NOTICE A Sharp Fang's Tenacious Report: Vol. 2

Discussion in 'Announcements' started by Starberry, Sep 12, 2026.

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  1. Starberry

    Starberry Community Moderator (RuF) Discord Admin (RuF & 9D) Forum Moderator

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    Hello Fighters,

    Summer season is almost officially over. We ended off the summer season with a blast of various events. We are approaching the last months of the year, so I think it would be best to write to the community and touch base on the topics in the previous report back in July, as well as new topics.

    Between this time and the last report, I was able to hang out and join some of you fighters in some casual brawls, and had the privilege to personally meet and/or talk to certain players during the summer season to discuss on what they felt like would be a better gameplay experience and how we can improve our services going forward.

    Boss Mode Chest:
    During the summer season, we proceeded with the change to modify the Boss Mode chest resell prices, and took it one step further by making further adjustments to the resell values to make it more compelling to play the other Boss Mode stages, and leans more to match the level of effort some Boss Mode stages are required to clear. The most notable improvement is Vladimir's Castle, where the player is now more compelled to complete the entire of the long, 3 Boss Mode segment by also rewarding a higher resell value the deeper you venture into the long Boss Mode.

    Despite this, there were some feedback about how the values were not what some players were expecting, primarily for D-H-08 & Dragon's Lair. I do not believe it was previously communicated thoroughly as to why the values of these were made slightly lower, so allow me to explain.

    In the history of Rumble Fighter, these two Boss Mode stages were incredibly popular because they were easy and only required one mob to defeat, which was the boss. However, this also lead to loopholes across the game's lifespan, due to the nature of the stage being clearable with just one singular kill. When making such a positive change, we also need to be meticulously careful of such abuse and take that into consideration. Therefore, we slightly decreased the resell value of the chests from these two Boss Mode stages to make it less appealing to do this.

    Secret Key:
    After many months of continued push and pull with the development team in regards to this item, an agreement could not be made. During the discussion process, we brought to the table various use cases for the Secret Key item as follows:
    • Exchanging a set number of keys for a Rare Item (ex: Scroll/ExoCore/Accessory)
      • Since the Secret Key would have been in the highest tier for a RC Spender as an infrequent reward, which would have served as a pity system for rare items.
    • Exchanging the Secret Key during a spenders event, which would have allowed you exchange the key to acquire one tier's rewards while bypassing the spend & earn requirement for that tier's rewards.
      • Since the Secret Key would have been in the highest tier for a RC Spender as an infrequent reward, this serves as an opportunity for a player to stash their Secret Key and use it when they see a reward that they like.
      • This system would have worked where the player would have spent more RC to acquire the Secret Key. but would gain flexibility to use that key for a future spenders reward that they would have wanted later down the road.
    • Exchanging the Secret Key as a reward for one of the Top Spenders items (exceptions apply).
    Ultimately, the respective teams could not come into agreement, despite meticulous discussion on the matter. Therefore, discussion on this topic ended. As a small compensation for those that obtained the Secret Key from the 2025 Christmas Spender, we removed the key and replaced it with Orichalcon Coupon Package (x10). It is not a suitable replacement for all players as some recipients are well established players, but we felt would be a suitable line to draw from the middle.

    Rivalry Rumble:
    We're aware of player complaints made in regards to this event throughout the summer season, where players were usually most active. We've analyzed and concluded that there are some ruling flaws or imperfections to the event, resulting in player dissatisfaction. We will discuss and revise the event after the September Rivalry Rumble concludes (the changes may not be introduced right away). Due to the nature of the ranking board and how it is implemented, it is a bit difficult to make changes on the fly without disrupting the natural flow of the ranking board and the event itself, so we need to be careful with any changes as it may cause unintended behavior. As usual, if any changes are made, our team will inform the changes accordingly.

    In addition, you may have also noticed that there was a 50,000 Carat Coupon as a Top 30 reward in previous Rivalry Rumble seasons. We have removed this carat coupon from the event starting in September to make the event more focused on the monthly RC reward and Rivalry Rumble title for "flex" reasons. There will be other events that will allow for more carat supplementing opportunities in the future, so there shouldn't be any worry.

    Spenders Event:
    In my previous report, I stated that the spenders event will not happen as frequently going forward and that carat spenders would be paused while discussions went underway on how to adjust the format to make it more fair, and not just the ones who can take advantage of excess carats and potentially use that to their advantage for unintended behaviors.

    After discussion concluded, we made the decision to test this new format out by introducing it in the Treasure Tide Spenders Event. After reviewing the results of the event, I believe that we are headed into the right direction. Now that we have a benchmark to work with, we'll be using this as a reference chart of sorts. However, we will make some slight adjustments to the next spender, currently planned for late September. The duration of the upcoming next spenders won't be as long, but it will also be more toned down.

    Here are some results of the Carat Spenders segment of the event:
    • Total Carats Earned & Spent:
      • 4,346,820 / 24,769,032
    • Average Carats Earned & Spent by all Player(s):
      • 13,132 / 74,830 (17.55% of Average Spending was Earned)
    • Minimum Carats Earned & Spent by a Player(s):
      • 40 / 1,000 (this excludes players that earned 0 Carats)
    • Maximum Carats Earned & Spent by a Player(s):
      • 150,882 / 1,103,200
    • Percentage of Players that Earned 0 Carats:
      • 9.67% of 100%
    • Percentage of Players that completed each tier or the entirety of carat spenders, versus entire pool of players that participated:
      • Tier 1 Only - 6.95%
      • Tier 2 Only - 5.44%
      • Tier 3 Only - 5.44%
      • Tier 4 Only - 5.44%
      • Tier 5 (Completed Entire Spender) - 8.46%
    I am fully aware that we are approaching around the time period that players are most commonly looking forward to in the year. In all honesty, it is a bit early to determine plans for October to December at this time, since the development team has not given notified us of any plans yet at this current stage. However, if we do happen to create a spenders event for these months, the earned carats requirement will be slightly higher for certain themed items.

    As for the spenders event as a whole, we also streamlined the event structure. Rather than doing the "Spend X number of currencies for Y reward" for the carat spender portion, we decided to simply embed them into each individual tier itself. This allows for potentially more variety on the rewards that can be provided, rather than strictly one item of choice across the board. I personally think that especially if a player my already possess that one reward, that it wouldn't be so appealing to them.

    I believe that wraps up for the critical topics that were brought up from the last report and from community feedback channels up until now, so moving on to newer topics.

    Bounty Board - Boss of the Week:
    Previously, our team held a trial run of this event in August while we waited for NimoniX to work on the internal implementation of this event. At this time, I can confidently inform players that we have been authorized to continue Boss of the Week on our own, and the next one will begin on September 15, 2026 at 00:00 (PT). However, since we are running the event on our own at this time, we are making some certain changes to the event:
    • There will no longer be any player count limitations, aside from runs only 2+ players will be counted.
      • The ruling of counting only 2 & 3 player rooms was to limit the power of each team. However, players felt that this limitation was too cumbersome during the trial test period, therefore we have decided to remove it.
      • If we feel that a Boss Mode stage is too easy based on future data collected, then we will either:
        • Omit <Normal> mode runs from being counted.
        • Reduce the rewards if <Normal> mode is kept.
    • The event duration will not be weekly and will not reset every Monday, as the original event post suggested.
      • The event will be similar to the trial test run, where it will be held for 2 weeks of each month with two Boss Mode stages designated.
      • This will feel more of a monthly event by comparison, held for approximately 2 weeks of each month. The play count requirement will be slightly adjusted.
    • The rewards pool will no longer be tiered. For instance, we split the Verda's Coin to reward in two different tiers last time, but we'll be consolidating all of it into one tier to make it less confusing, and allows Boss Mode enthusiasts to benefit from the full quantity of this useful item rather than forcing players to "play more" in order to "get more".
    The main reason why this event will not be held every week, as after reviewing with our support team - we found many cases of players reaching out with reports of discrepancies or challenge why they did not receive the rewards. Allowing our team to host the event once a month for roughly half of the month gives our team wiggle room to analyze the data thoroughly, distribute the rewards and check in with player discrepancies. If we held the event weekly, this would most likely cause a bunch of confusion across the board.

    Furthermore, here are some data from the last Boss of the Week that I am able to share with you all:
    • Total Average & Maximum Clear Count by Players for Dark Monastery:
      • 21 Clears (avg.) / 128 Clears (max.)
    • Total Average & Maximum Clear Count by Players for Locke's Refuge:
      • 19 Clears (avg.) / 81 Clears (max.)
    • Combined Average Clear Count for Boss of the Week (August):
      • 40 Clears
    • Total Cumulative Clear Count for Dark Monastery:
      • 2,170 Clears
    • Total Cumulative Clear Count for Locke's Refuge:
      • 1,605 Clears
    • Percentage of Players that participated in Boss of the Week (August):
      • 76.47% of 100% (Dark Monastery only)
      • 61.03% of 100% (Locke's Refuge only)
      • 91.91% of 100% (cumulatively, from solely participating)
      • 79.8% of 100% (completed both Boss Mode stages)
    Needless to say, Boss of the Week was a great success and we'll continue to assess future renditions of the event for comparison sake.

    Looking Into the Future:
    Currently, our team is discussing with the developer on various topics, as follows below. Please note that these are not guaranteed implementations, but it is being pitched and/or discussed with the developer. Some topics will take extensive discussion, whereas some may be more simpler to get started:
    • Improving class identities across the board
      • Striker - Minor Improvements with certain ExoCores for damage boost capabilities
      • Soul Fighter - Minor Improvements with certain transformations (Wolves, Tigers, etc.)
      • Elementalist - Minor Improvements to Damage with certain "Charger" ExoCores
      • Alchemist - Minor Defensive Improvements & Increased ARM when using "Mecha" transformations
      • Shaman - Minor Improvements to it's Poison/Debuff ExoCores
      • Android - Improvements to the Android exclusive SP Regenerative System
    • Shaman & Android Class - Pricepoint & Limitation Update
      • Shaman Class is being pitched to be purchasable for Carats as well, similar to the KR version. The price will be different if it were to be implemented.
      • Android Class potentially having it's Level requirement limit to purchase being removed, and it's pricepoint to purchase to match Shaman's.
    • Daily Quest System Revamp
      • Improvements to the Daily Quest System to be more rewarding to the player.
      • Additional rewards would be added alongside the Daily Quest Box.
    • Medal Shop Revamp
      • Boss Mode Armors in Medal Shop would be adjusted in pricing.
      • Addition of useful Boss Mode items, such as Chest Keys, Verda's Coin and Lucky Key & Charm.
    • AI Battle / Classic Battle / Hyper Battle Mode
      • AI Battle Mode to be reopened for play, and for players to complete Quests related to it
      • Classic Battle Mode to have stat restrictions (40-)
      • Hyper Battle Mode to have increased time limit per round, and player's equipped stats will be ignored but all players receive a buff for increased HP, SP, STR, ARM and CRI.
    • Air Panic / Pouch Items & Bungee Recovery items
      • Adding an on/off button to disable Air Panic
      • Adding an on/off button for pouch items
      • Adding an on/off button for bungee recovery items (wings, halos, and items that allow a player to respawn when falling off the map)
    • Chest Key Availability
      • Chest Key to be more accessible through events, such as Boss of the Week and other methods of acquisition in the future.
    I am really hoping that we can implement these features at some point. but again will be ultimately up to the developing team to make plans into reality. Of course, this list is not entirely inclusive of player suggestions that are made on our offiicial game forums and Discord server.

    Inappropriate Gameplay Behavior:
    Our team has always taken action against inappropriate gameplay behavior, but we have tightened our sanctions against such behavior much more heavily starting this year, as mentioned before.

    As part of this, our support team has continuously taken a look at player related reports, primarily for offensive language and behavior, and I would like to take this chance to remind that these types of behavior fall under the same category, to preserve a positive gameplay experience.

    Players will start to receive up to permanent bans depending on the remarks made and there will be no exceptions if your account is permanently banned due to offensive language and behavior. Furthermore, I would like to reiterate that regardless of account age, purchase history or being mutual friends with someone that knows one of our CAs (Community Advisors) or DMs (Discord Moderators) does not affect the outcome, or provide you the privilege of having special treatment on your sanction.

    Furthermore, RedFox Games will fight any chargeback disputes made if such threat is presented after your account is permanently banned. In addition, we may also restrict future accounts created and/or blacklist any purchases attempted to be made by you.

    Play the game fair, and treat other players with respect and you will gain that back with interest. Do not lose your account because you decided to bypass the game's censor systems in place or some other avoidable silly reason.

    Thanks all for your support,
    [CM]Fang
     
    NeoStrayFox and drfool21 like this.
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