Hello, developers and community representatives!
In this post I will attempt to outline the issues I see with how trusts currently work. The points I will bring up have to some extent already been brought up in other sub-forums, but I thought it would be a good idea to gather them all in one post in the now dedicated trust subforum.
I think trusts are a great idea. They are just what we need to get around the issues that sometimes occur when we want to venture out and slay baddies, such as "there are no bards around", for example. I am happy that we now can summon these magical replicas and make them help us.
The problem, however, is that you in many situations have made trusts too desirable compared to actual players. There are several reasons to this, and while you might be aware of some of them, I'll list them all anyway just for the sake of completionism (is that a word? It is now!).
First off, using trusts in normal parties is impossible. This means if you meet another player that you want to play with, you have to give up (usually) three relatively powerful characters that are *always* of the exact role you want/need, and in return you get one single character that might not even be able to perform even one of the roles that your now dismissed trusts performed.
Example: You are on war/sam and use a healer trust, a buffer trust and a melee trust. You meet a sam/war who also uses some trusts to keep herself alive. You two happen to be after the same enemies for whatever reason (records of eminence, trials, or something like that). What happens if you join forces? Suddenly, you are left without any form of support of healing power.
Now, I know you guys have told us that we will eventually be able to use trusts in parties, but there has been two version updates since you told us that, and there hasn't been any word about this since then. Personally, I think it is much more important to focus on solving this issue, rather than adding more and more different trusts for us to use. I hope we can be given an approximate time frame for when you plan on solving this issue.
Second problem: Human party members split exp, trusts do not.
It is to be expected that trusts do not reduce the exp you gain per kill, because this is how pets commonly work. However, because trusts in many situations bring a lot more to the table than most other pets can, and many of the trusts perform close to the level of what an actual player does, depending on what their job is. This leads to an issue where even if a two or three players that make up a very good combination of jobs still will struggle to reach the same levels of exp gain as if they were alone and using trusts.
Good players generally perform better than trusts, especially damage dealing trusts are far behind human players. However, human players will struggle to be so much better than trusts that they make up for the massive amounts of exp they lose compared to using trusts. Additionally, the increased kill-speed will deplete an area for suitable monsters a lot faster than a single person with trusts would, leading to a much more limited selection of areas to fight in.
Sorting out this issue is a bit tricky, I'll admit. I can guarantee you that the player base will not be happy with trusts starting to steal some of your exp, but at the same time, removing exp sharing entirely will lead to some enormous boosts in exp gain, especially in Adoulin areas. I suggest a middle path, where parties with 2 and 3 players don't split exp at all, and that party members 4-6 only reduce the exp gain per character by 10% per person (If you gain 200 exp per person with 3 people, adding a 4th will drop this to 180 exp per kill per person, while filling up the party to a total of 6 people will drop the gain per person to 140 exp per kill per person). In the case of multiple parties in an alliance I think that exp should still be split evenly between each alliance,and then distributed to each member of that party as suggested earlier.
Of course, these are just suggestions, and the specifics would probably need revisions later, based on how it works out in the actual game. The main point however, is that players can't be penaltized for making parties between themselves when they aren't penaltized for using trusts. This directly discourages teamwork and makes people instead try to out-camp other players to make them leave, rather than play together with them. Player-parties consisting of no more members than a trust party shouldn't lose significantly more exp than the trust party.
That should be all! Thanks for reading.