Hi everyone,
I’d like to share a comprehensive and well-thought-out set of suggestions based on actual gameplay experience, long-term observation, and how different systems in Triwarm Global currently interact with each other.
The purpose of this post is to present logical, balanced, and practical improvements that can help enhance fairness, increase player engagement, and support the long-term sustainability of the game—for both free-to-play players and those who actively support it.
1. Arena (1v1) System – Restoring Fairness, Competition, and Purpose
At its core, Arena should represent the highest level of individual skill, progression, and consistency. However, in its current state, it has become clear that matchmaking and rankings are being affected by the use of alternative accounts. This results in players artificially boosting their ranks, which removes the competitive integrity of the system.
Because of this, Arena is no longer seen as a fair battleground. Instead of rewarding skill and effort, it can sometimes reward manipulation. Over time, this discourages real players from participating, which weakens the system overall.
To fix this, Arena needs to return to being a controlled, competitive, and participation-based environment.
Suggested Structural Improvements:
Set Entry Requirements (Example: Level 91+)
Require Active Participation Before Entry
Consider Reverting to Previous Arena System
Suggested Weekly Reward Structure (Top 20 Players Only)
Top 1: 3 Awakening Stones, 3 Transcendence Stones, 3 Ancient Mana StonesTop 2: 2 Awakening Stones, 2 Transcendence Stones, 2 Ancient Mana StonesTop 3: 1 Awakening Stone, 1 Transcendence Stone, 1 Ancient Mana StoneTop 4–5: 2 Heroic Boxes, 2 Heroic Skill Books, 20 Refined Mana StonesTop 6–10: 1 Heroic Box, 1 Heroic Skill Book, 10 Refined Mana StonesTop 11–15: 2 Epic Boxes, 2 Epic Skill Books, 20 Mana StonesTop 16–20: 1 Epic Box, 1 Epic Skill Book, 10 Mana Stones
Why This System Works:
Rewards are valuable but balanced due to RNG mechanics
Awakening, Transcendence, and Ancient Mana Stones have low success rates, requiring multiple attempts
Encourages consistent daily participation
Keeps competition meaningful within Top 20
Additionally, top players (often fully geared) can help circulate resources back into the community, indirectly supporting free-to-play players and strengthening the in-game economy.
2. Valley of Limbo – Making It Fair, Structured, and Worth Fighting For
Valley of Limbo is one of the most promising PvP systems in the game, but in its current state, it lacks structure, visibility, and meaningful incentives. Because of this, participation is inconsistent, and the system does not feel as impactful as it should be.
Current System Clarification:
Each Limbo War lasts 30 minutes
After a successful claim or defense, the next war occurs after ~3 hours
Core Issue:
The issue is not the duration of the war, but the frequency of the cycle. With only a short 3-hour interval, factions that are active during specific times of the day can repeatedly dominate the event simply due to timezone advantage.
This creates an imbalance where control is not based on strategy or strength, but on availability.
Suggested Timing Adjustment:
Why This Matters:
Gives all factions a fair chance to participate during their active hours
Prevents repeated domination by a single faction
Makes each Limbo War more important and strategic
Encourages preparation and coordination instead of routine farming
Gameplay & System Improvements:
Add a visible timer system (similar to Border Wars)
Add a War panel entry system for easier access
Reduce the capture circle size
Add a 30-minute defense countdown
Defense Tower Reset System (New Suggestion)
One important issue that affects fairness in Limbo is the current state of defense towers.
At the moment:
Towers can be destroyed before the actual Limbo War begins
Once destroyed, they do not resummon when the war starts
This creates an unfair advantage for attacking factions, as they can weaken defenses ahead of time, reducing the importance of the actual war itself.
Suggested Fix:
Why This Matters:
Ensures every Limbo War starts on equal footing
Prevents pre-war exploitation
Maintains the integrity of the event
Forces factions to engage in real-time combat during the war itself
This change reinforces the idea that Limbo Wars should be decided during the event—not before it even begins.
Boss System & Reward Improvements:
Currently, the main reward for controlling Limbo is a 10% EXP bonus, which does not feel impactful enough given the level of competition involved.
Suggested Boss System:
Balance & Drop Rate Justification:
To maintain balance:
Result:
Makes Limbo a high-value PvP objective
Encourages faction coordination and participation
Adds meaningful rewards without breaking the economy
3. Economy – Gold Sink via Skill Book Extraction
The current economy shows signs of gold inflation, largely driven by farming and bot accounts. Over time, this can destabilize the market and reduce the value of in-game currency.
Suggested Solution:
Allow learned skill books to be extractable using gold coins
Why This Works:
Impact:
4. Occupation War – Full System Rework into a True Endgame Event
Occupation War should be one of the most important and rewarding systems in the game. However, its current structure creates imbalance and reduces long-term engagement.
Currently, dominant factions can maintain control week after week, creating a snowball effect that discourages other factions from competing. Additionally, the ability to skip maps removes strategic depth and reduces the importance of defending territories.
Structural Improvements:
Reward System:
Kill = 20 points
Assist = 5 points
Tower hit = 1 point
1,000 points = 1,000 gold
Anti-Abuse:
Guild Leader Reward System:
Top 3 Guild Leaders of the winning faction receive RNG-based rewards:
Awakening Stones
Transcendence Stones
Ancient Mana Stones
Hero-tier items
Purpose:
Encourages leadership and coordination
Motivates guild participation
Allows leaders to distribute rewards within guild
5. Server Merge (North America) – Strengthening Population, Activity, and Game Longevity
Fifth and final suggestion: merge the two current North America servers.
As of today, the population on both servers has been gradually declining. One of the main reasons behind this trend is that most players naturally prefer environments that feel active, populated, and competitive. When a server becomes less active, it creates a cycle where players slowly transfer out or reduce engagement, which further accelerates population decline.
To avoid the long-term issue of maintaining two weakening servers, it would be more beneficial to schedule a server merge for the North America region. This would help consolidate the remaining active players into a single, healthier ecosystem.
Why This Is Important:
A merged server would immediately increase:
Player density
PvP activity
War participation
Market interaction
It would restore the feeling of a lively and competitive environment, which is one of the most important factors for player retention in MMORPG-style games.
This approach has already shown positive results in the past, especially when earlier servers were merged, where there was a noticeable:
Increase in player activity
Improvement in war participation
More dynamic in-game economy
In short, consolidation helps preserve the health of the game rather than letting both servers slowly decline independently.
Once stabilized, developers can then:
Final Thoughts
That being said, all of these suggestions are shared purely with the intention of helping improve TriWarM Global in a constructive and balanced way.
Every system in the game is connected—Arena, Limbo, Economy, and Wars all influence each other. Small improvements in structure can lead to a much healthier overall experience for both competitive and casual players.
I also want to sincerely emphasize that feedback and optimizations from other players are always welcome. Different perspectives can help refine these ideas even further.
At the end of the day, this is simply a community-driven suggestion aimed at making the game more:
Balanced
Active
Fun
Sustainable
I would also like to thank:
The developers for their continued work
The active players who keep the game competitive
The spenders and donators who support development
And most especially, the free-to-play players who help keep the community alive and growing
Everyone plays a role in this ecosystem, and together we all contribute to the future of the game.
Thank you for taking the time to read.
Cheers!
~Yuugen
Server 1 - North America Server
Hi everyone,
I’d like to share a comprehensive and well-thought-out set of suggestions based on actual gameplay experience, long-term observation, and how different systems in Triwarm Global currently interact with each other.
The purpose of this post is to present logical, balanced, and practical improvements that can help enhance fairness, increase player engagement, and support the long-term sustainability of the game—for both free-to-play players and those who actively support it.
1. Arena (1v1) System – Restoring Fairness, Competition, and Purpose
At its core, Arena should represent the highest level of individual skill, progression, and consistency. However, in its current state, it has become clear that matchmaking and rankings are being affected by the use of alternative accounts. This results in players artificially boosting their ranks, which removes the competitive integrity of the system.
Because of this, Arena is no longer seen as a fair battleground. Instead of rewarding skill and effort, it can sometimes reward manipulation. Over time, this discourages real players from participating, which weakens the system overall.
To fix this, Arena needs to return to being a controlled, competitive, and participation-based environment.
Suggested Structural Improvements:
Set Entry Requirements (Example: Level 91+)
Ensures only properly progressed players can compete at higher tiers
Require Active Participation Before Entry
Regular Match
Grand Match
Iron Tempest
Players must actively engage in these before entering Arena
Consider Reverting to Previous Arena System
Only top-ranked players can actively participate
Naturally filters out alt-account abuse
Suggested Weekly Reward Structure (Top 20 Players Only)
Top 1: 3 Awakening Stones, 3 Transcendence Stones, 3 Ancient Mana StonesTop 2: 2 Awakening Stones, 2 Transcendence Stones, 2 Ancient Mana StonesTop 3: 1 Awakening Stone, 1 Transcendence Stone, 1 Ancient Mana StoneTop 4–5: 2 Heroic Boxes, 2 Heroic Skill Books, 20 Refined Mana StonesTop 6–10: 1 Heroic Box, 1 Heroic Skill Book, 10 Refined Mana StonesTop 11–15: 2 Epic Boxes, 2 Epic Skill Books, 20 Mana StonesTop 16–20: 1 Epic Box, 1 Epic Skill Book, 10 Mana Stones
Why This System Works:
Rewards are valuable but balanced due to RNG mechanics
Awakening, Transcendence, and Ancient Mana Stones have low success rates, requiring multiple attempts
Encourages consistent daily participation
Keeps competition meaningful within Top 20
Additionally, top players (often fully geared) can help circulate resources back into the community, indirectly supporting free-to-play players and strengthening the in-game economy.
2. Valley of Limbo – Making It Fair, Structured, and Worth Fighting For
Valley of Limbo is one of the most promising PvP systems in the game, but in its current state, it lacks structure, visibility, and meaningful incentives. Because of this, participation is inconsistent, and the system does not feel as impactful as it should be.
Current System Clarification:
Each Limbo War lasts 30 minutes
After a successful claim or defense, the next war occurs after ~3 hours
Core Issue:
The issue is not the duration of the war, but the frequency of the cycle. With only a short 3-hour interval, factions that are active during specific times of the day can repeatedly dominate the event simply due to timezone advantage.
This creates an imbalance where control is not based on strategy or strength, but on availability.
Suggested Timing Adjustment:
Keep the 30-minute war duration
Increase the interval between wars to 6–8 hours
Why This Matters:
Gives all factions a fair chance to participate during their active hours
Prevents repeated domination by a single faction
Makes each Limbo War more important and strategic
Encourages preparation and coordination instead of routine farming
Gameplay & System Improvements:
Add a visible timer system (similar to Border Wars)
Add a War panel entry system for easier access
Reduce the capture circle size
Prevents “running in circles” tactics
Encourages real combat engagement
Add a 30-minute defense countdown
Provides clarity for defending factions
Defense Tower Reset System (New Suggestion)
One important issue that affects fairness in Limbo is the current state of defense towers.
At the moment:
Towers can be destroyed before the actual Limbo War begins
Once destroyed, they do not resummon when the war starts
This creates an unfair advantage for attacking factions, as they can weaken defenses ahead of time, reducing the importance of the actual war itself.
Suggested Fix:
Automatically re-summon all defense towers at the start of each Limbo War
Why This Matters:
Ensures every Limbo War starts on equal footing
Prevents pre-war exploitation
Maintains the integrity of the event
Forces factions to engage in real-time combat during the war itself
This change reinforces the idea that Limbo Wars should be decided during the event—not before it even begins.
Boss System & Reward Improvements:
Currently, the main reward for controlling Limbo is a 10% EXP bonus, which does not feel impactful enough given the level of competition involved.
Suggested Boss System:
After a successful claim, a boss spawns
Boss drops meaningful rewards:
Awakening Stone ×1
Transcendence Stone ×1
Balance & Drop Rate Justification:
Transcendence Stone success rate ≈ 1.5%
Awakening Stones also have low success rates
To maintain balance:
Align boss spawns with 6–8 hour intervals
Limit total drops to approximately 4 per day
Result:
Makes Limbo a high-value PvP objective
Encourages faction coordination and participation
Adds meaningful rewards without breaking the economy
3. Economy – Gold Sink via Skill Book Extraction
The current economy shows signs of gold inflation, largely driven by farming and bot accounts. Over time, this can destabilize the market and reduce the value of in-game currency.
Suggested Solution:
Allow learned skill books to be extractable using gold coins
Why This Works:
Introduces a consistent gold sink
Reduces inflation
Establishes a pricing baseline for skill books
(Example: Ancient Mana Stone ≈ 3,300 gold in shop)
Impact:
Encourages active spending
Stabilizes the economy
Gives players flexibility to adjust builds
4. Occupation War – Full System Rework into a True Endgame Event
Occupation War should be one of the most important and rewarding systems in the game. However, its current structure creates imbalance and reduces long-term engagement.
Currently, dominant factions can maintain control week after week, creating a snowball effect that discourages other factions from competing. Additionally, the ability to skip maps removes strategic depth and reduces the importance of defending territories.
Structural Improvements:
Weekly reset (Saturday)
Sequential map progression (no skipping)
Valley of Limbo as mandatory entry point
Reward System:
Kill = 20 points
Assist = 5 points
Tower hit = 1 point
1,000 points = 1,000 gold
Anti-Abuse:
Manual attacks only
High participation threshold
Guild Leader Reward System:
Top 3 Guild Leaders of the winning faction receive RNG-based rewards:
Awakening Stones
Transcendence Stones
Ancient Mana Stones
Hero-tier items
Purpose:
Encourages leadership and coordination
Motivates guild participation
Allows leaders to distribute rewards within guild
5. Server Merge (North America) – Strengthening Population, Activity, and Game Longevity
Fifth and final suggestion: merge the two current North America servers.
As of today, the population on both servers has been gradually declining. One of the main reasons behind this trend is that most players naturally prefer environments that feel active, populated, and competitive. When a server becomes less active, it creates a cycle where players slowly transfer out or reduce engagement, which further accelerates population decline.
To avoid the long-term issue of maintaining two weakening servers, it would be more beneficial to schedule a server merge for the North America region. This would help consolidate the remaining active players into a single, healthier ecosystem.
Why This Is Important:
A merged server would immediately increase:
Player density
PvP activity
War participation
Market interaction
It would restore the feeling of a lively and competitive environment, which is one of the most important factors for player retention in MMORPG-style games.
This approach has already shown positive results in the past, especially when earlier servers were merged, where there was a noticeable:
Increase in player activity
Improvement in war participation
More dynamic in-game economy
In short, consolidation helps preserve the health of the game rather than letting both servers slowly decline independently.
Once stabilized, developers can then:
Focus on expanding other regions (such as Asia servers)
Or open new servers to support fresh player growth
Final Thoughts
That being said, all of these suggestions are shared purely with the intention of helping improve TriWarM Global in a constructive and balanced way.
Every system in the game is connected—Arena, Limbo, Economy, and Wars all influence each other. Small improvements in structure can lead to a much healthier overall experience for both competitive and casual players.
I also want to sincerely emphasize that feedback and optimizations from other players are always welcome. Different perspectives can help refine these ideas even further.
At the end of the day, this is simply a community-driven suggestion aimed at making the game more:
Balanced
Active
Fun
Sustainable
I would also like to thank:
The developers for their continued work
The active players who keep the game competitive
The spenders and donators who support development
And most especially, the free-to-play players who help keep the community alive and growing
Everyone plays a role in this ecosystem, and together we all contribute to the future of the game.
Thank you for taking the time to read.
Cheers!
~Yuugen
Server 1 - North America Server