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moonID.net - Please discuss stuff about moonID hereIdeas → Adapt speed of a game = Adapt faster EXP progression = Adapt various builds

J@sny
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Posted Jan. 23, 2026, 3:23 p.m.
Edited by J@sny Jan. 23, 2026, 3:51 p.m.

It's gonna be long, sorry :)

I am a player who originally played this game back in 2007 and returned a few months ago. I initially started on INT6, which was essentially dead at the time. Fortunately, a friend convinced me to move to INT7 instead. That decision made a huge difference—it genuinely felt like playing with other people again, not like walking through a ghost town.

The early months on INT7 were genuinely great, especially thanks to PierwszyMonter, a Polish streamer who actively tried to bring life back into the game. Polish players gathered around his streams, discussing the game, reading the forum, reviewing player descriptions, and exchanging ideas together. It created a strong sense of community and unity—even though, at the end of the day, we were all still competing with each other. For the Polish community in particular, this period was very engaging and refreshing.

Because of that, I had genuinely high hopes—especially for you, CRATR. It felt like a golden opportunity to introduce meaningful changes and evolve the game alongside this renewed interest. Times are different now. There are thousands of similar games available, especially on mobile platforms. To gain something, you have to give something.

I have to be honest: from a player’s perspective, the level of engagement from the development team feels limited. I wanted to believe that the source code is simply very old and the internal logic convoluted, which would explain why changes and improvements take so long. However, over time, that belief has faded. There have been many discussions about potential changes—some of them very small and reasonable. There were also promises, including a new battle engine (version 3, if I recall correctly), which has now been forgotten by most of the player base.

Unfortunately, after a few months, I have accumulated a growing number of concerns about how the game currently looks and feels.

I am fully aware that the points below may sound like a significant amount of work and, to some extent, like turning the game upside down. However, I genuinely believe these changes are necessary to adapt the game to modern expectations and the current pace of life.

1. Game pacing and progression
The game is generally very slow, and progression scales poorly beyond level 50. I understand that this has always been the case, and that some knights reach extreme milestones (99 battle efficiency, level 500+). However, for today’s players, this pace is simply disengaging. Gaining levels—especially in the reasonable range of 1–300—can take years, often outliving the server itself. By that point, servers are nearly empty, and there is no real “late game,” just an idle clicker experience.
A straightforward improvement would be better EXP scaling from missions to make progression feel rewarding without trivializing it.

2. Level, gold, and progression synergy
Level progression is already tied to gold income from missions and the tavern. Improving this scaling would naturally speed up leveling and allow players to reach meaningful skill progression faster, keeping them invested for longer.

3. Equipment variety and build diversity
Equipment progression is slow, and there is little meaningful choice. For mooncoin users in particular, everyone ends up using the same rings and amulets, simply swapping them when a new version appears. These items are mostly flat “+X to all skills,” which removes decision-making. Introducing multiple mooncoin item options with different stat focuses would encourage real build diversity. At the moment, even gold-based alternatives differ only marginally.

At this point, item skins are already being reused, and I believe most players would not object to reusing them even more—especially for premium amulets and rings—if they offered different skill distributions. Copying existing visuals while introducing alternative stat-focused versions would be a relatively low-cost way to enable real build diversity without requiring new assets.

4. Skills and builds
Skill distribution feels almost meaningless. Most players upgrade skills in the same way, and the main differentiator ends up being RNG—which, as many players have noticed, can feel excessive. While a few players attempt niche builds (tanks, berserkers, etc.), the end result is usually very similar across characters. Skills should matter more and allow for clearer, viable build paths.

5. Alternative approach: speedrun-style or boosted servers
As a more radical alternative, introducing speedrun-style servers could significantly refresh the experience. Similar to fan-made MMO servers with boosted rates (for example, ×5 EXP and gold), this would allow players to actually experience high-level gameplay within a reasonable timeframe. Many players have never seen what it feels like to play at level 100+, use high-end equipment, or deal truly impactful damage. I believe a large majority of the player base has never reached that stage at all.

6. Post-fight statistics and transparency
Combat feedback is currently very limited, which makes it difficult to understand why fights are won or lost. Even a minimal expansion of post-fight statistics would add significant value. At the very least, the combat report should include:

  • The number of rounds in which the player attacked.
  • How many attacks were parried and how many of those parries were successful.

Providing basic, meaningful combat statistics would help players better understand mechanics, evaluate builds, and make informed decisions, rather than relying purely on guesswork and RNG perception.

Extra observations:

  1. Taking Battlegrounds on INT7 as an example, especially during the first few months, I had hoped this was a deliberate design direction. Most players were doing zombies with 2–3 EXP, racing each other, competing, and actually playing together. That sense of shared progression and competition was engaging—but it no longer exists. In my opinion it was good 'idea' to exploit current mechanic and be able for all to progress faster

  2. At the moment, the game increasingly feels like a battle with myself rather than something enjoyed with others. Players are leaving, and this is clearly visible. Early on, when everyone was below level 50, engagement was high and interaction constant. Now, it is mostly a small group of long-term players staying out of nostalgia.

  3. Unfortunately, it feels similar to replaying a childhood game: you remember it as one of the greatest experiences, but when you return years later, the mechanics feel outdated, RNG feels broken, meaningful decisions are lacking, and differences between characters are minimal. I believe the core of the game is still strong, but it needs adaptation to remain engaging for today’s players. Except the fact, that this game is alive and developers are here.

What worked well years ago does not necessarily work for today’s players.

Cheers,
Jasny

Nimoe
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Posted Jan. 24, 2026, 1:09 a.m.

Very well described. The game world of Veligrad is no different from the previous servers. The only difference is that ‘death’ progresses faster there than on the previous servers. The difference in size is significant in Veligrad. There are either a few in the level 50 to 70 range or 20 to 30, which is determined by premium play/non-premium play and the frequency on the BS. Goldies are ‘in short supply’. There are no new changes within the game; everything has remained the same. Decisive changes are needed within the game, as listed by J@sny and others, and not always new servers. It is not worth levelling up an account to high levels if the server will be ‘dead’ again in a year anyway. I already criticised this when Veligrad was launched.

I don't know how many new servers it will take before the operators take this to heart.

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Patti CRATR.games
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Posted Jan. 27, 2026, 2:51 p.m.

Hello,

Why exactly should there be differences between the game worlds?
That is precisely our plan, that the game worlds have the same development stage, as this makes development easier.

This was also announced in 2019, that we want to keep all game worlds of the same version. Currently, only INT7 differs slightly from the other game worlds on a trial basis.

So yes, it is intentional that there are no differences in development levels between the game worlds.

The new game worlds are available because they are what players want, and we are responding to their requests. We are already receiving requests for the next KF game world.

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Nimoe
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Posted Jan. 27, 2026, 8:48 p.m.
Edited by Nimoe Jan. 28, 2026, 2:53 p.m.

We are already receiving requests for the next KF game world.

But what's the point of creating new game worlds if the problems persist with each new one?

Of course, there are new requests because the current server, veligrad, has already been death. And that in a record time of less than 4 months. Many have already deleted their accounts and disbanded guilds. It doesn't really make sense to continue there for various reasons. New game worlds will always be added. At least every two years, that's how it's been so far. Initially, everything is nice, but the size difference will always remain, since not everyone plays premium or plays nonstop on the BS servers. Some people spend a lot of time in KF, and some simply can't because their real lives don't allow for it.

So, these size differences will always exist, no matter how many more game worlds are added.

And constantly adding new game worlds can't be the solution for this game. It only keeps it alive a little longer.

Ostaszewianin
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Posted Jan. 24, 2026, 9:19 p.m.
Edited by Ostaszewianin Jan. 24, 2026, 9:23 p.m.

@Jasny

There will be no changes – they (the admins) promised all sorts of things, and that's it. The only thing the admins are doing now is "holding an event for 300 MC." They're not even making cosmetic changes or small tweaks on a regular basis, let alone complex systems?

Are players slowly abandoning this new, innovative server? Hulk has already deleted his account, and other top players are slowly getting fed up too.

Enough of the same monotonous clicking. FUCK Get the to work,. I'll blaze a trail and use harsh words (sorry if this offends anyone), because I'm fed up with this inaction, this hopelessness, and this general fabrication of false hopes for better gameplay.

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Patti CRATR.games
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Posted Jan. 27, 2026, 2:29 p.m.

Hello,

Just to clarify, yes, cvd and I are organising these 300 Mooncoin events, which you are also happily participating in, but we are not developers, just so you understand.

As for the long wait and the frequent postponements, I completely agree that we should handle this differently.

The only question is whether we should say nothing about what we are working on (the developers) or whether we should already be looking forward to it.
Both can be good or bad.

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Ostaszewianin
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Posted Jan. 27, 2026, 11:15 p.m.

Hi

I understand you're not programmers, but as a team, you probably have assigned tasks, deathlines, etc. I get the impression that there's not a lot of cooperation between you and the programmers. Everyone on the team should be working like a well-oiled machine—meaning efficiently :)

I don't need major updates—small, simple, and minor updates are enough—step by step. Not everything has to be done at once..

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J@sny
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Posted Jan. 25, 2026, 1:31 p.m.
Edited by J@sny Jan. 25, 2026, 1:38 p.m.

I see that many of the points raised here make sense, but I would really like us to stay focused on the main topic. We all want to make the game better—and sooner rather than later—because otherwise things may slowly fall apart. Apart from us old, nostalgic players, there are not many new ones coming in. If we (both players and CRATR) do nothing, Knight may simply die out.

The criticism about wars in their current state is fair. Most of the time they are just boring, and for a war to be fun, both sides need to put in effort. One-sided wars usually end up being a bad experience for everyone involved. (That's why I love server wars, specially short ones)

What I wrote in the original post was partly driven by boredom and stagnation—no denying that. Internally, we have discussed wars as well and came to very similar conclusions to those shared here. That is why we will try to organize internal wars with Polish players instead of starting empty or unbalanced ones.

Also, I noticed that since I wrote this post, some of the discussion turned into personal and national back-and-forths, especially between Polish and German players. I get it—we have our historical traditions—but let’s try to keep things friendly and focus on what we all have in common. Let’s not put all players into one bucket and instead work together toward the same goal: making the game better.

I have no idea how to apply any pressure and convince the developer to invest time and effort into using it. If the developers have already decided that they will not invest more time or resources into the game, I would honestly prefer them to say so openly. It would be fairer than keeping the community in the dark and holding on to false hopes. Clear communication—even if the message is not a positive one—would be better for everyone.

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Nimoe
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Posted Jan. 25, 2026, 2:32 p.m.
Edited by Nimoe Jan. 25, 2026, 3:01 p.m.

The criticism about wars in their current state is fair. Most of the time they are just boring, and for a war to be fun, both sides need to put in effort. One-sided wars usually end up being a bad experience for everyone involved. (That's why I love server wars, specially short ones)

Very well described. That's why I think it needs to be revised. It's okay to wage guild wars once in a while, but please don't always get a declaration of war every week from the same guild, whose levels range from 71 to 60, while your own has an average level of 30 to 50. It's obvious that this is unbalanced and boring. The fact that such guilds declare war on you every week causes resentment, but they don't want to understand that and even find it funny.

You see, they themselves are causing this resentment against Polish players. Because it is Polish guilds that declare war on us almost every week. All other guilds have already been destroyed as a result or are doing the same thing. They simply reject declarations of war because the balance of power is simply not right for a guild war that would actually be fun. You need to take a good look at yourselves and think about what is going wrong here.

Basically:

We are happy to wage war if the levels are appropriate. If Polish guilds want to wage war, then they should adjust their levels to match those of the opposing guild. But not level 70 against an average level of 40 and below.

Conditions for future guild wars:

Levels must be adjusted to match those of the opposing guild.

No substitutions during the war, except in the case of gold losses, and the player must be substituted in order to avoid triggering a surrender. The substituted player should be adjusted to the level of the player who was kicked or at least to the level of the opposing guild.

We will adhere to these conditions; if the Polish guilds do the same, we are happy to continue waging war, otherwise not.

And please, no weekly requests. My real life and that of others does not allow for it. This game should remain a game and not become a way of life.

That's a good place to start.

I, and others, certainly don't want any animosity between us. We just want fair play for everyone, and that should be possible.

I have no idea how to apply any pressure and convince the developer to invest time and effort into using it. If the developers have already decided that they will not invest more time or resources into the game, I would honestly prefer them to say so openly. It would be fairer than keeping the community in the dark and holding on to false hopes. Clear communication—even if the message is not a positive one—would be better for everyone.

I'm afraid you won't get any feedback on how to bring this game back to the forefront. It's been like this for a very long time.

As for your other reasons for playing this game, well, that's more in the hands of the operator than ours, and you know yourself how often and how long we've discussed this in the German and English forums. Unfortunately, not much has changed. There were some incredibly great suggestions on how to improve things here.

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Nimoe
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Posted Jan. 26, 2026, 11:23 a.m.
Edited by Nimoe Jan. 26, 2026, 8:24 p.m.

@J@sny

Regarding your actual post here:

  1. Game pacing and progression
    The game is generally very slow, and progression scales poorly beyond level 50. I understand that this has always been the case, and that some knights reach extreme milestones (99 battle efficiency, level 500+). However, for today’s players, this pace is simply disengaging. Gaining levels—especially in the reasonable range of 1–300—can take years, often outliving the server itself. By that point, servers are nearly empty, and there is no real “late game,” just an idle clicker experience.
    A straightforward improvement would be better EXP scaling from missions to make progression feel rewarding without trivializing it.

I have to agree with you there. It really does take a long time. I have a Level 119 1-H Knight from 2017, the others are max Level 50. I don't play any of the accounts with premium, or rarely through lottery wins from BS. I play BS when I have time, which unfortunately isn't very often. That explains my low levels, among other things.

If you see accounts here at level 500, it's because they have been playing here passionately and continuously, some of them since the beginning of Knight Fights. They are the pioneers, so to speak, and there aren't many of them left.

What really needs to be revised:

In missions, you get 2 to 5 XP per mission, regardless of your level, assuming you complete them in 10-minute intervals. This could easily be increased to 10 to 15 experience points per mission, instead of the current maximum of just 5.

For many, this would also be an incentive to potentially play more premium.

It's not worth it above level 300, as there is only partial or no equipment available.

KF urgently needs equipment for higher levels.

At around level 280, there are hardly any weapons left. After that, there is nothing at all. Level 300 or 400 players fight with equipment from lower levels. A friend of mine is level 382 and wears an amulet for level 200 or so. He then gave up the game and deleted his character because it no longer made sense for him to continue playing here.

Once you reach a combat potential of 99, you have reached the end of the game on the BS. On the BS, there is then only 1 battle point left, as there are no higher zombies. This also needs to be revised after all these years.

Once you reach a combat potential of 99, it makes no sense to invest money in such a high level. Actually much earlier.

Therefore, it does not make sense to level up quickly in this game, as you will then reach the end of the game on the BS more quickly.

The art of high-level players is therefore to remain below a combat potential of 95 despite levelling up, so that it continues to be worthwhile on the BS to play.

FrancoiseDCH
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Posted Jan. 26, 2026, 2:24 p.m.

Pełen podziw i szacunek dla Jasnego, twórcy tego posta któremu chciało się opisać wszystko tak obszernie. Pokazuje to pasje, moc i nostalgie starych i aktualnych graczy, dzięki którym ta gra wciąż jeszcze jakimś cudem żyję.

Pozdrawiam wszystkich graczy.

p_b
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Posted Jan. 27, 2026, 1:11 p.m.

Just my 2p on having read things - and many of these posts are exctly why I became a "lone wolf" years ago because the guild war mechanic is just plain broken it causes so many more arguments than it actually adds to the gaming experience.

(EG spamming wars with people that don't actually want to take part with a frequency that is "annoying").

But the only way CRATR are going to change is if players act with their feet and stop funding the current business model. Sadly though, that might just kill the game off.
But while people are prepared to dip into their pockets in the way they do, I can't see those snr management changing their actions - regardless of words to the contrary - actions speak louder than words here.

If the battle system update is allowed to be released - and I cannot fathom a single reason why CRATR would delay this - then we'd see a new way of playing with a lot more variation. What it means for our existing char's I've no idea but until it sees the light of day - we're all stuck in the same crap game loop.

The Battleground broke the game - those crazy high level players on the INT worlds max the premium sessions and they've broken the balance - I've done over 200 sessions (almost all free) and am still under lvl200 (knight started in 2007).

What I'm really frustrated about is an "unoffical" comment on discord by a CRATR rep who mentioned that the focus is on MG for this year, and not KF - yet there's been zero info formally communicated to explain CRATR's plans and roadmaps.

Again words said info would be shared, and nothing has occured. I sadly have come to the conclusion that the person that makes these statements is either being disingenuous by choice or disingenuous via incompetence - I've worked in Software for longer than I've played KF; and we can publish a roadmap for each quarter 2 years out (even if anything beyond the next quarter is "Subject to change" on specifics)

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Patti CRATR.games
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Posted Jan. 27, 2026, 2:19 p.m.

What I'm really frustrated about is an ‘unofficial’ comment on Discord by a CRATR rep who mentioned that the focus is on MG for this year, and not KF – yet there's been zero information formally communicated to explain CRATR's plans and roadmaps.

I don't know who you mean on Discord, as we only had official CRATR.games employees represented there.
You can also read an approximate plan for KF there to find out what is planned or what is being attempted to implement.

But the announcement is correct:

MonstersGame 🩸

will be the Game of the Year 2026

The Battleground broke the game - those crazy high level players on the INT worlds max the premium sessions and they've broken the balance - I've done over 200 sessions (almost all free) and am still under lvl200 (knight started in 2007).

The battlefield was an idea from players at the time, which was then implemented by Redmoonstudios.

Of course, there will always be players who are not happy with every innovation or change.

Again words said info would be shared, and nothing has occured. I sadly have come to the conclusion that the person that makes these statements is either being disingenuous by choice or disingenuous via incompetence - I've worked in Software for longer than I've played KF; and we can publish a roadmap for each quarter 2 years out (even if anything beyond the next quarter is "Subject to change" on specifics)

Here, too, I can only link to the post here, with reservations of course, so that you have the planned roadmap.

What’s Still Coming This Year

I hope this helps you.

Best regards, Patti

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p_b
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Posted Jan. 27, 2026, 4:03 p.m.

but that was a post for last year - "things to come this year" was for '25... and those things for KF were not released last year.

and "MG is the game of the year" does not say you're stopping development on KF. (or what you're doing with MG either!)

It doesn't say what CRATR's aims are for Q1,Q2, Q3, Q4 2026 (or H1/H2 if you don't do that level of granularity)

And just because a historic decision was made, doesn't mean that those choices cannot be revised, revisited or reverted etc.

In my own company's example we changed the hierarchy of our entities for a valid purpose (or so we thought) but all our clients didn't like it, and so we made changes to revert things, but chose to re-implement via a slightly different method 1 year later. (major version release).

Patti CRATR.games
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Posted Jan. 27, 2026, 4:18 p.m.
Edited by Patti Jan. 27, 2026, 4:19 p.m.

No one said that because 2026 is the year of mg, kf won't receive any further attention.

We didn't announce anything like that.

And as I said, what's concerning kf is a roadmap, and as we specifically wrote below it:

As always: these are not promises, but our current to-do list.

So nothing is set in stone, and unfortunately, the points didn't make it into 2025.

However, since this is the ideas section, we should return to the idea/suggestions of the thread creator.

p_b
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Posted Jan. 28, 2026, 10:37 a.m.

No one said that MG focus = KF no development. I accept that.

But I also know you've only got one FT dev so it's a logical deduction.

But even when KF was the focus, you folks haven't released anything with either a functionality or progress update in the 3 months since the todo list was annouced.

A todo list with nothing but a vague "oh we'd like to do it" is meaningless in terms of a roadmap. (and I can't believe I have to actually write this again)

Even a vague "oh we've got suck on this issue XYZ in the new system that will have massive consequences and we're really struggling to find the right balance" would let people know why it's had a potential 5 additional months of dev time and it's still not ready (it was supposed to be ready for the INT7 release after all).

But you folks have not even announced what the conceptual differences are going to be - I assume some-one has decided a "big reveal when it's finished" vs a drip feed is the way to go....

And to tie this in to the context of the OP's post: the BG update would alter points 1-4 of the OP's ideas.... and ties directly into the poor existing gameplay loop in the observations 7-9. Which are not new things.

Point 5 is something that was taken away in the UI update. (maybe cos it's not needed in the BG update, but that's a guess)

Not taking away from the OP - but there's only one new point in the list that hasn't been brought up by many people many times over the years.

Patti CRATR.games
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Posted Jan. 27, 2026, 3 p.m.

@J@sny
Thank you for creating this thread.
We read it every day, even if we don't always write a reply.
Your ideas, criticism and experience, especially as a relatively new player, are important to us and helpful.
And don't worry that the thread is long, we still read and discuss it, of course :)

And I would like to take this opportunity to say that we do not condone provocations of any kind and have thinned things out a bit.
We read all threads and all posts, but posts that are provocative or do not fit the thread are rather counterproductive, as they may cause us to overlook ideas, criticism and experience reports, and we do not want that, and I think hardly any of you do either.
Guild disputes have no place here either.
I will leave the thread open for now and hope for a good exchange based on the thread creator's post, but if, unfortunately, other players start provoking or going off-topic, we will have to close the thread.

Best regards, Patti

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