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PlayKuro Community › Kuro Forums › Announcements › KUROMS BEANS REPORT #1

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KUROMS BEANS REPORT #1
Senzu Offline
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Joined: Jun 2025
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#1
07-14-2025, 01:42 AM (This post was last modified: 07-20-2025, 01:37 PM by Senzu.)
KuroMS - Beans report #1

Hello Community! this will be the first KuroMS Beans report, we will post those from time to time to share our current work, near future plans, and changes to plans based on feedback.
so first of all, i would like to thank you all, for all the feedback, testing, and the help you provide us during the Beta phase. This is much appreciated! Lately, we have had an increase in players, so i’d like to welcome all the new people we have! and with that, address that because of that we have had lots of new suggestions and bug reports which may seem like we do not tend to. So I want to say regarding this - we read it all, and take everything you say into consideration when prioritizing and working on developing KuroMS! but as our team is currently small we can't address everything at once, and some things may take a while to fix and work on, we appreciate your patience.

This brings me to the first thing I'd like to share, we are still looking for more staff members!
what we need:
wz editors (even if no experience, we can teach you what you need to do)
balance “experts” - balancing requires a lot of attention and testing, currently, we are spread thin and can’t fully focus on one thing at a time. so we would like to add members to our stuff that will be only focused on that.

If you are interested in joining our team, fill up the application and send to Kuro or Me
https://forum.playkuro.com/showthread.php?tid=2

What is being worked on right now?

Gacha rework
As preparation for the future plans, we have realized the current Gacha is not the best fit as it is now, to what we plan for the future. So what does the rework entails?
The first thing is, there will be no more different gacha’s - gacha pool will be global.
The second thing is, we narrowed down the gacha prize pool massively, but we will add to it later on after adding more items to the game and testing the new system.
The third thing is, there are now 2 tiers of gacha, Normal (silver) gacha, and Premium (Gold) gacha. The familiar blue tickets would serve as a crafting material to craft those new gacha tickets. Blue -> Silver -> gold. and also, the blue gacha tickets will be farmable as a global drop!
we also added a few new items to the gacha lists (both normal and premium)
the normal gacha now contains mostly useful stuff, no more getting level 10 shirt from gacha! and Premium has an even smaller prize pool with better odds to get things! (LIKE STONETOOTH, BALANCED FURY, SHOES FOR ATT SCROLLS AND MORE!) it would be harder to get those golden tickets, but premium gacha guarantees a good prize for the effort to craft 1 golden ticket! We would love to get feedback once this is released and tried out.

Pitch shop rework
continuing on making pitches tradeable, the next step is making pitch shop offer better things. The new reworked shop would have more scroll variety, new added scrolls (custom) and will have new prices. Since Pitches are now buyable from other players, we want those pitches to be used for something more than just gacha tickets. that’s all i can
say about this for now.


New Scrolls!
Following a suggestion on the discord, we are working on adding custom scrolls, such as a helmet for STR\LUK, and other scrolls that will enable you to scroll your items with your main stat. We are also planning on adding missing scrolls for mages such as Shoes for Matk for example. this would be in stages, but it is being worked on currently. mage scrolls would be probably delayed until after Mage formula, but expect more scrolls soon.


Mage Formula
MY NEMESIS, to be honest, this has been something that is worked on for a while, it's a challenge and we have yet to figure it out. Our goal is to have mages scale better with gear, but as of now, this is hard to achieve. We can improve the damage, but the scaling is the hard part. This may be delayed a bit more, because we do not want to release a half-assed formula that would require another rework and solve nothing.


Untradeable items becoming tradeable
Some items in the game are currently untradeable, for some it makes sense but for others it doesn't. We are going to make some of the untradeables - tradeable both so it can be traded to have more stuff floating around in the market but also so you could move them between characters in your account (some items would be changed to be account-bound instead of char-bound) we plan on releasing a small amount first, see how it goes and then adding to it as needed.


Chairs
This one is pretty simple, adding a bit more chairs to chair gacha. We are eliminating the bugged chairs and adding working ones.

Short term plans

Now this is where things get more exciting!
after finishing work on the stuff mentioned above, our next goals for the near future are the following:

Ninja Castle
We plan to add ninja castle, as an alternative to LHC. it would be some sort of middle spot between TOT and LHC for grinding. Currently, LHC has way more HP and is harder to hit (looking at you warriors). Taking into consideration future plans, we think it would be best to keep LHC as it is, and be a training spot for more funded characters. Later on you would have to farm a special drop on LHC maps to craft your VL gear, for that reason we do not want to nerf the mobs there. so adding ninja castle, as an easier to hit spot, with lower hp but also less rewarding in money and drops is the current goal. it would be more for EXP grind. We haven't started working on this, this is currently in the planning phase. so feel free to give us feedback on our approach regarding this.

Rework the Tutorial
Most players that join KuroMS probably have prior experience with the basics of the game. For that reason, we want to rework the tutorial to teach you about KuroMS and the special features that you would use during your experience here. What we plan on is changing the maps you start on, introducing pitches early on, crafting system, and showcasing the things that you usually learn later on. That way, you could take advantage of those systems even as a new player that is unfamiliar with KuroMS yet!

New player process
This is in very early planning stages, but basically the idea is to have a progression path that would help new players gear up, fill up their quest medal, monster ring, and be prepared to transition into bossing. Don't have much details to share about this yet. more details maybe on the next Beans report.


Lesser formulas
continuing the mage formula work, we plan to also improve on damage formulas for lesser weapon choices, such as 1h Sword, Axes, BW, and Spears. Our goal is to provide the player choice of weapon, and not be forced into one or the other because of damage.

Long term plans

Von Leon
This one would be short term, but we don't want to add it before we fix and work on the stuff mentioned above. but when we will add Von Leon, the plan is to have the set Crafted rather than dropped. Crafting a VL set would require boss drops, and farming a special drop on LHC maps. Hopefully we can move this one to short term plans as soon as possible, but right now other things take priority.


Set effects
We plan on adding Set effects to sets, for timeless and above. regarding the post on the discord mentioning that timeless is not much better than reverse. Our plan is to solve this by adding a set effect to timeless which will make it much better than reverse which will be left without a set effect. (this might change, but it is currently the plan).



Seasonal events
we haven’t gotten to starting plans for this one yet, but we will get to that at some point in the future. We plan to add both holiday events and custom made events with different themes. This is something we would start working on probably closer to launch. so not anytime soon.

Skills and class changes
Many of you posted suggestions about this on the discord, we are aware of the current issues, and we will work on it slowly as we progress. BUT, our end goal is to have each class have its own identity and unique feel. We want to make big changes to achieve this. The current skills have their limits, and because of that we want to attempt complete reworks for some skills. For that reason, we are not doing big changes right now, since those would have to be worked on again later on. First we want to fix the fundamental issues like formulas and only then start working out the class identities and skill changes. The current DPM for most classes is enough to clear the current content, which was the current goal. Once we work on the fundamentals we will start reworking the classes so that they can scale better and advance into the future content we plan to add. I know it might be frustrating at times now, and we will do our best to improve on the current state of skills and balance until we start doing the massive extensive work on each class.


That is all I can share for now, we do have some more plans on the drawing board, but it's too early to share those. I want to thank again for all that took part both in testing and working on KuroMS. We are creating something special here, TOGETHER! and I can't wait to see where we go next. This is it for this Beans report.
until next time!

- Senzu 
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KUROMS BEANS REPORT #1 - by Senzu - 07-14-2025, 01:42 AM

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