, there's a chance to play a sour note. It's important for Jam Sessions, but the price is very expensive. Even if you use a tuner, it doesn't apply to singing, so scores with Song parts still get sour notes. So that tuners can be distributed more easily, how about letting us rent temporary tuner items from Royal Musician NPC characters via quests or paying a fee? Or I wish you would reduce the cycle of them appearing in random boxes so many Milletians can enjoy music.

A. We also hope tuners get applied to Song. We will proceed with both adding avenues to obtain temporary tuners and having them appear more frequently in random boxes.

Q. Sheet Music Scrolls cannot be stored in either pets or the bank. Since many music score communities have disappeared, if you throw away a score you have in your inventory, you might not be able to get it again. People who enjoy Playing Instrument hold over 100 scores, requiring a lot of inventory space. Is there any way to store them, like putting them in pets, banks, or the Dressing Room? There are users who would want to store them even if it means investing cash currency. Jabchiel's Music Score Book can be stored in pets.

A. Due to internal architecture, the user's inventory and the pet's inventory are different, so there is no space to store scores. There is a mechanism to store this safely. Jabchiel's Music Score Book only goes into pets when it contains no scores; if it has scores, it cannot be stored. Storing them in pets or banks is technically difficult, so it might be hard to resolve. If you distribute and hold them per character, there might be a method we can provide, so we will look into it.

Q. Among dead content, rather than special magical music scores like Song of Fists or Roar of the Battlefield, it would be nice to rework magical music scores that give minor buffs like Berserk, Will +6, or Mana +5. It would be great if you could increase their buff duration or effects so users can inherently enjoy music more.


(Part 2 - 3h 30m 8s)

Q. Is it possible to search for scores by title within the inventory?

A. I think it should be possible.


(Part 2 - 3h 30m 8s)

Q. When using an installed instrument while a score is equipped, neither the score nor the instrument can be swapped. Can this be fixed?

A. We will check if it's possible.

Q. I wish the Laighlinne partner could also use installed instruments.

A. We will check if it's possible.

Q. Scores cannot be placed into the Laighlinne's inventory.

A. This is difficult due to the same issue as with pets.

Q. Please increase the length of music scores.

A. We will check if it's possible.


(Part 2 - 3h 34m 8s)

Q. When ranking up the Composing skill, we used to rank it up via the Bard Bulletin Board. If saving scores is impossible due to capacity issues, is there a way to save them in a format like a bulletin board?

A. We will check that.


(Part 2 - 3h 36m 46s)

Q. Books are much longer than music scores, so why is it that books can be stored but scores cannot?

A. To explain briefly, a score holds different data inside the item itself. Books have fixed internal data and pull content from the web server. Scores require individual storage space, but books only hold a link that pulls data from the web server, so they don't take up much capacity.

Q. Since books are pulled from the web, couldn't scores work the same way?

A. There is a limit to storage space on the web as well. Books are possible because they are not modified, but since each score has different content, there is a difference in physical storage space and server load.

To add an explanation: Books are not written by users in real-time, so storage space can be predicted.
For scores, users can change them bit by bit in real-time, making storage space hard to predict. If different scores are made every time, it can quickly eat up web server capacity. I think you can understand it as causing issues because the data transmission cost and loading times between the game and the web occur differently.


(Part 2 - 3h 39m 26s)

Q. Mabinogi uses a Jam Session system for things that cannot be expressed with a single instrument, allowing up to 16 players. Since recruiting 8 players for dungeons is a problem, new dungeons are being made for 4 players. Can the difficulty of Jam Sessions be mitigated through things like Echo Marionettes or Jam Session-exclusive NPCs? It must be even harder to gather people on servers other than Lute.

A. There are currently realistic difficulties, so I cannot give an immediate definitive answer. We need to review whether expanding beyond Laighlinne is possible right now.

Q. There are many people who enjoy non-combat content, so I hope you definitely review this and share it through other channels.


(Part 2 - 3h 41m 18s)

Q. The difficulty of gathering Jam Session members is actually something we heavily experience. It's hard to even find guests on some servers, so bands sometimes disband after their final performance. What used to require three people for Snare Drum, Bass Drum, and Cymbals became manageable by one person concentrating on rhythm instruments when the Drum was added in the Fantastic Harmony update. It would be great if patches could be done at least in this manner. There are many instruments not yet in Mabinogi; an Eastern instrument was patched this time, but in the field, there has been a demand for brass instruments aligning with traditional orchestras. It would be good to explore adding new instruments that can help reduce the required number of people.

A. This attempt at new instruments, starting with the Gayageum, is the first in a long time. We plan to gradually expand it. Having actually made one, it takes a long time. We are trying various things like recording sounds we don't have. It is not at a stage where we can reveal it right now. We will announce it when ready. We will also consider brass instruments.

Q. If you are considering new recipes for Master Artisans, adding them to Master Artisans would be good too.


(Part 2 - 3h 44m 22s)

This is related to Combat/Growth/Economy, but I have to go home, so I will ask first.

Q. Mabinogi has many RNG elements, so effort often doesn't directly translate to rewards. How about introducing a "ceiling" (pity) system where playing diligently for a certain period guarantees high-value rewards? The core idea is to provide for latecomers without damaging market value. I've been running teaching parties to help beginners for the past 9 months, and I've witnessed players leaving the game after getting exhausted by skyrocketing prices of specific Arcana enchants, endless farming, or hitting the realistic wall of not being able to finish their desired setups. I'm curious about your direction on this.

A. I believe low reward probabilities are the cause of the inconvenience. It is difficult to introduce such an element in top-tier dungeons. Introducing it there would affect the value of top-tier items. However, I think this is necessary during the mid-tier growth process. Will a Milletian be able to build Nightbringer and get enchants just by playing Crom Bas? Thinking about whether playing Glenn Bearna alone can yield these rewards, I agree there is a hurdle. Realistically, acquiring other rewards, selling them, and buying gear with gold is the practical route. We are considering a pity system so you can acquire things just by playing, and we will showcase it in the Summer update.


Please improve Commerce and Air Commerce rewards.

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Regarding Commerce and Air Commerce, it seems Milletians gave us far more feedback than we prepared for. We will go back, check when we can update it, and show it to you as quickly as possible. It is targeted for the second half of the year.


(Part 2 - 3h 48m 55s)

Q. Based on Pera Barter, the Step 5 Raspa Black Panther Leather can be bartered for 150k Ducats each, allowing 3 for a reward of 450k Ducats. For the newly added Step 6, you can buy 2 at 120k Ducats each, meaning you only get 240k Ducats. Previously, Barter rewards increased as the steps went deeper, but this Step 6 has decreased in value. Was this intended?

A. It was a newly added reward on top of the previously provided Ducat rewards, so the management simply placed it in the 6th slot. However, it seems users thought it should yield higher rewards because it's Step 6. As we caused a misunderstanding in terms of display, if it's a lower reward, we could place it lower down. We will improve it so it can be naturally recognized when the season changes.


(Part 2 - 3h 51m 19s)

Q. I think the big issue with Commerce rewards is where to spend Ducats. Recently, discontinued outfits were added to Bheilleach, Glenn Bearna, and Crom Bas. Having to clear up to final dungeons just for discontinued outfits feels weird. When there are Re-form outfits or additionally re-released outfits with lower hurdles, I wish you would consider putting them on the Ducat side.

A. We will consider various supply sources for Sewing Patterns and expand upon what you mentioned. We thought they had utility as dungeon rewards, but we now realize Milletians feel they don't fit current rewards. We will place them naturally.


(Part 2 - 3h 52m 55s)

Q. Newbies do Commerce a lot. If Erg materials were sold for Ducats as untradable items, I think it would help newbies doing Erg.

A. I think it's a good suggestion, but doing Life Skill content to grow Combat content is not the direction we are thinking of. If we were to sell Erg materials for Ducats, we would sell them as tradable rather than untradable, and we would have to judge the economic impact. We will go back and review its influence.


(Part 2 - 3h 54m 49s)

Q. It has been a long time since Re-form Outfits were updated; are there plans for additional updates?

A. We will consider it when expanding Commerce rewards in the future, but we are not considering it currently. The last update was the Ceremonial Uniform, and we ask for your understanding that Re-form Outfits are difficult to release frequently. However, we continue to consider them.


(Part 2 - 3h 56m 21s)

Q. Is it true that you have a negative inclination toward wealth generated from Commerce or Life Skills being involved in Combat content?

A. It's not that Life Skills shouldn't affect Combat; rather, we are concerned about making it so that "you MUST do Life Skill content in order to grow in Combat content."

Q. The Sadb Extra Miniature obtainable from Commerce can only be acquired and leveled through Commerce, and you've created spec-up methods like 3% Bonus Damage through Master Artisans. We are worried users' trust in the management might drop because of these contradictions.


(Part 2 - 3h 58m 21s)

Q. During Commerce, movement is difficult in some terrains like Bangor, and Osna Sail is so narrow it's hard to avoid bandits. Do you have plans to improve this?

A. To fix that, there are largely two improvement methods. Both are difficult under the current Pleione Engine.

- Usually, when you hit a wall, you keep moving (sliding against it) rather than stopping completely, but we confirmed this cannot be implemented in Mabinogi.

- Modifying the terrain to resolve obstacles also consumes too many resources right now.

For these two reasons, we believe it is a better decision for the Milletians to release other updates rather than modifying those maps.

The Pleione Engine is Mabinogi's game engine, a proprietary engine built exclusively for the old PC Mabinogi. Because it is old, it cannot provide features currently offered by other games, causes development inconveniences, and can consume a lot of performance when used. It has many drawbacks like lacking multi-core support, so they are in the process of replacing it with Unreal Engine through the Eternity Project.
Replacing a game engine isn't just a simple swap; it's a task that requires a massive amount of time and manpower, essentially rebuilding the game from scratch.



Are there patch plans for the Homestead and Moonlight Island?

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We will periodically proceed with QoL improvements for the Homestead and Moonlight Island. However, we do not plan to carry out structural overhauls. We will focus on areas that need attention and instead expand the options Milletians have for decorating through installation-focused updates. We plan to add installations obtainable from the Mystic Archives.


(Part 2 - 4h 1m 46s)

Q. The Homestead and Moonlight Island are somewhat linked. For a user who decorated their Homestead to move to Moonlight Island, they have to remove items one by one, put them in their inventory, and install them one by one on Moonlight Island. Could we move them to Moonlight Island all at once?

I think the accessibility of Moonlight Island is lower than the Homestead, partly due to the lack of a guide. I believe it's forced to be created in the Mainstream, but the aftercare is lacking.

A. We lacked guides for Moonlight Island accessibility, and we are strengthening this through follow-up measures, which we will continue to do.

A feature to retrieve all installations and install them all at once is useful, but it is currently difficult to implement. There are internal technical issues.

Q. If there are technical issues, I have nothing more to say, but could you at least modify the UI so we can select multiple items by clicking and dragging?

A. We will review it.


(Part 2 - 4h 4m 2s)

Q. When bringing products from Moonlight Island, we have to click and retrieve them one by one. Is it possible to update it with a feature to check and retrieve them all at once?

A. Since it's part of the QoL improvement process, we can sufficiently handle it, so we will try to prepare it.


(Part 2 - 4h 5m 36s)

Q. When users don't enjoy Homestead content, they only use it to install miniatures. Even when they install the next tier of miniatures, they don't remove the previous tier. The reason is they don't know what is planted where, or it's hard to find. Can this be improved?

A. We think this is a feature many Milletians want, and we will look into it during QoL improvements.


(Part 2 - 4h 7m 9s)

Q. When doing the 'Pet Expedition' quest and using 'Auto-Fill', locked pets sometimes get unlocked.

A. We will check this internally.


(Part 2 - 4h 8m 8s)

Q. Terrain modification on Moonlight Island is too difficult to do. Can we drag a specific area to flatten it, and batch-use the Essences needed for flattening from our inventory?

Regarding the background outside the Homestead area: the Uladh continent farm background is too barren and doesn't look good. Is it possible to change the background?

A. We need to go back and check on terrain modification. As for the farm background, we think it's better to focus on the content we are going to build going forward, so we will not improve it.


(Part 2 - 4h 11m 4s)

Q. There is a bug where replies do not appear when viewing replies in the Homestead Guestbook. There's also a bug where the guestbook entries below it disappear. It doesn't happen all the time, but there's a high probability that the lower entries won't show up while it's stuck in a loading state. I think leaving a greeting after using someone else's Homestead is romantic, so it's a bit sad when I can't see them.

A. We will go back and check on it.


(Part 2 - 4h 13m 50s)

Q. If you install a Jukebox item on the Homestead or Moonlight Island, players can listen to the music they collected. However, there's a bug where if you install the Jukebox at the edge of the farm, you hear the default BGM instead of the set music on the opposite side. Is the Jukebox an item that only operates within a certain range?

A. That is indeed a bug. We will fix it.


Please integrate the Taillteann Farm, Homestead, and Moonlight Island.

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Currently, there are technical difficulties. We will improve them so it is easy to travel back and forth between the Homestead and Moonlight Island, and proceed in a direction of revamping each individually.


Sacred Guard / Harmonic Saint Revamp > Sacred Guard

Why are you pushing forward with the Sacred Guard revamp despite strong opposition?

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We are listening heavily to the concerns and opposition sent regarding the revamp. We apologize for our shortcomings. When we first designed the Sacred Guard, we attempted to integrate the role of a "Tanker" into Mabinogi as a way to advance combat content. Looking at the diverse opinions and the problems Milletians face playing Bheilleach, and judging the clear direction we need to take moving forward, we engaged in a fundamental contemplation on whether a raid-style Tank/DPS/Healer composition is the combat direction Mabinogi should uphold. We determined that a position revamp for Sacred Guard is necessary to allow free compositions even in small-scale, non-massive combat. Going forward, by clarifying the positions as DPS and the Healer Harmonic Saint, we will be able to present a combat experience suitable for party compositions of 4 players or fewer.


(Part 2 - 4h 18m 46s)

Q. You said you refer to other games, but if there is 4-player raid content, I know there is plenty of content designed around a Tank+Healer+DPS+DPS composition. The director said you are forcing the conversion to DPS for the sake of free party composition, but isn't this just a lack of planning capability from the Mabinogi team?

A. It is a phenomenon caused by the director's shortcomings. There was a reckless attempt to introduce a new trial within the game Mabinogi. I apologize as it proceeded without sufficient review under the director's orders.

Q. When Sacred Guard first came out, many opined that it was created looking only at Bheilleach. Now the situation has changed with its conversion to DPS. Is Mabinogi admitting that the Tanker position was failed content?

A. We admit it was a misjudgment.

Q. Users broke down the design of Sacred Guard by playing as a "Ta-nchor" (Tank + Anchor) using Anchor Rush to evade while holding aggro, and after Iron Wall Smite was strengthened, they enjoyed Bheilleach using that skill. In Mabinogi, as in any content, as you get used to it, you build affection and proficiency for that class. But as it changes to a DPS, a situation unfolds where users suffer the consequences. It seems this could set a precedent for other Arcanas in future content like Gorias. We want to hear a promise that this won't happen again.

A. I promise clearly. There will be no more Arcana position changes in the future.


(Part 2 - 4h 22m 39s)

Q. In a previous live broadcast, you said the reason for revamping Sacred Guard was because users found it hard to recruit both Harmonic Saint and Sacred Guard when starting Bheilleach, but I think your previous answer contradicts this. Before, you said it was because it inconvenienced users, but now you say you misjudged it. I think user convenience and planning failure are different. I think the reason there's a shortage of Sacred Guards is because there's no spec discrimination, so even a low-spec Sacred Guard can join 8, 6, 4, or even 2-player parties, causing a shortage for users running 6 or 8 players. I don't think this correlates with planning failure. I'd like a clear answer.

A. I believe it happened because we couldn't properly design the planning process. We've entered an era where low-headcount play is possible without a Sacred Guard. During this process, whereas Sacred Guards were previously included in 100% of parties, that number is slowly dropping.

image.png

An image showing the party composition ratios currently playing Bheilleach Normal.

Currently, 4-player parties are the most common. It's been over a year since Bheilleach launched, but over 90% of parties still include a Sacred Guard. If this phenomenon continues, users will feel inconvenienced trying to recruit a Sacred Guard for future 4-player dungeons. The moment Sacred Guard loses its role, its participation rate will plummet, and we judged it would be difficult for players playing Sacred Guard to fulfill a role in a party. We determined that maintaining a Tanker position is difficult to balance in Mabinogi's combat play. For this reason, we decided to convert it to a DPS, and we apologize for the confusion.


(Part 2 - 4h 27m 20s)

Q. You decided on the revamp, and it seems we just have to wait and trust you. But the level of polish for Sacred Guard on the test server is terribly low. It can't fulfill its old Tank role, yet its value as a DPS is also low. This is the result of a 3-week delay; I'm curious how you evaluated Sacred Guard's numerical damage output or gimmick execution capabilities before releasing it.

A. We apologize for the low level of polish on the test server. Through two patches on Tuesday and Thursday, we fixed issues like damage coefficients, movement targeting, and the inability to use Iron Wall Smite. Convenience aspects naturally need to be improved. Since Sacred Guard is shifting to a DPS position, the key question is, "Is its damage efficiency similar to other DPS Arcanas?" We internally determined it was lacking. We will adjust it to be similar to other Arcanas.

Q. Sacred Guard has many merits in terms of survivability. Do you intend for it to have the exact same level of damage as a regular DPS?

A. When a Giant plays Elemental Knight with a two-handed weapon, they equip a two-handed sword and a shield; we are aiming for that level of damage and survivability. We've confirmed that currently, Sacred Guard has higher survivability than Elemental Knight. We are adjusting it so this is balanced out to create merit on the damage side.

Q. I asked because in a past live broadcast, you called it a 'sturdy DPS'. Since you say the damage and survivability will be at the level of a two-handed sword, I will look forward to it and observe the test server.


(Part 2 - 4h 31m 29s)

Q. Looking at the graph above, 1-player doesn't need a Sacred Guard, and few users can solo it. For 2-player runs, I prefer running with a Sacred Guard. The phenomenon of Sacred Guard becoming unnecessary in Bheilleach is limited to highly experienced users with deep understanding of damage and gimmicks; for the average user, it still serves the role of a Tank Arcana. The problem is there is too little discrimination among users. Whether using a Kitchen Knife or a Soul Liberate, it doesn't significantly impact the clear. It's not because the Tank role has diminished. Many people want the stats to differentiate their Tanking ability based on specs, and you are already improving it, but is it possible to review this opinion?

A. I understand what you are saying. We are proceeding with the revamp considering dungeons further ahead, beyond Bheilleach. The test server is ongoing, and we plan to increase its polish. As mentioned earlier, because the test server proceeded in a lacking state, we plan to extend it by at least 2 weeks. During this process, we will proceed with a satisfactory update.

Q. Many users understand that the level of polish for Sacred Guard based on the test server needs to be high. But the opening of the Sacred Guard test server was suddenly delayed by 3 weeks. Since it was delayed by 3 weeks, we thought it was delayed to reinforce its polish, but seeing many bugs and ineffective revamp proposals after the update made us lose trust in the management. What was the reason for the 3-week delay?

A. The reason for the 3-week delay was a delay in the development schedule while preparing the preceding updates. After revealing the roadmap on January 20th, it required more scheduling than expected. The schedule delay itself is a problem, but I think notifying you of the delay on the actual day via the test server announcement caused even more disappointment. We could have told you earlier, but due to immature judgment, we intended to announce it on the day of the test server since it was test server content. We will take better care and make better judgments regarding these things in the future.


(Part 2 - 4h 37m 12s)

Q. Why do you think it's a problem that there are many 4 and 5-player parties in the Bheilleach data metrics? The data only represents a 1-week standard, which doesn't show progression over time. Some might suspect you cherry-picked the data you wanted to see.

A. The reason we showed only the most recent data is because the raw data shows the flow from week 1 to week 60. There's a lot of data in a spreadsheet format, so we only showed the last week to present it concisely.

We do not think 4 or 5-player parties are a problem. It naturally arises from Bheilleach's current reward design, and it shows that Sacred Guard's proportion within party play is maintained.

Q. Are you pushing ahead knowing that suddenly changing a dungeon that's been open and operating like this could cause problems for newbie settlement, which is something you are currently trying to pursue?

A. Are you saying that Sacred Guard was an Arcana with a low hurdle, but converting it to a DPS raises the hurdle?

Q. Yes. Furthermore, in a situation where sunk costs for gearing up for hunting are becoming severe, when specs suddenly change after newbies have geared up, it can hit them harder than users with plenty of resources like gold.

A. We are finding ways to utilize the efficiency of already prepared gear to the maximum. We will make sure this is conveyed through the test server.

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The image above shows the change in party ratio from week 1 to 60. (Weekly data continues downward via scrolling, so it is omitted).

In the first week, it was 100% 8-player parties, but it gradually changed to lower-headcount parties. Even so, we confirmed that the proportion of parties including a Sacred Guard did not change. This is the data that led us to conclude that maintaining a Tanker position could cause problems, and running without a Tanker could cause even greater problems.


(Part 2 - 4h 43m 7s)

Q. I think the reason Sacred Guard participation in parties has decreased recently is because you announced the Sacred Guard changes, so many disposed of their gear or left the game. Thus, because there's a shortage of Sacred Guards, people bring in alt barracks or start without a Sacred Guard, which causes the metrics to spike. This applies to Harmonic Saint as well: when parties shrink from 8 to 6 players, the spare Harmonic Saint is excluded. And when running 2-player parties, many DPS prefer a Sacred Guard over a Harmonic Saint. A Harmonic Saint capable of Sacred Guard play often plays Lyre for Battlefield Overture and acts as a Sacred Guard with a Nightbringer Viking to run 2-player. If you push this despite these issues, even though you said there would be no more position changes, users feel anxious that a change in director or other major shifts could cause Harmonic Saint to change like this too.

A. We judged that Harmonic Saint has sufficiently settled as an absolutely necessary Arcana in Mabinogi. We are determining through other data that this is a different aspect from Sacred Guard. We will continue to maintain and develop Harmonic Saint's appeal.

We understand the issues with metric interpretation. Rather than the specific reasons, we consider the shift in Sacred Guard's proportion to be what's important.


(Part 2 - 4h 47m 0s)

Q. Are you pushing this because you worry Sacred Guard's constant taunt or excessive damage reduction from Iron Wall Smite will be problematic in future dungeons? The period where Sacred Guard might become a problem is further away than expected. It could have been adjusted by tweaking coefficients or granting damage reduction when wearing a shield. Iron Wall Smite is a parry skill, so users simply enjoy more damage reduction as they get used to it. Sanctuary Magic could also have its taunt duration adjusted via items or reforges, so I feel changing it this drastically is extreme.

A. We aren't adjusting it because Sacred Guard's survivability is too excessive for the next dungeon. Rather than numerical aspects, we judged that if the presence of a Sacred Guard solidifies a Tank + DPS + Healer composition, maintaining all three positions when scaling down from a 4-player composition to 1 or 2 players is not positive.


(Part 2 - 4h 49m 45s)

Q. Looking at the Eternity combat demo, the footage shows the un-revamped Sacred Guard. Some users worry that forcing this revamp might create additional work for the Eternity schedule, delaying it. Have these improvements been agreed upon with the Eternity team? If so, will there be no disruptions to the development schedule?

A. Live changes will be applied to Eternity and affect it. We are trying our best to ensure development isn't disrupted.


(Part 2 - 4h 55m 22s)

Q. The keyword "forcing/pushing ahead" regarding the reason for the revamp keeps coming up. It seems the opposition to discarding the Tank position and moving to DPS is dominant. I'd like you to think once more about why you are forcing this change instead of rolling it back. If you listen to survey results or Sacred Guard players, they weren't asking for a massive change like converting to DPS. For example, knowing that Humans have high smash benefits with two-handed swords or excessive Iron Wall Smite scale like Giant Sacred Guards, they just wanted small tweaks. The dominant voice is concern over this drastic forced change. Since survey opinions mostly point in the same direction, I hope you seriously consider a rollback.

A. I strongly sympathize, but we couldn't properly convey our direction through the test server. We will extend the test period to ensure the direction is recognized, and then consider the points you mentioned.

(After a short break - Part 2 - 5h 19m 32s)

We thought deeply about this after hearing your feedback. We believe we must always assume during development that the Mabinogi team's direction might not always be the right answer. We decided to share our honest concerns and direction with the Milletians and make a decision after hearing your opinions. The test server will be updated next week and the week after; we will present updates up until next week, listen to feedback, and then decide whether to implement it.

In an additional comment from a live attendee, it was confirmed that the planned vote was canceled.


(Part 2 - 5h 21m 16s)

Q. The request for a rollback was also conveyed through user surveys, but I think the origin of this issue started with the keyword used when Sacred Guard first came out. It started under the name "The First Tanker Arcana," and though some users opposed following the Tank+DPS+Healer meta like other RPGs with raids, users invested and built experience thinking, "We should adapt to Mabinogi's path." I guess the sentiment for a rollback emerged because users felt betrayed by the sudden route change, and the result of converting to DPS on the test server was unconvincing. It didn't mean a rollback was absolutely necessary. It meant I wanted you to think about why people want a rollback and have antipathy towards forcing it. Thank you for making me feel that you respect the users by considering the rollback option if you still cannot persuade them after the extended test server period ends.

A. Thank you for giving us necessary feedback, and we apologize for the confusion.


(Part 2 - 5h 24m 10s)

Q. You said we could play with our setups as-is. There seems to be a disconnect with reality. On the current test server, the value of the Retribution of Sacrifice skill itself is higher than its buff, so players are researching taking off Magic Shield duration reforges and even untraining the skill. The developer comments said they expected Retribution of Sacrifice usage to increase depending on the situation, but there seems to be a conflict. Once the Trace of Reflection effect obtained from using Retribution of Sacrifice applies, doesn't it mean you actually have to acquire additional Sacrifice?

A. We are checking the feedback provided from the test server. This part will be adjusted in next week's patch. Currently, Retribution of Sacrifice requires Sacrifice, but because the amount of Sacrifice gained decreases after the Trace of Reflection effect activates, we agree it causes a bizarre phenomenon where existing skills must be untrained. We are preparing adjustments so it no longer reduces as a penalty. After this update, Reforges or Magic Shield ranks are expected to remain effective as before.

Q. As Sacred Guard becomes a DPS, it is expected players will cycle Spirit Awakening, which is influenced by close combat talents. During this process, a different logic from normal Extra Equipment Slots was discovered. Usually, slots towards the front have priority upon skill use. Oddly, for Sacred Guard, the Extra Equipment Slot priority changes to Sword -> Blunt -> Axe instead of slot order. This will likely negatively affect Extra Equipment Slots when using Spirit Awakening. If it cannot be improved, I wish you would allow us to set Extra Equipment Slot or weapon priorities for specific skills.

A. Since it might be inconvenient when using Spirit Awakening, we will check on it.

If Retribution of Sacrifice is used for damage, it can deal high damage. After using it, the "Trace of Reflection" effect triggers, and its duration is proportional to Magic Shield's duration.
However, during the 'Trace of Reflection' duration, the maximum Sacrifice gained from skills is capped at 0.5. Thus, the longer the Magic Shield duration, the harder it is to fill Sacrifice and use Retribution of Sacrifice, which is why talk of untraining Magic Shield arose.


(Part 2 - 5h 29m 24s)

Q. Regarding Sacred Guard, I want to talk about if it gets rolled back after voting, or if it doesn't. I wish you would review the performance gap between two-handed swords and axes like in previous live broadcasts. If the current Sacred Guard is maintained, rather than unconditionally maintaining performance, I think a revamp is needed for the lack of discrimination caused by item differences. If you conduct a vote regarding a rollback, multi-accounts could abuse the voting. Even in the Erinn Discussion Square, people voted multiple times or refreshed heavily. When voting, I hope you establish countermeasures against abuse before proceeding. When barrack Sacred Guards cause controversy, they often involve multiple accounts. I worry that if someone geared up expensively, their opinion might be silenced by vote manipulation.

A. If we rollback Sacred Guard, it won't just be a simple rollback; we will ponder ways to give differentiation regarding the alt/barracks issues. As for voting, we will ensure there is no abuse.


(Part 2 - 5h 34m 0s)

Q. I think Sacred Guard is a great Arcana specialized in Bheilleach gimmicks. Among users playing this Arcana, some started because they found the Tanker Arcana or being the center of gimmicks appealing. Most one-handed weapon Arcanas cannot choose Piercing enchants unless they are Bheilleach enchants, making it an Arcana that cannot resolve Piercing imbalance. If you convert it to a DPS without fixing the Piercing imbalance of one-handed weapons and the demerits in damage output—even though Bheilleach itself was designed as a dungeon to acquire Soul Liberate—it's hard to clear or deal damage without Bheilleach enchants and Soul Liberate. This applies not only to Sacred Guard but to all Arcanas suffering from Piercing gaps. Even if it's not Resolve, it would be nice if even lower-tier enchants added at least 1 Piercing. Ruination Robes or Soul Liberates are not cheap, and I hope you empathize with the potential sunk costs.

A. We will decide whether to convert Sacred Guard to a DPS or maintain its Tank position while considering the points you mentioned.


Why are you trying to remove the already added Tanker position without considering alternatives like changing dungeon gimmicks?

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How about we address the remaining questions via live broadcast after gathering opinions once the test server has progressed a bit more, and move straight to Harmonic Saint for now?

(Agreed to share opinions after additional test server patches)


Sacred Guard / Harmonic Saint Revamp > Harmonic Saint

Do you have measures to resolve the excessive role burden on Harmonic Saints in parties?

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We agree that Harmonic Saint users currently have too many actions to perform in combat. Barrier upkeep, Sympathy upkeep, Ruin timing, Weaving, etc. It's impossible to completely remove them, but we will continuously improve by simplifying or integrating them. We believe gimmicks like petrification in the Brontanas fight in Bheilleach Gate 2 add additional required actions that compound the role burden, so we will design such gimmicks carefully in the future.


(Part 2 - 5h 39m 49s)

Q. The role burden, growth difficulty, and high cost of Harmonic Saint are actually caused by being forced into two setups, unlike other Arcanas. If this isn't resolved, the same problem will occur with top-tier gear. Even if other Arcanas combine two talents, one is definitely the base so they mainly use one, but Harmonic Saint cannot. How do you plan to improve the environment of having to gear up 2 or even 3 setups?

A. We recognize that preparing 2 setups—Healing and Music Buffs—is standard. We know this places a burden on gearing. We apologize for introducing it in a way that caused this phenomenon. It's difficult to mitigate this immediately because it artificially adjusts the effort and investment of users who already completed their setups. For future armors in Gorias, we will prepare so costs don't become excessive for this reason.

Q. This issue occurs with weapon groups and absolutely needs to be resolved. It's unreasonable for someone to spend 2x or 3x on setup costs. It seems too big a problem to say it's hard to change because of existing users. I hope you continuously think of other solutions and come up with an improvement plan.

A. For weapons, we thought that if one possessed both the Soul Liberate Healing Wand and Lyre, making one lose its value would be dangerous. We will specifically share ways to mitigate this while resolving the issue later if possible.


(Part 2 - 5h 43m 37s)

Q. Is the Mabinogi team's intended combat style for Harmonic Saint focused on Music Buffs? Healing? Or maintaining Debuffs? Can you tell us? If Healing and Buffs are the focus, I wish you'd consider the recovery items and pets that exist in Mabinogi. The reason Harmonic Saints are excluded or forced into roles is that as dungeons get nerfed or users get experienced, there are plenty of alternative items and pets for recovery without a Harmonic Saint. I doubt experienced users think the Harmonic Saint role is irreplaceable. For example, there's a change in current party compositions for Glenn Bearna. Patches are being made to give Harmonic Saints more tasks to prevent them from being excluded from parties. On the test server, the newly added skill just added another 1-minute debuff to their workload. The playstyle Harmonic Saints have used up to now is focused on Music Buffs.

A. Our current vision for Harmonic Saint has both Healing and Music Buffs as the main focus. Other DPS classes can do it now, but since Harmonic Saint is specialized in Music Buffs, we consider both to be main roles. To resolve their exclusion from parties, we believe they need to be able to contribute to the party to justify playing together. To strengthen this, we believe we must enhance their contribution to combat situations in addition to Music Buffs. We plan to extend the debuff time to match other debuffs.

Q. Previously, getting +3 Music Buff from the Link Bonus was a merit for Harmonic Saints, but with new enchants and the Soul Liberate Lyre, its meaning has diminished. Can you buff Harmonic Saint's Link Bonus effect? Dungeon clear titles often have Physical/Magic attack effects; is it possible to add Music Buffs, Marionette Damage, or Alchemy Damage?

A. Adding Music Buffs to the Link Bonus is possible, but the key will be raising it while figuring out how much to raise it to maintain dungeon balance. Giving Harmonic Saint higher Music Buff values increases the effects of Battlefield Overture or Vivace, so we must consider that dungeon difficulty will drop. We will verify those numbers internally first. We will make sure to prepare Healing and Music Buff titles without leaving them out.


(Part 2 - 5h 50m 18s)

Q. Among Harmonic Saint Relics, the Relic of Salvation (Meira) increases by a fixed value. If specs increase in the future, if it's a fixed value instead of a coefficient multiplier, the feeling of Relic growth will disappear. How about changing the Relic to a coefficient multiplier?

A. Right now it's just an additive calculation with a fixed integer. We expect its efficiency to drop when specs rise in the future, so we will adjust it to a multiplicative coefficient format so they can receive more efficiency as specs rise.


(Part 2 - 5h 52m 15s)

Q. You spoke as if Harmonic Saint isn't a problem because it plays a huge role unlike Sacred Guard. I think the increased role burden is just so they don't get kicked from parties. For Music Buffs, if there's a Gloomy Harmonic Saint and a Lyre DPS, the DPS gives a higher buff. And since you just need to finish within the extended time, the merit of Battlefield is resolved by gear. For debuffs, it's more efficient for a DPS wearing Special A. Ren (Outfit) with Reforges to apply Death Marker than a Harmonic Saint with just Level 20 Death Marker reforge. Currently, Harmonic Saint's role is easily replaceable. In dungeons like Bheilleach where headcount matters, the spare Harmonic Saint is the first to get cut, and eventually people say Harmonic Saint isn't needed. If Harmonic Saint's role is both Healing and Music Buffs, it should be better than other Arcanas. But Healing is replaced by Full Recovery Potions, some Arcanas heal via Spirit Weapons, and Buffs/Debuffs just require better gear. I hope you deliberate deeply on Harmonic Saint's role in this regard.

A. We will try to improve it in a direction that provides merits, as it is easily replaceable by other Arcanas.


(Part 2 - 5h 55m 46s)

Q. When talking about the Harmonic Saint revamp, you said adding DPS skills would allow them to be utilized in lower dungeons, but I doubt it can be utilized in lower dungeons.

A. We agree that the new Harmonic Saint skill, Baptism of Sound Waves, doesn't deal enough damage to be used in lower dungeons. We are preparing to buff its damage. The ultimate goal is a level where you can play Tech Duinn, Crom Bas Easy, and Glenn Bearna Easy using only a Healing Wand. We are also preparing to enhance rewards so players can grow by soloing Easy difficulties after the Summer update introduces them. For difficulties that encourage solo play, we are preparing so they can output enough damage to solo.

Q. Damage is a problem, but it has almost no AoE. The base talent, Astrology, has decent damage and AoE. It's hard to imagine the Soul Healing Wand clearing lower dungeons faster than a Perseus Scythe. I hope you design it with AoE in mind too.

A. We will consider that as well.


(Part 2 - 5h 55m 46s)

Q. A Microphone is equipment capable of both Party Healing and Playing Instrument. It might be good to try designing future gear around this.

A. We can definitely try to prepare that. If such equipment is added, the burden of gearing two weapons should be resolved. We can reflect this in the next weapon group.


(Part 2 - 5h 59m 52s)

Q. Even if armor problems are resolved through Gorias, Harmonic Saints still face issues with 2nd Titles and Constellation tuning (Holy Water), separate from weapon groups. Based on the test server, Healing Effect needs to be high to increase Protection reduction. Please deliberate on the direction of 2nd Titles or Constellation tuning.

A. Adding a title with both Healing Efficiency and Music Buff stats should alleviate this. Currently, players use separate Constellation tunings for Healing Efficiency gear and Music Buff gear, and some even use inheritance. We will internally deliberate if merging them is truly positive.


(Part 2 - 6h 2m 25s)

Q. On the test server, Sacred Guard's Iron Wall stacks disappeared, and a Dissonance debuff was added to Harmonic Saint, which I think overworks Harmonic Saints. They already do Barrier, debuffs, healing, Astrology, and buffs, and suddenly it feels like a new debuff was added. Is the Mabinogi team's direction that DPS only focus on damage, while Harmonic Saints handle all additional tasks like debuffs?

A. We do not intend for Harmonic Saint to handle everything required in combat. We wanted them to have merits by possessing roles only they can do within the party, like Barrier, Pall of Ruin, and Dissonance debuff. We know they are currently doing debuffs and, based on the test server, Focused Taunt as well, so it feels like the role is overworked, but our goal is not for Harmonic Saint to do everything.


(Part 2 - 6h 5m 1s)

Q. How much of a gap do you envision between Nightbringer weapons and Soul Liberate weapons?

A. The initial design goal was for Soul Liberate weapons to output similar damage across the board. While the gap varies by Nightbringer weapon right now, we use a 15~20% DPS increase as the standard.

Q. But people say the difference between the Soul Liberate and Nightbringer Healing Wand is only about 5%. Will this be improved? Currently, Music Buff 2nd titles can only be obtained via Essence of Erinn. Can you add 2nd titles to other places like the Fused Erg Seal Box?

A. We are aware the gap between the Soul Healing Wand and Savior is small. We reduced the gap by adding Erg and Spirit Weapon effects on the test server. Harmonic Saint's Barrier effect is coming out higher than intended, so we plan to adjust it. We are pondering if we can create a gap between weapons using only Healing Efficiency. We will differentiate weapons via the Sonic Baptism debuff effects.

Q. For Sonic Baptism, the debuff effect is showing, but for example, could you add information like the current Battlefield Overture effect value to the skill tooltip?

A. We added a feature referencing stats during the Harmonic Saint revamp; we will review internally if this can be expanded to skill tooltips. Expanding 2nd title sources hasn't been reviewed for market price impact yet, so it's hard to decide immediately. If we can adjust it, we will announce it separately.


(Part 2 - 6h 9m 43s)

Q. I thought the Microphone idea was good, but if we use a Microphone, it requires excessive reforges like Inspiring Performance Effect, Inspiring Performance Rate, Casting Speed, etc. If you differentiate weapons by Sonic Baptism debuff values, please ensure there's a clear gap without issues where rounding makes the actual damage reduction the same despite differing visible numbers.

A. Packing many reforges onto one weapon is something to consider. We liked the idea of a single weapon doing two jobs like a Microphone. We will thoroughly consider the concerns you raised.


(Part 2 - 6h 12m 3s)

Q. When talking about adding DPS skills to Harmonic Saint, I remember you saying Harmonic Saints would never need to wear the Ruination Robe. The test server Harmonic Saint skills are so weak it doesn't seem like they'd require a Ruination Robe. Was this intended?

A. Yes, it was intended. If Harmonic Saint had high damage efficiency, party members would demand they wear the Ruination Robe, and we worried this would increase an already high cost burden. Our goal is efficiency in soloing lower dungeons rather than top-tier dungeons.


Please alleviate the high growth difficulty and cost burden of Harmonic Saint.

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It wasn't introduced to the test server, but farming Reforges for Healing Wands is also difficult. Since it can only be farmed on the Savior, we will add the Tikka Wood Healing Wand to dungeon drops when updating the live server to reduce the reforge burden for those growing in lower tiers.


(Part 2 - 6h 15m 23s)

Q. Listening to beginners, DPS classes have mid-tier enchants, but Harmonic Saint has such a binary setup with no middle ground, making the next hurdle too high. Do you plan to ease this?

A. We agree on the lack of enchants for Music Buffs and Healing Effects. We know Healing Effect enchants are practically non-existent. We will add Healing Effect enchants to create stepping stones. Music Buff enchants have empty spots but still form market prices. We worry that making mid or low-tier enchants might affect top-tier prices. We plan to introduce new armors and enchants when Gorias is added. We will supplement lower-tier enchants while creating new top-tier ones.


(Part 2 - 6h 17m 37s)

Q. Astrology cards are also a cost burden for Harmonic Saints with no pity system (ceiling) for random pulls. Holy Water tuning (Constellations) has no ceiling either. Are you considering adding a ceiling to Holy Water tuning and Astrology card pulls?

A. We are pondering it, but it seems difficult right now. Because there is no ceiling, a lot of currency is consumed, and some people have already spent that to get level 30 cards or complete their Constellation tuning. We believe adding a ceiling to ease this would negatively affect them.

Q. I think there are recruitment issues because there are few Harmonic Saints and Sacred Guards. It's worth considering that cost issues contribute to this shortage. Mitigations for the Glowing Gargoyle Statue dungeon or Perseus weapons are continuously proceeding. I think this is an acceptable level to generate new influx.

A. We will carefully consider how much cost is occurring in these two effects, whether easing it is okay, and let you know. We haven't converted its value yet, so we need to check the costs. We will announce it at the next Live Connect or later.


(Part 2 - 6h 21m 15s)

Q. I don't play Harmonic Saint or Sacred Guard as a main, but play them as a sub due to player shortages. The Link Bonus for Harmonic Saint's buff effect is only about 3, which isn't a big difference, but giving 10 might cause balance issues. Could you consider giving merits when a Harmonic Saint plays Music Buffs, like granting more Inspiring Performance effects?

A. We need to present a figure that considers proper balance. We will consider whether to add it as a fixed value to the Link effect, or scale it with spec growth.


(Part 2 - 6h 23m 29s)

Q. Because instrument special upgrades and the Coin of Bheilleach (Support Totem) stated an "increase" to Battlefield Overture and Vivace, we thought it was additive, but later found out it's a multiplicative calculation. It lacks visibility to calculate manually.

A. The notation doesn't clearly distinguish additive vs. multiplicative. We think this should be standardized. For example, "Increase" for additive calculation, "Amplify" for multiplicative calculation. We will consider if this can be done together during the display enhancement update in the second half of the year. However, there are many things to include in that update, so we need to check if this can fit.


(Part 2 - 6h 25m 36s)

Q. To know the exact values of Harmonic Saint's Music Buffs or Healing Effects, we have to manually find and add up gear, Homestead stats, Link effects, etc. I hope this gets revamped in the second half of the year.

A. We will add stats that previously required manual calculation to the Character Info window so they can be checked.


Please improve the usability of Harmonic Saint's Music Buffs.

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We understand how inconvenient it is for Harmonic Saints to use Battlefield, March, and Vivace right now. We know you set up Extra Equipment Slots for each skill and swap via hotkeys. This will be improved in the Summer update. We will introduce an Extra Equipment Slot number setting per skill. Using that skill will automatically swap to that Extra Equipment Slot. We need to anticipate if this will be comfortable, but it should be more comfortable than now.


(Part 2 - 6h 28m 54s)

Q. Even if a Harmonic Saint sets it so they only receive Vivace and not Battlefield, they still receive the Battlefield they played themselves, forcing them to play Vivace again. Please modify it so unchecking it also ignores their own Battlefield Overture.

A. We agonized over this during system development, but we made it so you still receive the unchecked buff so you could see the value of the buff you played. An improvement idea that comes to mind is allowing you to check the value even if you don't receive the buff.

Q. It would be great if this happens alongside the tooltip update mentioned earlier.


(Part 2 - 6h 30m 55s)

Q. Harmonic Saints swap 1st Titles when playing Music Buffs. How about buffing the "Maestro" 1st Title so we don't have to use others? If titles are unified, we'd only need to swap shoes for the Battlefield Overture set, improving usability.

A. We are pondering how best to present your suggestion. If you could receive the Battlefield, Vivace, and March titles' effects from a common title like Playing Instrument, it would reduce swapping. We will prepare a way to avoid swapping with a single title.

I know the Maestro title is obtained by reaching Rank 1 in all music-related skills except Fantastic Chorus and Encore. However, it gives +5 to Music Buff Skill Effect rather than increasing Battlefield Overture specifically, making it lower than the Battlefield Overture or Vivace titles. Battlefield Overture or Vivace Master increases each effect by 8.


(Part 2 - 6h 34m 27s)

Q. Using a single-target heal is hard to land on fast-moving Elemental Knights, often going to pets instead of the melee DPS. Can you add Party member HP or a Healing-exclusive UI to the Party window? Or a QoL feature preventing heals on pets?

A. When we first created Harmonic Saint, we considered a Healing UI in the design, but couldn't implement it as we thought it would be difficult in the Mabinogi environment. It's still difficult, so I can't give a definitive answer. Instead, we are preparing an option to toggle pet targeting.


(Part 2 - 6h 37m 5s)

Q. If a Harmonic Saint uses Pall of Ruin and gets the Enter-key bug, it's hard to make the Ruin callout. Will there be improvements related to this?

A. Having to use chat is inherently inconvenient. We are preparing a Ping system to give signals when developing the Gorias dungeon.

Q. Will the Ping system come out together with Gorias?

A. Correct.


(Part 2 - 6h 39m 17s)

Q. The party member tooltip shows remaining time for Music Buffs and Status Support. Can you add Tuan as well?

A. It is right to add it. We are using that space restrictively because there isn't much room left. We will try to fit Tuan in there.


(Part 2 - 6h 40m 50s)

Q. Harmonic Saints frequently use the 'Phantasmal Sight' and 'Bond of Power' techniques. Phantasmal Sight has poor readability, requiring chat callouts like Ruin.

A. Would this be resolved once the Ping system is introduced?

Q. More fundamentally than a Ping system, visibility needs enhancing by changing effects. I think people call out the end time because of poor visibility.

A. To secure visibility for Phantasmal Sight, ground decals might be necessary. But in current boss fights, there are already many decals, which might reduce visibility.

Q. Decals can cause lag, and since the buff bar is getting full, how about displaying it on the debuff bar?

A. Displaying it on the debuff side should be entirely possible.

Q. Please revamp the currency cost and usage method for 'Bond of Power'. It's a common technique, but mostly used by Harmonic Saints. Revamp it in a direction that reduces the burden on Harmonic Saints compared to other classes' usability.

A. We sympathize with the control and cost burden of 'Bond of Power'. We are considering whether it's better to actively use 'Bond of Power' itself. We will consider your suggestion as feedback.


(Part 2 - 6h 45m 40s)

Q. The cooldown for Harmonic Saint's Battlefield Overture or Vivace is 10 seconds. Playing it mid-combat can be dangerous; how about reducing the cooldown or granting Super Armor?

A. Super Armor could be exploited in other forms, so we will adjust it by drastically reducing the cooldown.


(Part 2 - 6h 47m 15s)

Q. The Dissonance debuff duration is short. You have to maintain it after reaching maximum efficiency. If you can't continue combat with the boss while doing gimmicks, the max-efficiency debuff will drop. Also, the debuff value isn't visible on the boss debuff bar. Can you make it checkable via mouse-over like other debuffs?

A. We will increase the duration to a tempo similar to other debuffs. We will also display it upon mouse-over in the debuff window.


(Part 2 - 6h 49m 55s)

Q. When using 'Bond of Power', people use it while gathering energy, but rarely throw it. If thrown, the cooldown becomes very long. Few users throw it; gathering energy is the main usage. Can it be improved into a skill that maintains for 10 seconds and ends without throwing?

A. We will try improving it in that direction.


We demand a clear design for Harmonic Saint's tiered weapon groups.

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We recognize this is about the lack of gaps or tiers between Healing Wands and Instruments. Through the test server, we are preparing to widen the gap between the Nightbringer Savior and the Soul Liberate Healing Wand. We will also add the Tikka Wood Healing Wand to dungeon drops upon live server update so players can farm its reforges. We are agonizing over Instruments internally. The gap between Gloomy Sunday and Lyre is small. If a mid-tier instrument is added, we expect it would actually harm the value of the Soul Lyre, so no additional instruments are planned.


(Part 2 - 7h 53m 31s)

Q. We agree the gap between Gloomy and Lyre is small. You said Soul and NB DPS gaps were designed at 15%, but what about Gloomy and Lyre? If there's no gap, are you considering ways to widen it?

A. The gap standard was strictly for weapon groups. If we enforce the same gap between Gloomy and Lyre, we think it could severely impact balance. We believe it would be difficult to widen it further balance-wise.

Q. (Based on the live server with Harmonic Saint and Sacred Guard) The gap in Battlefield percentages affects 6 people in an 8-player party, but in future 4-player parties, fewer DPS are affected. Are you considering widening the gap in the future?

A. The current balance between Gloomy and Lyre is situated between Nightbringer and Soul Liberate weapons. For the next weapon, we will be able to increase the gap between Soul Liberate and its upper tier as intended.


(Part 2 - 8h 24m 21s)

Q. It's natural that Elemental Knight deals less damage with a Fireball. I wish Harmonic Saint would get an enhancement when using a Lyre. They get the same Music Buff Link as Gloomy, but can you enhance characteristics specific to the Lyre? Even if it's not damage, it would be nice to have special traits when equipping a Lyre.

A. We are aware Harmonic Saint's Music Buffs have a smaller variance compared to other Arcanas. We said we'd provide a difference since Harmonic Saint focuses on Music and Healing, but rather than a fixed form, we will make it so users who invested in their character's growth—getting Music Buffs and holding a Soul weapon—receive greater effects.

Q. Can I understand this as Harmonic Saints receiving better effects when playing with a Lyre?

A. If a Harmonic Saint with Gloomy and one with Lyre play together, the bonus will favor the Soul weapon.


Do you have plans to add Supporter Arcanas other than Harmonic Saint?

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Since we divide DPS and Supporter roles, we believe a new Supporter Arcana is necessary. However, considering the work we currently need to do, it has a low priority. We have no plans at the moment.


Please explain why the test server application was delayed by 3 weeks and why you notified us on the day of.

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As mentioned earlier, it was a misjudgment that caused confusion. It was a mistake in judgment, and we will ensure it is not repeated.



Arcana > Balance & Overall

The DPS gap between Arcanas is too large. Are there plans for balance adjustments?

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Alongside the Crom Bas Abyss difficulty update in May, we plan to re-evaluate the efficiency of other Arcanas as well. We will reorganize Arcana balance through the updates in the first half of the year (May and June).


(Part 2 - 7h 58m 38s)

Q. If Mabinogi was traditionally a casual game, it shifted to a game with strictly defined roles when Bheilleach came out, and now with the Sacred Guard revamp, I feel it is reverting back to a casual game. This hasn't happened perfectly over a short period, but rather over a long time. What is the combat direction the management is pursuing for Mabinogi? Is it focused on strict synchronized gimmicks (cyber boot camp) and specific roles? Or is it a casual DPS-focused game?

A. It has two characteristics: action-oriented combat where you watch and dodge monster attacks, and classic raid-style formats where you resolve logical gimmicks. We envision a mix of these. Normal attacks are dodged manually, while gimmicks have clear solutions. What we deliberated for Bheilleach was introducing a Tanker position to resolve fast, unavoidable gimmicks via Taunt.

Q. I will understand it as combining the advantages of both.


(Part 2 - 8h 1m 46s)

Q. You said you would extend the Sacred Guard and Harmonic Saint revamps by 2 more weeks. Since this differs from the original plan, some people might be curious about the balance schedule. Can you explain?

A. Our current schedule is to showcase the balance adjustments on the test server alongside the Crom Bas Abyss update in May. Because there are many Arcanas, they won't all be introduced at once. We will initially add some Arcanas, and as they go through the test server, other Arcanas will receive additional patches together. Once the balance is comprehensively overhauled, they will be updated to the live server simultaneously.

In a previous live broadcast, the balance patch plan changed from "sequentially starting in May" to "all at once after May". Based on this, it seems we can understand it as them updating sequentially on the test server, but applying it to the live server all at once.


(Part 2 - 8h 3m 33s)

Q. I think the gap in DPS capabilities between Arcanas is large. I believe there is a difference between users even with the same gear. What level of standard do you consider?

A. We have a few standards. The first is the average value, the second is the median value, and we check if the Arcana's performance aligns with our intentions. We are also separately checking the top-tier rankings to see if any Arcana exhibits excessive efficiency due to gear gaps or spec differences.


The balance patch cycle is slow. Why isn't the promise of constant balance patches being fulfilled?

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We internally conduct continuous monitoring to check for any anomalies. Our balance baseline aims for upward leveling (buffing). If we do balance patches too frequently, it can cause inflation. Doing it often would make dungeon difficulties too easy, posing realistic challenges. If we had the option to nerf things, like in the past Blast Lancer patch, we could patch balance more frequently, but nerfs are a difficult choice to make. We will try our best to patch as frequently as possible within the bounds of minimizing DPS inflation.


Please transparently disclose balance-related data.

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We have deliberated regarding balance data. Currently, it is difficult to disclose. There are ways to disclose it via API or leaderboards, but factors like party buff cycles and the buff levels of playing Milletians affect it heavily. If we open it publicly, we worry it might be misinterpreted as unintended changes or cause confusion, so it is difficult to release.


(Part 2 - 8h 9m 46s)

Q. I know other games recommend commonly used DPS cycles and such. What about a feature like that?

A. I am aware there are several games that open data in the form you suggested, but it would likely be difficult to show that in Mabinogi right now.


Please resolve the enchant cost disparity among Arcanas.

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Some of this is caused by an overall ratio imbalance. The proportions and demand for physical vs. magic are different. It is hard to make artificial adjustments to currently existing enchants. Later on in Gorias, if we introduce a system where you can choose enchants via a selection box, the cost disparity should be alleviated.


(Part 2 - 8h 12m 39s)

Q. I think Relic enchants are affected the most. They are divided into Physical, Magic, Alchemy, and Support classes, but the shortage phenomenon for Physical classes will only get worse. I don't think Gorias coming out will solve it. For this as well, how about expanding the types of enchants, like using selection boxes or having two types of physical enchants?

A. If we applied this, we anticipate it would affect the market prices of Relic enchants. If the market fluctuation isn't massive, we might be able to change it to a selectable format. We will verify this and tell you the details separately later.


(Part 2 - 8h 14m 43s)

Q. The enchant cost gap exists between expensive enchants like Resolve, Subtle, and Legacy, and relatively cheap ones like Sturdy and Fighter. The cheap enchants have about a 20 Max Damage difference but have alternatives, whereas enchants like Resolve have no substitute. How about adding enchants that grant Piercing even if the base stats are lower than top-tier enchants? If added, people could enjoy that Arcana even with Nightbringer weapons, and could grow step-by-step when transitioning to Soul Liberate.

A. Because there are no mid-tier enchants, it acts as a massive one-time growth cost. Adding mid-tier steps affects the market prices of top-tier enchants, so we will check if there's a way to resolve this while minimizing that impact, and let you know separately later.


(Part 2 - 8h 17m 24s)

Q. The Relic of Murias suffix enchants add Arcana Bonus Damage, and the Coin of Bheilleach crafted with Remnant Stones also provides Arcana Bonus Damage. For Dual Wield Elemental Knights, most of their damage is concentrated in Line Break, making Arcana Bonus Damage highly efficient. But for Dark Mages, where a high percentage of damage comes from base talent skills like Thunder or Fusion Bolt, Arcana Bonus Damage efficiency drops. Looking at recent additions, you are adding a lot of Arcana Bonus Damage; are you considering the damage ratio of these Arcana skills?

A. When creating spec-growth items, we must consider balance. To perfectly control this, the solution is to set and release separate effects and values for each Arcana and weapon. However, because the Relic of Murias itself can be equipped by any Arcana, we couldn't introduce Arcana-specific enchants, resulting in efficiency gaps. It is difficult to take immediate action on existing Relics of Murias. Moving forward, we will adjust effects per Arcana and per weapon to ensure there are no efficiency gaps.

I think this problem occurred because weapons, enchants, and skills were all released separately without reviewing their combined impact. For Dark Mages, Fusion Bolt or Thunder makes up over 50% of damage even including Stardust or Continuous Awakening, making it hard to benefit fully from Arcana Bonus Damage. In future balance patches, it seems necessary to decrease the damage ratio of base talent skills and increase Arcana skill damage.


Are there plans to rebalance Piercing across weapon groups?

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As mentioned in the last live broadcast, it will be difficult to adjust Piercing on current weapon groups. We will present a balanced approach when the next weapon tier is released.


Please buff melee DPS classes compared to ranged classes.

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Looking purely at damage efficiency, melee DPS is set higher than ranged. The balance was designed considering DPS loss in actual combat. In real combat situations, melee DPS experiences DPS loss due to closing distance and dodging, making their actual efficiency lower than ranged, which ultimately results in similar overall damage outputs. However, currently, there are Arcanas that are not performing at their intended level within this balance, so we plan to adjust them during the first half of the year. After the Harmonic Saint / Sacred Guard revamps, we will monitor pattern changes and damage efficiency to make additional adjustments tailored to these gaps.


As Arcanas increase, the leveling burden is severe. Please prepare countermeasures.

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The Arcana leveling mechanism itself requires you to select that Arcana to level it up. We believe it gives an unpleasant experience when a new Arcana comes out, forcing you to stop playing your usual Arcana and level up in a weakened state. Through the Summer update, we are preparing improvements so you can acquire EXP or hunt with your current Arcana without switching, and use that EXP to level up other Arcanas. We are also aware of user feedback that the burden increases as the Total Arcana Level cap expands. When the next Arcana is released, we will release it in a form that causes less fatigue.


(Part 2 - 8h 26m 51s)

Q. During the New Rise update, in response to questions about leveling spots becoming too difficult due to Tech Duinn revamps, Director Choi Dongmin said he would try creating a dedicated leveling hunting ground, but such a dungeon still doesn't exist. Users are leveling elsewhere using strategies, and although you said you'd create a "natural growth process," it still doesn't feel like natural growth.

A. I apologize that we couldn't prepare what we promised to showcase back then. We plan to present improvements to the sense of growth in the Summer update. We will also address EXP aspects. We are preparing so that you can level up naturally during your growth process, rather than just repeating specific missions to level up like now.


(Part 2 - 8h 29m 25s)

Q. Existing users used to level up a lot in Tech Duinn's Awakened Abyssal Lord (Kraken), but now that Arcana levels have risen and stats have increased, monsters are treated as "Weak" due to Combat Power (CP), making it impossible to level up there past a certain point. Please check on Combat Power issues during the Summer update.

A. When ranking up skills, Combat Power increases, and as Arcana levels rise, Combat Power goes up. We are currently planning an overall readjustment of this as well.


(Part 2 - 8h 31m 5s)

Q. Not everyone can afford to equip CP-lowering enchants, so some users level up by drinking Tendering Potions, but there's a report that the potion's effect disappears when you rebirth. Can you check this?

A. We will check on it immediately.


Please alleviate the burden of switching Arcanas.

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We understand and sympathize that this is due to sunk costs like Inheritance, Relics, and Holy Water tuning. We believe that supporting changes to other options or supporting extraction could cause chaos in the market economy. Their untradable nature influences market prices, value, and choices. We think making arbitrary adjustments would have side effects. To prevent costs from becoming heavier than this, we will carefully adjust the supply volume for newly introduced growth-type gear.


(Part 2 - 8h 33m 39s)

Q. I think the biggest issue regarding the Arcana switching burden is Relics. With Relic enchants out, Relics under level 10 have low utility. Low-level Relics are often treated as duds. If you release untradable growth gear in the future, I hope you consider step-by-step growth rather than just controlling the supply volume.

A. We think the fact that growth itself is blocked is what affects the value of Relics under level 10. For the next new gear, we will prepare it so that growth isn't completely blocked, but rather allows for gradual progression. We know there are many voices saying the same about Relics of Murias. If we modify it now to allow leveling up, we think it could affect the value of existing level 10 Relics, so we believe it's too early to improve it right now. We think there will be a time later on when allowing leveling up becomes appropriate. We will speak in detail when that time comes.

Q. MapleStory also has permanently untradable gear, but over time they sometimes make them tradable, so please review this later when the market impact is smaller.


(Part 2 - 8h 36m 52s)

Q. In the case of Chain Lightning Relics, they lose their utility past a certain level. Aside from that, there are many abandoned Arcana Relics. Relics of Murias are top-tier gear, so I think Relic utility needs to be revamped.

A. When Relics were first introduced, we measured them based on the margins of error in Arcana damage efficiency. In the meantime, balance adjustments were made, causing changes. When we adjust balance in the first half of the year, we believe we can balance skill damage while equalizing the utility among Relics. We will showcase this within the first half of the year.


Please tell us about the release plans for new Arcanas.

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Right now, we believe it's a time to focus on increasing the balance and polish of existing Arcanas rather than creating new ones. We have no plans for the time being.


Arcana > Elemental Knight

Please resolve the gaps between races and weapon groups.

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Just as we proceeded with the previous stat improvements, we plan to upwardly level (buff) the areas where skill coefficients differ by race. We expect this will reduce the gap between races in areas highly dependent on Smash, like Two-Handed Swords. Features that only a specific race can perform are considered specializations, so we are not considering changing them.


(Part 2 - 8h 40m 58s)

Q. Not only Smash, but Bash also has severe position lag. For example, at Gate 2 40%, you see Brontanas come forward and use it, but there's a phenomenon where you get sucked into the center. I hope you fix position lag to make using these regular skills more comfortable. I think Two-Handed Swords lose DPS in these situations.

A. We will look into it during the first half balance patch. We believe this definitely impacts damage efficiency as well.


Please add new skills and improve usability.

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As mentioned earlier, we will improve usability for Smash and Bash in the first half of the year.

Considering that Elemental Knight's damage efficiency itself is currently on the high side, adding a Line Break Relic will be difficult.


(Part 2 - 8h 44m 10s)

Q. Do you know the damage calculation formula for Dual Wield Elemental Knights?

A. Are you referring to buffs only applying to the weapon in one hand?

Q. Currently, for Dual Wield EK, you have to calculate Max Damage without the left-hand weapon, and then add the left-hand weapon's Max Damage, Erg, Enchants, etc., to it. The visibility of this is very poor. It was hard to adjust at the time it became an issue, but since a balance patch is planned, I hope it gets revamped. Please improve the interface, and if additional spec changes are needed, I hope you do it during the balance patch.

A. The display for dual wielding has been an issue for a long time. We will first check if the display can be adjusted.

In the past, there was a bug report and community issue regarding Dual Wield EK's formula being different, such as buffs only applying to one hand. At the time, the management replied that it was difficult to change because the balance was already tuned according to that formula.


(Part 2 - 8h 46m 52s)

Q. The biggest difference between Humans and Giants is the Ladeca skill, but there's also a difference in the base Smash multiplier. Even if the multipliers were identical, there would still be a gap due to the Might of Ladeca skill. I think this gap will be as large as the difference between Elf and Human Alchemic Stingers. You adjusted Human Dual Swords to 920% Smash with Erg, but I don't think Human Two-Handed Swords should have to suffer at 800%.

A. I understand that even if Giant and Human skill coefficients are unified, a gap will remain. Even with matching skill coefficients, there are differences from Ladeca skills and Two-Handed Weapons. We believe these aspects are necessary for racial specialization. Some people play Giants because they love the Close Combat racial talent, so we say that this specialization is currently necessary.

Q. I'm not denying racial specialization; I'm saying Humans shouldn't experience frustration while using Two-Handed Swords at the Nightbringer tier. Or, to allow Dual Wielding at the Nightbringer tier, they need a 120% Smash Damage Erg so their growth doesn't fall behind Giants. I'm a Giant user, but I don't think Humans should be marginalized. I don't think anyone should be forced to give up playing because of racial differences.

A. One of the adjustments we are preparing for the first half of the year is adjusting the massive gap between Nightbringer and Soul Liberate weapons, which might also include adjusting Nightbringer Dual Wields. If so, I think it will mitigate the issue to some extent.

Q. I think Elemental Knight isn't heavily influenced by Reforge efficiency. Aside from Weapon and Glove reforges, and Down Attack on clothes, there are no reforges that significantly increase damage. I know the skill floor is high, but to allow top-tier players to reach a higher ceiling, can you improve the empty reforge slots?

A. Dark Mage is in a similar situation alongside Elemental Knight. To solve this, adding valid options to all equipment slots and adjusting the probability weights for those options is the fundamental solution. However, since Reforges are a monetized (BM) product, adjusting them could massively impact the value of current reforges, making it realistically difficult right now.

Based on the current live server:

Ladeca Skills are:
Human - 5% Bonus Damage to all talents
Elf - 10% Bonus Damage to Archery talent + 400% Aim Speed increase
Elf (Melee/Chain) - 15% Additional Damage to Close Combat and Chain Slash talents
...wait.
It might seem similar, but looking at it from a Human's perspective:
For Elves, the Bonus Damage is only a 5% difference, but the Aim Speed difference when using Magnum Shot creates a huge damage gap.
Giants get Bonus Damage and Additional Damage. Bonus Damage stacks additively with other Bonus Damage sources, so it's not exactly a 5% increase. However, Additional Damage is a rarer option than Bonus Damage, and since they practically deal no damage outside of Archery, you can consider Giant's Close Combat skills to be 15% stronger.

Human Smash is 800%, Giant's is 900%.
Two-Handed weapons don't have Smash Damage bonuses natively, but One-Handed Swords (which only Humans can dual-wield) have a 60% Smash Damage bonus, so Humans get a 920% Smash. One-Handed Blunts don't have Smash Damage, leaving them at 900%, and Ladeca can be used in this state.

If both Humans and Giants get 900% Smash Damage on the test server, they will likely either adjust the One-Handed Sword Erg's 60% Smash Damage or add Smash Damage Increase to One-Handed Blunt Erg's second effect instead of Stun Resistance.


Arcana > Alchemic Stinger

DPS performance is weak compared to the investment. Please improve skill cooldowns and DPS cycles.

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Alchemic Stinger is also an Arcana scheduled for adjustment through the first half balance patch. It will likely be affected by the Harmonic Saint / Sacred Guard revamps and dungeon gimmick changes. We will consider the entire process to introduce it stably.


(Part 2 - 8h 54m 56s)

Q. There are differences in Max Damage or Magic Attack per Arcana. Elemental Knight can reach about 3000 Max Damage, Alchemic Stinger 2700, and Fury Fighter 2300. Even with similar gear, the Max Damage differs. Even if it doesn't reflect actual performance, it makes it hard to gauge intuitively. Unless you've personally geared various Arcanas, it's hard to grasp specs. Is it possible to improve this?

A. We believe there are various influences at play. Stat efficiencies are different. Max Damage varies by weapon/enchant. Uniformly matching these values right now is realistically difficult, but we think we can find ways to reduce the gap. We can narrow the Max Damage gap through Link effects, etc. At the same time, we could adjust coefficients to balance the output. However, perfectly adjusting this as a universal growth metric is realistically difficult.

It seems it's difficult because perfectly matching them requires adjusting overall skill coefficients, stats, weapons, and enchants.
They said they would raise Arcana Link effects to reduce the visible stat gap, but the Max Damage from gear and the Max Damage from Arcana Link effects increase differently. I know the Attack Power gained from Link Bonuses does not scale directly with certain buffs like Physical Power Potions.


(Part 2 - 8h 57m 6s)

Q. The reason Aim Rate is an issue is that DPS fluctuates based on PC specs, not just in-game factors. Also, the time to reach 85%+ Aim Rate varies depending on the specific weapon or skill. For Alchemic Stinger, do we have to stack the DPS cycle every time we change gear or use Vision of Ladeca? You have to consider if this causes unpleasantness. Do you have thoughts on improving Aim Rate?

A. I think it's a difficult question. Aim Rate is heavily influenced by PC specs and network environments. We have no plans to change how Aim Rate works. If we were to change it to a uniform flat rate, it would affect BM products like Effective Range reforges, so immediate adjustment is difficult. We will ponder ways to improve it, but currently, there is no suitable method.

Q. There's someone with an Effective Range Level 24 Limit Break, and people say once you pass a certain threshold, the efficiency isn't huge. In the long term, I think it's right for Aim Rate to be improved. Please review if there's a way to adjust it while preserving the value of Effective Range.

A. Immediate improvement is difficult, but we will think about it.

Aim Rate increase from weapons is 10% for Perseus, and 20% for Nightbringer and above. With 20% from Mastery + 20% from Weapon, the cap is fixed at 40%. It seems they are talking about the difference in aiming time between 0%, 10%, and 20% weapon aim bonuses during the growth process.
Among Elf Alchemic Stingers, the downtime when Vision of Ladeca is off is sometimes called "Sage Time" (a slump), because the damage difference due to Aim Rate is so noticeable.
The reason 85% Aim Rate is mentioned is because damage doesn't smoothly scale from 0% to 100% based on Aim Rate; when it crosses 85%, smoke appears on the ground, and damage spikes sharply.
When there are many people or effects, players frequently feel that reaching full aim takes longer than usual due to lag.


(Part 2 - 9h 0m 45s)

Q. I think the most important contributor to a DPS cycle is the utility of each skill. There should be skills that deal sufficient damage, mobility skills, synergy skills, or utility skills. Among the 4 skills excluding the ultimate, Flame Burst and Hydro Pierce deal sufficient damage, and Line Force has weak damage but groups monsters. However, Dust Shot is practically sealed because of Stardust. Aside from this, I don't know the intended purpose behind the utility or damage aspects of these skills. Is there a reason Dust Shot is maintained or changed this way? Or do you plan to change it to a structurally different skill in the balance patch?

A. We revamped it into a debuff skill capable of dealing sustained damage. Flame Burst and Hydro Pierce are the main DPS skills, and Dust Shot was designed to supplement sustained damage off cooldown. Where we fell short was failing to prepare for Stardust's interaction. In reality, Dust Shot's damage efficiency is low, so we know many users don't use it. We are making changes so Dust Shot can be used via additional Stardust adjustments. Besides that, whether Dust Shot outputs the damage originally intended as a sustained damage skill will be addressed and showcased during the first half improvements.

Q. You called it a debuff and sustained damage, but while the debuff applies when specific Alchemy Crystals are used, moving to higher-tier dungeons reveals this feature doesn't apply to bosses. For a debuff to be effective, I think it should apply to top-tier boss monsters too. How are you reviewing this?

A. There are various debuffs, but applying the Water+Wind freeze effect to boss monsters is difficult. We blocked it because it could alter difficulty in unintended ways. We will try applying the other debuffs that are usable on top-tier monsters.

Q. This isn't just a simple situation where Bow users are complaining because Crossbows were buffed. The reason people used Bows over Crossbows previously was because they felt they had to use a Bow to reach the damage ceiling. Suddenly changing that can make users who chose Bows feel a sense of deprivation. In the last live broadcast, you said Bows have an advantage over Crossbows because they can use Fire Arrows. Fire Arrow is a skill that requires setting up a Campfire, and even if you can't set it up, in top-tier dungeons it has the drawback of hindering mobility. It feels like you spoke without considering this.

This isn't just an issue between Bows and Crossbows; I think it relates to the readjustment of neglected weapons. If you buffed Two-Handed Axes' attack speed to match Two-Handed Swords and increased their Max Damage, users of those weapons might have issues too. It's good to buff neglected weapons, but I think you must show sufficient consideration for users who were using the existing weapons.

A. Bows and Crossbows are positioned to have very important advantages in distinguishing races, and we believe this is difficult to change currently. We have no plans for separate measures. We apologize for showcasing it before providing sufficient explanation.

For reference, the reason even Human Alchemic Stingers had to choose Bows previously (based on Nightbringer) was:
Crossbows had Piercing 8 and allowed running, but lacked dedicated bolts.
Bows had Piercing 6 and dedicated arrows.
If you equipped the Ruination Robe, both could reach the maximum Piercing of 9, meaning the Bow with its dedicated arrows was vastly stronger due to a 20% Additional Damage bonus.

In my case as well, I equipped Bow 6 + Ruination Robe 3 + Sharpshooter, and before dedicated bolts came out, I had geared up to a Soul Liberate Bow.
Based on specs at the time, Bows were forced, and even my Dex 130 Echostone is tuned for Bow Mastery.


(Part 2 - 9h 9m 40s)

Q. You said there are no revamps planned for Crossbows and Bows, but there is a reason users keep bringing it up. Bows have good aftercast delay, and there was even an issue where Soul Liberate Bolts were underperforming. When Soul Liberate came out and Crossbows got bolts making them similar, many users agonized over the choice but ultimately chose Bows due to aftercast delays or bugs. After suffering through all that, Bows and Crossbows are now identical in that regard, making users who gave up Crossbows for Bows feel like fools. We are consumers before we are users playing the game. For Humans, after the Crossbow patch, they can't even run with a Bow anymore. Tri-Assault is a crucial skill, but having to move without firing all shots during Bheilleach skill patterns hits hard, and many users complain about this inconvenience.

A. I highly sympathize with your words. To share the realistic dilemma we face, this happens every time we do an improvement update. Even if we make the improvements Milletians want, reflexive backlash occurs. Even if we try our best to care for all areas, there are realistic difficulties.


The Soul Liberate Eternal Bolt bug refers to a community report and bug report on July 11, 2025, that its Damage Increase option wasn't activating. It was brought up again in the community on July 31st, and once more in the early hours of September 11th, before finally being fixed in the official September 11th update.
You could say it wasn't discovered before July 11th, but leaving it unpatched for 2 months after it was reported in the community caused users at the time to shun Crossbows even more.

Ultimately, because Human Bow Alchemic Stingers cannot run, if they need to move far, they have to cancel the skill and run, walk slowly to get there, or wait for the boss to fly back to them.

You say you try to care for all areas, but honestly, I think you just need to let Human Bows run. There's already a gap in their strongest skill anyway due to the Vision / Magnum Shot cooldown differences.

If you wanted to emphasize racial differences, instead of calling it an advantage of the Crossbow, it would have been better to say:
"Just as Humans can't equip shields with Elemental Knight's two-handed swords, they can't run with a Bow,"
and "Since Dual Wielding functions like a Crossbow, they yield similar efficiency."


Please clarify the mention of Fire Arrows.

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I apologize regarding this part. Rather than emphasizing the value of Fire Arrows, I was trying to explain the differences between Bows and Crossbows. I think it was unnecessary and caused confusion. I will be more careful with such expressions.

The Fire Arrow mention was one thing, but the logic flow was weird.
Bows have the Fire Arrow advantage -> Anyone with a Crossbow, including Humans, can run -> It's inconvenient if Bows can't run -> We'll let Elves run with Bows just like Crossbows -> Instead, we'll let Crossbows use Fire Arrows too.
Following this logic, the Bow's advantage of Fire Arrows was equalized, and it sounded like Human Bows lost their advantages, yet they kept talking endlessly about how important Fire Arrows are.


(Part 2 - 9h 14m 20s)

Q. It seems the Content Leader spoke up again realizing that Fire Arrows are hard to use in current combat situations. Can we assume there are no usage changes planned for the Campfire skill?

A. We are not currently considering expanding usable areas, etc.


Please clarify your stance on the distinguishing factors between Bows and Crossbows.

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Bows and Crossbows will maintain the specs we announced as a way to clearly distinguish racial differences. Spirit Weapon Ultimates, which have lost much of their meaning now, will be addressed during future improvement processes. I want to assure you that we recognize this as an area needing improvement.


(Part 3 - 27m 26s)

Q. In the last live broadcast, when is the patch that allows Elf Bows to run being applied?

A. It is scheduled to be applied next week.


Please fix various bugs and improve usability.

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After checking the bugs related to Alchemic Stinger, we found it is a bug regarding skills not firing rather than an Attribute bug. It happens especially frequently with Hydro Pierce. Mabinogi doesn't have an action queue feature that buffers the next skill input while another skill is in use. If you press Hydro Pierce quickly while using Flame Burst, it won't actually trigger because controls are locked during that window. In this case, you might think you charged it, but it doesn't fire. We are currently improving charging skills so they can be queued, and this will be improved in the first half balance patch. Regarding targeting dropping in Bheilleach: when the boss executes a skill or gimmick that grants invincibility, it forcefully clears targeting. We are preparing adjustments so targeting doesn't drop even if they become invincible.


(Part 3 - 30m 45s)

Q. The 'Minimize surrounding characters' option is capped at 60 FPS. Besides Magnum Shot, there are other skills affected by framerate. A fundamental fix might be difficult, but could you change the framerate limit for the simplification option?

A. Technical verification is needed. If possible, we will reflect it.

Q. Some users modify files like XML to use it, but I wish it was officially supported instead of having to do that.

A. Providing an 'always-on' option would probably be the better approach.


(Part 3 - 32m 42s)

Q. Tri-Assault is the highest DPS skill, but if the player character dies, the attributes drop to 0. Is it possible to maintain them upon revival? Can you improve Golden Time so it can be used while holding a Bow?

A. Preventing Attribute Orbs from resetting upon death should be possible. Regarding using Golden Time to fill Attribute Orbs, considering that Tri-Assault has a cooldown and the cycle to fill attributes rotates within that cooldown, doing this would increase efficiency in the initial engage phase, so we will review it.

Q. The reason for requesting usability improvements for Golden Time is because we have to use a Cylinder to fill Attribute Orbs, which causes Extra Equipment Slot lag.

For some pets, their skills are used upon summon, but Foxtrots or Cat pet AoEs require an additional click to use. Can this usability be improved?

A. It sounds like it would be good for convenience if the skill activates automatically upon summon as you suggested. I think it would be more accurate to give you an answer after checking if we can build an environment that allows this. We will let you know when we have an update.


(Part 3 - 36m 41s)

Q. Tri-Assault's cooldown is quite long, and while it's true we can use it within that window, instances frequently occur where we can't align Tri-Assault with the Ruin (Pall of Ruin) cooldown when Bachram Boost activates. We requested the Golden Time improvement to use it more smoothly.

A. We will consider reflecting that together.



Arcana > Dark Mage

Please buff DPS performance.

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Dark Mage will also be adjusted during the balance adjustments in the first half of the year. It is true that its damage efficiency is currently low compared to other Arcanas.


(Part 3 - 38m 39s)

Q. Dark Mage has a different structure from other Arcanas that mainly use Fusion Bolt or Thunder. How about changing Lunge to a stack-type skill and adjusting its Relic effects accordingly, so we use normal skills most of the time and then use stacked Lunges when needed?

A. Dark Mage has a high reliance on base talents compared to other Arcanas. As you mentioned, from a combat fun perspective, repeatedly using the same base skills while the frequency of Arcana skills is lower than other Arcanas is a drawback. To adjust this, we are preparing a new skill, which will be a stack-type offensive skill. If this skill is reflected, we believe you'll be able to maintain a good tempo by using Arcana skills.


Please resolve the gap between Staff and Wand.

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We have confirmed there was a gap between Staff and Wand, and while it has narrowed compared to before, Wand is still stronger at the ceiling. However, Staff has a relative advantage in combat stability compared to Wand. We plan to adjust the balance taking this into consideration. We won't just tweak numbers; we are aware Staff is weak in certain patterns like the Bheilleach Gate 3 Halo pattern, and we will adjust taking these aspects into account as well.


Please add new skills and improve usability.

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We are preparing new skills. Usability improvements are also underway. There is an inconvenience where you can't swap weapons during Thunder's aftercast delay, which will be fixed. We are pondering the Lightning Chain Relic effect. Currently, reaching level 8 leaves levels 9 and 10 relatively inefficient, so we are preparing improvements. Since some people have mastered their combat cycles around the Relic's cooldown reduction effect, we are preparing to integrate that cooldown reduction into Lightning Chain's base cooldown to some extent, while changing the Relic to increase damage instead. This will be adjusted so the Relic provides similar overall efficiency while supplementing the value of levels 9 and 10. Regarding the issue of valid reforges being too specific, we have no plans to adjust Reforges, as they are monetized (BM) products.


(Part 3 - 44m 10s)

Q. Why was the Relic effect made to reduce cooldown unlike other Arcanas?

A. When we created the Relics, I remember Dark Mage's burst damage was strong. At the time, if we increased damage efficiency, we thought Lunge would benefit too much, making it hard to grant raw efficiency. There was also a heavy reliance on Lightning Chain, so we introduced it as a cooldown adjustment.

Q. I think times have changed regarding that. Cooldown reduction is meaningful, but the raw damage numbers are important. Can the Lunge Relic also get additional revamps?

A. I think it will be possible for the Lunge Relic as well.

Q. The issue of Lightning Chain disconnecting when using other gear was said to be an issue with Knuckles. I think this is no longer meaningful as times have changed. Can you fix Lightning Chain terminating upon weapon swap?

A. We will patch it in the first half of the year so it doesn't disconnect even if you swap weapons.


(Part 3 - 47m 22s)

Q. Blast Lancer mainly uses Lance Charge, and users can reach higher ceilings by using clothing reforges like Charge Damage (Closer, etc.). Since Dark Mage is fused with the Chain Slash Arcana, how about allowing it to utilize Chain-related reforges like Chain Impale damage? Elemental Knights also have similar demands. Can we utilize existing reforges instead of new ones?

A. We will check the options in the direction you mentioned. We will see if Dark Mage can utilize existing reforges in equipment slots it doesn't normally use.


(Part 3 - 49m 30s)

Q. If multiple Snow Storms are used, will the issue of only one applying be improved?

A. As mentioned in the live broadcast, if multiple are used, they will be combined and applied, and we are also preparing to process decimal durations for the Relic effect.


Arcana > Blast Lancer

Please improve the reliance on Limit Break reforges.

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It is true that the Lance talent relies heavily on reforges. Most are multiplicative calculations. Since market prices have formed reflecting this, mitigating or adjusting it is currently difficult.


(Part 3 - 51m 13s)

Q. Thank you for considering the market value of Limit Break items. Limit Break Blast Lancer users fear balance patches. We remember the Casting Speed Limit Break incident. Blast Lancer's reliance on Limit Breaks is so strong that without them, it's known to perform worse than regular Arcanas. However, targeting a Limit Break is nearly impossible; it's mostly left to chance listings. Blast Lancer users have heavily inherited gear, drying up the seed of Relics. This reduces the accessibility of the Blast Lancer Arcana. Are you considering any directions to improve accessibility or perception?

A. Currently, there are no mitigation policies. The combat cycles and experiences naturally differ between a level 5 Cooldown hat and a level 7 Cooldown hat. There was talk about changing this cooldown gap into a damage format if we maintained the cooldown, but since it includes changes to the DPS cycle itself, we believe the level 7 Cooldown hat holds its value, so we are not considering mitigating Limit Break reforges.

Q. We aren't asking to mitigate Limit Break reforges directly; we want Limit Breaks to keep their standing. But since level 5 Cooldown hats have visible issues like clear times, this is about the usability of Blast Lancer without Limit Breaks.

A. It sounds like you mean increasing damage efficiency. Blast Lancer's DPS is quite strong in the upper tier. If we buff the level 5 Cooldown hat, we'd have to buff the level 7 Cooldown hat or Limit Breaks just as much to maintain the gap between the upper and middle tiers. But adjusting it that way would make the upper tier far too strong, which is difficult.

Q. Many of Blast Lancer's problems involve lag. Even with a level 7 Cooldown hat, doing in-place Lance Charges causes position lag. When using skills like Charge Assault, the damage difference is massive depending on whether it actually hits the monster or hits thin air. The hitbox for Charge Assault is quite narrow. When fighting Brontanas, its hitbox is only on its rear, so using it on its front legs deals no damage, causing inconvenience for many users. Can this be improved?

A. For Charge Assault, while not a fundamental solution, we will try improving it by expanding the range to increase the hit rate. We have been trying to improve position lag for a long time. It's affected by many things like server conditions, so we haven't solved it perfectly, but we are continuously working on it.


(Part 3 - 1h 33m 42s)

Q. (Continued from earlier) Based on a Level 5 Lance Charge Cooldown Reduction setup, an inefficient situation occurs where we even have to use Overheat skills and low-DPS skills just to fill energy. For edge skills, despite their low DPS proportion within the Lance Arcana, their repeated use is forced for the horseback effect. If duration extensions are improved to the maximum, it seems it would help DPS efficiency. The fact that it was nerfed due to excessive damage at initial launch and maintained until now without sufficient readjustment is also a problem. The player base has currently shrunk, creating a structure where only Limit Break users can feel its performance. I question whether a structure that only becomes strong past a specific investment threshold is appropriate.

A. Including the points you mentioned, we will think about Blast Lancer's comfort and sufficient damage balance.


(Part 3 - 59m 55s)

Q. In the past, you said Rage Impact was part of the DPS cycle. And you mentioned that when melee Arcanas like Fury Fighter or Blast Lancer use Rage Impact, you'd try to make the Extra Equipment Slot swap faster. You tried reducing the slot swap delay, but is it really possible for just one skill? I have my doubts. The fact that Rage Impact is forcefully used via other melee weapons like One-Handed Swords or Blunts is an unpleasant experience for specific Arcanas. Rage Impact boosts comprehensive melee damage, but if it only applies when using Swords or Blunts, using it on cooldown requires gearing Erg on Dual Blunts, etc. For a Blast Lancer to use it on their secondary tab, they need a 20+20 dual reforge weapon. But only a minority do this, and even if they do, the swap delay lowers clear times. Can this be resolved by changing Rage Impact to be usable by all melee weapons (Swords, Blunts, Lances, Knuckles), or adding a separate skill like Melodic Puppeteer's Wire Web?

A. I think we caused inconvenience to Blast Lancer and Fury Fighter users. I apologize for not resolving this quickly. After mentioning the Extra Equipment Slot, we had an internal meeting, and we are preparing a skill with an effect similar to Wire Web that Blast Lancers and Fury Fighters can use. It won't stack with Rage Impact, but Blast Lancers will be able to receive the effect exclusively with Lances, and Fury Fighters exclusively with Knuckles. This should allow it to be used in actual DPS cycles, and we are preparing it for the first-half balance patch.

Q. You said it won't stack with Rage Impact, but Wire Web receives high damage amplification. How will this work?

A. Rage Impact will be individualized by weapon, and the numerical values will be identical.

Honestly, I never considered swapping weapons and consuming a 1-second Extra Equipment Slot delay every time to be a true "DPS cycle"...


Please fix various problems and improve usability.

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We will improve skill aftercast delays as they relate to combat optimization. However, when these improvements compound, damage efficiency will rise. We will prepare so it doesn't result in excessive over-balancing.


(Part 3 - 1h 5m 54s)

Q. For some Arcanas, Combo Cards get ignored (dropped inputs). Especially with the Level 7 Cooldown hat, we can't receive all the Combo Card effects. Can you fix Arcanas that suffer from stuttering Combo Cards, including Blast Lancer? In the last live broadcast, you said you'd try adjusting Heavy Stander; have detailed plans been made?

A. We should be able to fix Combo Card input drops. However, since this heavily impacts damage efficiency, we will try to prevent it from becoming over-balanced. For Heavy Stander, we are pondering a few internal options. A conservative approach would make it easier for Blast Lancer to fill the Overheat gauge, allowing them to ignore Heavy Stander and proceed while using the Overheat gauge. A more radical approach involves removing Heavy Stander from major boss monsters entirely. We are reviewing it internally and will share once it's firmly decided.

For Combo Cards, we need additional confirmation on whether it's implementable, as fixing the skill might also cause a drastic DPS spike.

I used the word "overall" because there have been a few Combo Card fixes before, but every time they only fixed certain skills, leading to frequent community complaints asking why their specific skills weren't fixed.


Arcana > Forbidden Alchemist

Please resolve the excessive performance and over-balance. Please remove the synergy.

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Forbidden Alchemist's efficiency is currently at the top tier. We are internally judging which direction is better. The goal is to balance the damage efficiency among Arcanas. If Forbidden Alchemist's synergy refers to the Summon Nightmare synergy, the Relic effect itself influences it, so completely removing the synergy would be difficult considering market prices and the people who purchased it.


(Part 3 - 1h 10m 53s)

Q. There are two types of synergies a Forbidden Alchemist can apply to a boss monster. I'll just mention one. What do you think about the Catalyst synergy?

A. We consider that a synergy effect as well. Since there are no high-value items like Relics tied to it, it might be adjustable.

Q. The plan to withdraw Forbidden Alchemist's synergy DPS was pulled back, but it lingers like a phantom. You said it's difficult because of users who already bought in, but looking at the forced Harmonic Saint / Sacred Guard revamp currently on the test server, it seems pushing ahead is possible. What I want to ask is not about removing synergy, but how the presence of synergy will impact the May balance patch and whether it will have no impact moving forward.

A. We are deliberating internally on how to adjust Forbidden Alchemist's balance. If we adjust its current damage efficiency, the synergy might change into a different form. Adjustments like buffing or nerfing Forbidden Alchemist can be sensitive. We will consider this carefully and present it reasonably.

Q. Please patch this carefully as it could lead to quota issues (forced inclusion in parties) later on.


Please fix various problems and improve usability.

image.png

For things like Elemental Infusion, we are preparing an on/off toggle improvement. We will show you during the first-half balance patch. We ask for your understanding that adjusting the reliance on overall Alchemy Damage might be difficult regarding current balance or gear values.


(Part 3 - 1h 14m 58s)

Q. If you maintain Summon Nightmare, please consider the Protection Cap, as decimals get deleted when calculated as integers for damage reduction rates.

A. We will consider that aspect and improve it together.


Arcana > Variable Gunner

Please fix various problems and improve usability.

image.png

Through this test, mitigations for Zone Stacking and adjustments to Rapid Fire were made. Rapid Fire was equalized from being heavily weighted on the final hit, mitigating situations where damage efficiency fluctuated wildly in specific scenarios. We compressed the duration of channeling skills to minimize the impact of monster movement. Some adjustments might be made depending on whether Sacred Guard is implemented.


(Part 3 - 1h 17m 21s)

Q. Suggestion to fire all of Fatal Scope at once, or fire continuously via key-down. We use the skill in thin air before combat to fill Alchemy rounds; can they just be full upon login? Can you increase the durations of Shooter's Eye and Payload Shift?

A. We will prepare to provide control comfort through key-down for Fatal Scope. We will introduce a method where Alchemy rounds are full upon login or naturally fill during non-combat situations, and we will try increasing the duration of Shooter's Eye.


(Part 3 - 1h 20m 16s)

Q. When using installable skills, you have to press the skill icon, move the mouse to the location, and click to install. If a boss or object is at the cursor location, it doesn't place. For example, if you click the boss, Hydra doesn't install, or if a Sacred Guard uses Clash and clicks the boss, they headbutt in place. In Crom Bas, many parties do a 100-burst in the center, whereas in the past they dragged it to 6 or 8 o'clock. If you carefully try to place a Snow Storm in the center, and the cursor overlaps with Glas Ghaibhleann's wing, the Storm gets placed at Glas's location. The intended install location differs from the system location this way. Like WoW's mouseover feature or LoL's smart cast, can you modify it so the skill fires immediately upon releasing the mouse button?

A. We need to check if the Pleione Engine supports this. If a feature providing that already exists, it's possible, but if not, the difficulty increases or it becomes impossible. Instant-cast might be implementable.


(Part 3 - 1h 35m 22s)

Q. Like Dark Mage's Lightning Chain, I wish Way of the Gun (Frenzy) was improved so we can swap gear.

A. We will try to adjust the effect disappearing upon swapping during Way of the Gun.

Way of the Gun's Bonus Damage is just general Bonus Damage without a specific talent tied to it, so I think it should be changed to apply only in Variable Gunner state or changed to Dual Gun talent Bonus Damage, with a numerical adjustment from 15% to 20%.


Arcana > Melodic Puppeteer

Please lower Echo Marionette's reliance on Master Artisans.

image.png

As answered earlier, we will update in a direction to lower this (mentioned in the Master Artisan section).


Please fix various problems and improve usability.

image.png

Skill structures, control feel, and missing targets will be improved during the balancing process. You seem to be talking about talents highly reliant on Combo Cards. We have tasks to do during the first half of the year. In the Summer, we will run the Black Combo Card event. During the second half of the year, we are preparing a format to obtain Combo Cards more conveniently and easily. Notations like Maximum Marionette Damage will be handled in the second-half notation improvement.


(Part 3 - 1h 25m 49s)

Q. The issue of Melodic Puppeteer crashing was fixed, but it still crashes frequently. You mentioned it was an issue related to Echo Marionette; please explain.

There's a bug where if you use Grand Finale right before an object like a Halo disappears, it doesn't go on cooldown and isn't used. It's not confirmed, just suspected.

Currently, Melodic Puppeteer's reforges are mostly QoL except for weapons, which are packed with damage reforges. Duals might be relatively easy to roll, but triples are hard.

A. Melodic Puppeteer crashes occur because puppet summoning places more load than other Arcanas. There are things causing lag in the Arcana's effects or hit frequencies. To fundamentally solve this, we need to simplify effects or fix the Marionette summoning logic. There are no concrete plans yet. As you mentioned it, we will raise its priority.

We will check and try to fix the Grand Finale bug.

Because the damage formula is hard to figure out, testing reforges manually is inconvenient, but disclosing the damage formula is difficult due to internal policy. Instead, we will quickly improve the test server to make checking easier.

Q. In a previous broadcast, you said the Act 2: Threshold Cutter Echostone is level 3, and since existing Echostones stack with gear, it's hard to change. We have to secure many weapon reforges at once, and if we can't get the Act 2: Threshold Cutter reforge on the weapon, it's inconvenient that we can only get level 3. I am passing on this opinion.

A. We judged it to be an option that raises the ceiling as much as it adds to existing reforges. We determined that this spec itself carries a risk. We will review internally one more time and let you know which is more positive.

Q. Will Puppet info be modified in the second half?

A. Yes.


(Part 3 - 1h 36m 13s)

Q. You said rolling Act 2: Threshold Cutter on a Yellow Echostone up to level 3 allows reaching the ceiling, but from a player's perspective, if we roll Act 2: Threshold Cutter, Act 4: Rising Action, and Act 7: Climactic Crash on a weapon, we have to choose between taking Act 1: Incidental Clash 20 or Act 2: Threshold Cutter 3. For Melodic Puppeteer, the efficiency of the 4 reforges isn't vastly different. If we take 2, 4, 7 and don't take Act 1: Incidental Clash, we actually get weaker. Getting Act 1: Incidental Clash, Act 4: Rising Action, and Act 7: Climactic Crash actually results in a lower ceiling.

A. We will go back, and if it truly is an issue without problems, we will reflect it.


(Part 3 - 1h 37m 42s)

Q. If Echostone level 3 stacking is usable, it seems people will use 20 + 3. How about creating a level 20 Echostone to make it organic?

A. We will review this. However, doing so would lower the probability of other options, so we will approach cautiously.


(Part 3 - 1h 38m 57s)

Q. Melodic Puppeteer's effects are quite large and mostly green, so to colorblind users, they look similar to Miir's Divine Spear effects. I hope you consider this.

A. It's hard to change Melodic Puppeteer; we should change the Divine Spear's effect. But we must ensure it doesn't harm the existing experience, so we will review carefully.


(Part 3 - 1h 55m 11s)

Q. Melodic Puppeteer's stats are Strength and Dexterity, and to max both, I know rebirthing into Master Chef as a Hero Talent is forced. Users rebirth for various reasons like cumulative level farming, Royal Enchanter, Transformations, etc. For Melodic Puppeteer, having to pay for Hero Rebirths outside of Free Seasons is an issue; is there a solution?

A. We feel the hurdle has been significantly mitigated as of now. We are pondering whether to add these options to the Puppetry talent. However, we agree that having to pay or wait for specific periods to get lacking stats needs adjustment. We will decide on a revamp direction and let you know.


Arcana > Fury Fighter

DPS performance is noticeably weak compared to other Arcanas. A rework is needed.

image.png

After Fury Fighter was updated, there were several adjustments. It was quite low upon initial update, but currently maintains a level similar to other Arcanas. The Harmonic Saint and Sacred Guard revamps will likely affect it since it's a melee DPS. We will look at these aspects together and patch it during the first-half balance patch.


(Part 3 - 1h 42m 0s)

Q. I wonder if buffs like Battlefield Overture or Bond of Power were properly checked in the metrics.

I think a broken risk/return structure is a major issue in Arcana balance. Fury Fighter is taking a huge hit. It looks normal against training dummies, but in actual play, the clear times are much slower. Elemental Knight can naturally attack and dodge with Line Break, but Fury Fighter has elements that make natural attack and defense controls difficult.

An unreasonable element is Counter Punch canceling, requiring far more inputs than other Arcanas during combos.

A recent range patch didn't greatly increase actual operational convenience.

In this situation, Combo Cards are even forced.

We are researching extreme bursting by swapping titles via Extra Equipment Slots.

We judge the damage multiplier isn't great despite doing Counter Punch cancels + Extra Equipment Slot swaps.

You said Fury Fighter's current performance has no issues in the metrics, but can you explain that with data?

A. We can actually see buffs like Bond of Power and Battlefield in the monitoring metrics, and we are checking them.

Regarding risk and return, as a melee DPS, there must be a return.

Since it's a melee DPS like Elemental Knight, there are differences in mobility and evasive attacks, so a considered balance must be struck.

You said the operational convenience range update didn't make much difference, but it seems various elements interact complexly. We will think about what aspects to make more comfortable and present them.

Title swapping is not something we intend to embed into gameplay. We need improvements so sufficient efficiency can be achieved without using it. What title swapping?

Q. Using "Screw Upper Master Title" and "Charging Strike Master Title". We confirmed that when using Gale Pierce, damage varies depending on whether you have the "Charging Strike Master Title", so we use it for bursting. Normally, we use "Screw Upper Master Title" because of its high usage rate.

A. It's an action for a higher ceiling, but we will modify it so similar efficiency can be achieved without swapping. All of this stems from "Is Fury Fighter giving proper return for its risk?" We will check what was discussed and try to adjust it in the first-half balance patch.

Q. At Gate 3 60% Halo, if you Dash Punch when only the Finish remains, the Halo doesn't break if you don't kill it. Also, Anchor Rush sometimes doesn't grant invincibility (applies to other classes too). Can't confirm under what circumstances.

A. We will check the Dash Punch bug you mentioned first. Searching for the exact conditions of the Anchor Rush invincibility issue will take time.


(Part 3 - 1h 51m 16s)

Q. I think the reason Fury Fighter underperforms compared to other Arcanas is due to Piercing imbalance, similar to Dual Wield Elemental Knight. It has the lowest Max Damage stat, yet its Max Damage can't even be upgraded. The Will cap will increase, but if you don't add more Will sources, we'll have to keep eating Will food to play.

A. Since you can hit the Will cap by eating Festival Food, we agree that fundamentally addressing the situation is correct. We will try adjusting it in the first-half balance patch. As for Piercing, when first designing it, balancing Knuckles was highly sensitive. It was made to differentiate from Vagabond. If even 1 Piercing was added, Meteoroid could be applied, so it was adjusted. Damage coefficients were adjusted according to this situation. We will check if it can be adjusted together during the balance patch.

Q. The Nightbringer Vagabond has Pummel damage increase, which the Soul Liberate Knuckle lacks, causing a damage gap in Gale Pierce. I bring this up with the intent that, while balancing the gap between Nightbringer and Soul weapons, you could lower the Pummel option and add Piercing.



Director Choi Dongmin

It's been over 19 hours and 30 minutes since the broadcast started, and to be completely honest, I have reached my physical limit. Also, the staff members who prepared this with us came out early yesterday morning and have been preparing since dawn. Although they are still working hard right now, considering these factors, I judge it is difficult to continue any further. I know the Milletians have also had a very hard and exhausting time until this hour, but physical continuation seems difficult, and I don't think I can give better answers in this state. For the remaining agenda items, since our answers are already prepared, we will guide you through announcements. We had many opinions shared today; we will announce these through notices so Milletians can see how we will keep our promises moving forward. I'd like to ask if it's okay to proceed in this direction.


Event Organizer

Yes. We understand what you're saying, and for the piled-up agenda items, we can hold a separate meeting later to wrap them up. We can conclude this gathering first.


Director Choi Dongmin

Thank you once again to all the Milletians who stayed with us for such a long time today. And thank you again to the Milletians who joined us online. To express our promise to do better and our gratitude, we prepared a small coupon. We will provide detailed information regarding the coupon through a notice on the official website after the broadcast ends. The notice will likely take some time to prepare. It will take about 2 hours from now. We will update it in about 2 hours, and we would appreciate it if you checked the details through the notice. The coupon should be usable immediately from this point on.

I am very sorry and also thankful to be able to meet the Milletians again like this through today's Mabinogi Connect.

Through this event, I think we realized once again just how much the Milletians love Mabinogi and how much harder we need to work.

We will make sure to gradually improve based on the feedback you provided, remember the feelings you shared today, and do our best to present sincere and fun updates in the future. Thank you all for your hard work. Thank you.



image.png

Follow-up Notice from Management: Deeply Engraving the Words of Our Milletians

Notice from Event Organizers: Notice in Preparation for May Live Connect


LT라바뉴(@LT_labanyu)

Translated by Gemini AI.

Original Link: https://mabi.labanyu.com/t/patch-note-review/53

2026-05-01 13:53:22
글자수: 0/500
커뮤니티

KR Server Talk

Sharing some translated bits from the KR server.

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