Friday, January 9, 2026

Ragnarok The New World 0109 Update

Dear Adventurers:

Thank you for your enthusiastic support and close attention!

Based on the valuable feedback collected during the testing phase, we are now outlining our key optimization plans and progress before the server launch as follows.

Please note that the class-related content mentioned here only addresses bugs and operational experience optimizations for certain classes during the testing period. Detailed class balance adjustments will be announced separately.

We sincerely thank every adventurer for their understanding and companionship; let's work together to create a better Ragnarok Online: World Journey adventure world!

【Classes】
*Class balance adjustments will be announced separately; this only includes some frequently asked questions and corresponding optimization plans.
Q: When will the branch classes and job change system be launched?
A: The branch classes and free job change system will be launched simultaneously in subsequent major version updates. The job change system will support job changes for all classes, making it easier for everyone to experience new classes.

Q: The automatic casting of Holy Blessing currently has an anomaly and is forcibly bound to Water Sprinkler, affecting the flexibility of the support. Will this be optimized?
A: We will fix the anomaly of Holy Blessing during the official launch and remove the default configuration of Water Sprinkler in Holy Blessing.

Q: The cart acceleration skill automatically moves to a teammate's side during auto-battle. Will this be fixed?
A: Thank you for your feedback. This bug will be fixed in the open beta.

Q: Some class skills experience lag during auto-battle, affecting damage output. Will this be fixed?
A: Thank you for your feedback. This bug will be fixed in the open beta.

Q: The casting time displayed on the skill point allocation page doesn't change with the character's "Variable Casting" attribute. Has this been fixed?
A: Thank you for your feedback. This bug will be fixed in the open beta.

Q: The Priest's "Heretical Judgment" and "Holy Light Vulnerability" special skills seem to be unimplemented and cannot be triggered in battle. Is this normal?
A: Thank you for your feedback. This bug will be fixed in the open beta.

Q: The Assassin's "Deadly Poison" auto-cast logic is flawed. Has this been resolved?
A: Thank you for your feedback. This bug will be fixed in the open beta.

Q: The current auto-cast experience of Healing Spell is poor. Will it be optimized in the future?
A: We will optimize the auto-cast logic of Healing Spell to improve the adventurer experience.

Q: After equipping the Four-Leaf Clover Treasure, the Blacksmith's Throwing Axe skill disappears. Has this issue been resolved?
A: Thank you for your feedback. This bug will be fixed in the open beta.

【Equipment and Development】
Q: Card development costs are too high. Will this be optimized overall?
A: In the open beta, card drop rates will be increased, and the card fusion gameplay will be optimized: fusion will now use 2 cards; a new attribute locking function will be added when cards of the same quality, increasing the certainty of the result.

Q: The cost of acquiring and transferring equipment skills is too high. Will this be adjusted?
A: In the open beta, equipment drops will carry skills. The cost of cross-level transfers will also be adjusted; for levels below 55, it will now cost gold.

Q: Can equipment chests contain equipment suitable for my class?
A: We will adjust the contents of the chests in the exchange shop in the open beta version. Chests will only contain King-level equipment suitable for my class.

Q: Is there a safe refining system for equipment?
A: At safe refining levels 3, 6, 9, and 12, refining failure will not result in a level reduction. Please rest assured, adventurers.

Q: The refining system's anti-explosion stone requirement is too high. Will this be adjusted?
A: In the open beta, we will reduce the amount of blessed refining materials required for refining, lowering the development burden.

Q: We suggest that equipment skills be class-specific, and the current pity system seems to have a bug. Will this be fixed?
A: Orange equipment skills currently have a wishlist pity system, which guarantees obtaining the specified skill within a certain number of pity attempts. Regarding the bug in the pity system, we are aware of it and will fix it in the public beta version to ensure its proper functioning.

Q: Can a one-click card replacement function be added for equipment sockets?
A: We will launch a custom scheme function later, allowing users to set different playstyles based on usage scenarios, and supporting one-click switching and importing playstyles from other adventurers.

Q: There are too few card choices. Will this be optimized later?
A: We will adjust the effects of some cards in the public beta.

Q: Can pet survivability be improved?
A: Pet survivability will be optimized in the public beta. Q:

Is there an anomaly that the magic attack ring's attribute bonus is incorrectly applied to physical attack?
A: We have fixed this anomaly. After the public beta, accessories will correctly provide the corresponding attribute bonus.

Q: Will there be any adjustments to the auction house?
A: Thank you for your feedback. We will optimize the rare item auction and the tiers of King Cards in the public beta version.

[Events and Gameplay]
Q: The current MVP reward distribution is unreasonable, and the evaluation only favors DPS characters. Will this be optimized?
A: During the open beta, we will fix the issues related to individual MVP rewards and adjust the mechanism so that tanks and healers will also have a chance to obtain MVP status. In addition, the difficulty of MVP will increase in sync with the world level.

Q: The drop rate of headgear materials is too low. Can this be modified?
A: During the open beta, we will increase the amount of materials produced through event gameplay and shorten the crafting cycle.

Q: The competition for Evil Treasure Chests is currently quite fierce. Are you considering adjusting the mechanism?
A: We will optimize the route refresh rules and pathfinding logic of Evil Treasure Chests to allow adventurers to locate the chests more efficiently.

Q: Will the event opening schedule be adjusted during the open beta?
A: During the open beta, the opening schedule of some events will be adjusted, and the participation frequency will be appropriately reduced to ease the burden. For example, "Forgotten Land" will be adjusted to once a week, while increasing the rewards per event. The number of guild activities will be re-planned, with some activities having fewer events but increasing the rewards. The difficulty and number of levels for some dungeons will also be reduced.

Q: Currently, insufficient map distribution leads to excessive concentration of adventurers, affecting the experience of melee and support classes. Will map distribution be increased and monster distribution optimized?
A: During the open beta, we will consider adding more AFK spots to improve the AFK experience; we will also optimize navigation logic to disperse adventurers and avoid concentration at a single AFK spot.

Q: Can you optimize the ease of teaming up with different classes in dungeons and the dungeon experience?
A: During the open beta, we will optimize the team matching mechanism and add class verification to dungeons to help reduce pressure.

Q: Adjusting guild activity rosters is too cumbersome. Will it be optimized?
A: The open beta will optimize the appointment process for guild vanguards, allowing guild leaders to quickly adjust in more scenarios. After the open beta, in events such as Black and White Battlegrounds and Guild Wars, vanguards can be appointed directly by clicking on the adventurer's avatar or through the team panel. Adjustments can also be made instantly after the league starts, greatly simplifying the operation.

Q: Dying too quickly in GVG battles results in a poor experience. Will this be adjusted?
A: We have received feedback regarding the issues of excessively fast death speed and overly large first-strike advantage in GVG battles. The public beta will optimize the GVG damage mechanism, extend adventurers' survival time in battle, and reduce the experience gap caused by first-strike advantage.

Q: The experience of the Radiant Realm was unsatisfactory; will it be optimized in the future?
A: An MVP BOSS will be added to the Radiant Realm during the public beta, and the card drop rate within the event will be significantly increased, enriching the gameplay's substantial value and making participation more rewarding.

Q: Will the difficulty of clearing the early stages of the 10-player dungeon during the test be adjusted?
A: We will further optimize the dungeon gameplay mechanism during the public beta to ensure the overall experience for adventurers.

Q: Will a sweep function be available later?
A: We will open a sweep function in a future expansion, allowing for quick completion of daily quests and other gameplay.

Q: The "Thunderous Punishment" triggered by killing other adventurers in the Radiant Realm event does not clearly explain the expiration time and item acquisition method; will this be supplemented?
A: Yes, a complete tutorial will be added during the public beta.

Q: The setting of consuming MVP attempts only upon encountering a wild boss is unsatisfactory; will it be adjusted so that it is only deducted after a kill?
A: We will consider adding content that does not consume MVP attempts to the active gameplay. It is expected to be implemented in "Radiant Realm" after the public beta.

Q: The homestead minimap does not mark farmland and NPCs. Will these be added?
A: Yes, it will be optimized upon public beta launch.

Q: Will the issue of intermediate treasure map drops be fixed?
A: The issue of abnormal intermediate treasure map drops has been recorded and will be fixed in the public beta to ensure that the treasure map drops meet design expectations.

Q: I gifted a privilege card, but the recipient did not receive it. Will this be fixed later?
A: We have fixed this issue. Gifts sent during the public beta will activate the card normally.

Q: Are you considering adjusting the current dungeon countdown system?
A: Based on feedback from adventurers, we will extend the dungeon countdown timer during the public beta to give adventurers more time to clear dungeons.

Q: After selling King's Gear, an approval process is required to claim Zeny. During testing, many people mistakenly thought it was a game bug or that the system was swallowing their coins. Could you add a more prominent pop-up reminder during the sale?
A: To ensure the stability of the trading market, high-value items such as Royal Armor require a certain period of review after sale. After the open beta, we will optimize the Royal Armor sale review prompts, adding email notifications and a red dot notification in the review funds section.

Q: Can you add more ways to obtain Heavenly Tree Leaves?
A: During the open beta, we will open the purchase channel for Heavenly Tree Leaves in the Gold Shop.

Q: The Gold Raider challenge requires 5 attempts, which is very time-consuming. Can you reduce the number of challenges?
A: Thank you for your feedback. During the open beta, we will reduce the number of challenges to 3.

Q: Can you add a pet details preview function?
A: During the open beta, adventurers can long-press on the avatar in their wish list to view pet details.

Q: Can you extend the opening time of the Otherworld Invasion?
A: Thank you for your feedback. During the open beta, we will adjust the end time of the Otherworld Invasion to 5:00 AM the following day.

Q: Will more trading functions be opened later?
A: The open beta version will open face-to-face trading and gifting.

Q: Will you adjust the opening rhythm and frequency of nighttime activities?
A: Daily nighttime activities will be gradually opened according to level stages to avoid adventurers having to participate in multiple limited-time gameplays at the same time.

Q: Can I skip already completed floors in the Endless Tower?
A: During the open beta, we will initially lower the difficulty and number of floors in some dungeons to improve the challenge experience. A later version will add a floor-skipping function to the Endless Tower; after skipping a completed floor, all corresponding rewards will be sent via in-game mail.

Q: Will interrupting guild upgrades erase progress? Will this be improved?
A: If an upgrade enters low-maintenance mode, progress will pause but not be erased; it will automatically resume after normal operation. We will provide clearer prompts during the open beta.

Q: Can guild quizzes be changed to select ABCD?
A: This will be optimized during the open beta.

Q: Can I directly click on member avatars to appoint positions?
A: This function will be added to the team and squad panels during the open beta and will support real-time adjustments during guild battles.

Q: Can the 50-character limit for guild emails be increased?
A: We will further increase the character limit for guild emails during the open beta to improve guild management convenience.

Q: We really hope more casual gameplay can be added to guilds; will this be planned for the future?
A: Thank you for the suggestion; we anticipate adding some fun gameplay in the first expansion.

Q: Characters only have one expression during normal activities and idle times. Could you add more idle actions and expressions?
A: In the open beta, we will first support the emoticon feature. More idle actions and expressions are also under development, so please stay tuned.

Q: Can operations such as harvesting crops in the homestead be made more convenient?
A: We are designing a pet manager function to make it easier for adventurers to harvest crops. It is expected to be implemented in the first expansion.

Q: The frequency of weekly events such as Guild Banquets and Guild Thieves is currently too high. Could you consider reducing it?
A: Thank you for your feedback. In the open beta version, we will reduce the frequency of weekly Guild Banquets and Guild Thieves.

Q: Currently, there is no way to reset or undo guild training points if you make a mistake. Will you open a guild training reset function?
A: Thank you for your feedback. We expect to add a guild training reset function in the first expansion.

Q: Currently, characters sink into the chair next to the guild fireplace. Could you fix this and optimize the sitting posture?
A: Thank you for your feedback. In the open beta, we will fix the issue of characters sinking into the chair and make initial adjustments and optimizations to the sitting posture. The first expansion is expected to implement different sitting postures for male and female characters.

Q: Currently, the training ground dummy's size doesn't match the actual size, causing a difference between tested and actual damage. Is this an error?
A: Currently, the training ground's target settings interface allows configuration of the dummy's attributes, size, and race. Adventurers can confirm or adjust the configuration before entering based on their damage testing needs.

Q: Endless Tower floor bosses automatically prioritize attacking pets. Can this be adjusted?
A: Thank you for your feedback; this bug will be fixed in the official release.

Q: In Pair Arena, continuing to challenge without leaving the arena doesn't automatically refresh health. Has this issue been resolved?
A: Thank you for your feedback; this bug will be fixed in the official release.

Q: The Evil Treasure Chest count deduction is incorrect. Has this been fixed?
A: Thank you for your feedback; this bug will be fixed in the official release.

Q: Skill Chests sometimes give out non-class skills. Is this an error?
A: Thank you for your feedback; this bug will be fixed in the official release.

Q: Cat Hand Freight sometimes shows materials only obtainable by higher-level classes in the early game. Will this be fixed?
A: Thank you for your feedback; this bug will be fixed in the official release.

[System and Functions]
Q: Under the same development conditions, the equipment rating of one-handed and off-hand weapons is higher than that of two-handed weapons, which can easily misjudge combat power. Will this be optimized?
A: In the public beta version, we will optimize the equipment rating mechanism so that the rating can truly reflect everyone's actual equipment development progress.

Q: The current follow system is prone to blocking teammates. Will this be optimized in the future?
A: The public beta version will solve the problem of not being able to follow into a guild. We will also continue to optimize the follow logic in the future.

Q: Will potions be added to the quick bar?
A: In the public beta version, we will add potions to the quick bar to make it easier for adventurers to operate.

Q: Can the home jump system be improved and made available in maps and dungeons?
A: The jump performance of the home system will be optimized to be smoother. Future versions will add multi-stage jump performance. In the public beta version, we plan to add jump operations in non-combat areas such as the main city, allowing players to jump to reach houses in Prontera.

Q: I haven't heard Senia's Taiwanese voice acting. Has it been implemented?
A: Senia's Taiwanese voice acting has been implemented. Based on the feedback from adventurers, we will add more Taiwanese voice acting content in the future.

Q: Will the team application window have a longer display duration and display job information?
A: During the open beta, the display duration of the team pop-up will be extended, and key information such as job indicators will be added.

Q: Will iOS support 60 frames per second?
A: Yes, a 60 frames per second setting will be added during the open beta.

Q: Will PC shortcut key support be added?
A: After the open beta, the following will be gradually implemented: ESC to close the interface/return; Enter to open chat and send; Tab to switch chat channels; new keyboard interaction shortcut keys; support for direct number input; Ctrl + number to quickly select teammates. Subsequent versions will support PC key customization (including multi-key mouse), UI customization, and font size adjustment.

Q: There are occasional errors when using LDPlayer emulator. Will this be optimized?
A: We have completed the adaptation for LDPlayer emulator version 9. Adventurers can start and play normally. If adaptation errors still occur after upgrading to LDPlayer emulator 9, please submit a report through the game's customer service channels, and we will investigate and resolve it as soon as possible.

Q: The bound primary enhancement metal is just sitting in my inventory with nowhere to be used. Can the crafting function be added?
A: The open beta will support the synthesis of basic enhancement materials, allowing adventurers to synthesize intermediate materials.

Q: Will the power consumption during AFK farming be optimized and the forced power-saving mode removed?
A: After the open beta, options to adjust performance, disable pet dialogue, and change special effect levels will be added.

Q: Special skill equipment lacks clear indicators; can it be filtered?
A: A special skill filtering function for recycling and dismantling will be added upon the open beta launch.

Q: Can the classification of treasures in the inventory be modified for easier searching?
A: The inventory classification of treasures will be optimized during the open beta, adding treasures to the "Frequently Used Categories" in the inventory.

Q: Can multiple scheme switching functions be added for the Rune Engine and Relics? This will allow for quick configuration switching based on different scenarios.
A: Thank you for your feedback; we anticipate adding the scheme switching function for the Rune Engine and Relics in the first expansion.

Q: Can a monster navigation function be added to the exclusive map, allowing direct navigation to a fixed point by clicking on a monster?
A: Thank you for your feedback; we anticipate adding convenient monster navigation in the first expansion.

Q: When the team leader uses Fly Wings to teleport, can all following team members be brought along as well?
A: In the public beta version, we will introduce the Giant Fly Wings item. After the team leader uses it, they can teleport together with their teammates.

Q: The item text and chat bubbles in the chat are similar in color. Can you change the colors?
A: We will adjust and optimize the background color of the chat bubbles in the public beta.

Q: Can you add a thousandths separator to the currency numbers in the game for easier viewing?
A: Thank you for your feedback. We expect to add a thousandths separator to the currency numbers when the first expansion is released.

Q: The size and offset of the damage numbers are not very reasonable, often obscuring them when fighting bosses. Will this be adjusted later?
A: Thank you for your feedback. We expect to optimize a new damage display scheme in the first expansion to avoid obscuring bosses.

Q: Can you optimize the display of blueprints for quick confirmation of the finished product's effect and materials?
A: The public beta version will add hyperlinks to finished products and material requirements for blueprints. Clicking them will take you to the desired view.

Q: Can you remove the broadcast in the guild channel when King's equipment is removed from the store?
A: Thank you for your feedback. This will be fixed in the public beta.

Q: Buying duplicate outfits is a waste of space in the inventory. Can you add a way to dispose of them?
A: The public beta version will include an outfit recycling feature to solve the problem of having nowhere to dispose of duplicate outfits.

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