Arknights P R T S
New member
- Joined
- Sep 2, 2025
- Messages
- 24
This article was written using a machine translation. Since my country doesn't speak English, the meaning may be distorted.
I belong to one of the top 12 guilds, and the guild name is "태극기휘날리며" My former nickname was T800 Skynet,
and I currently play as Arknights PRTS.
And while I'm an attacker, I also play the role of defender. Anyone who's encountered our guild will understand this. Currently, attackers in top guilds are investing heavily in defense and actively inducing failures in attacks. Despite their efforts, however, time wars are still a common occurrence.
While their capabilities are outstanding, it's true that their offense is stronger now. Their offense is still strong, and I believe their defense needs to be strengthened. But is simply strengthening their defense enough? A spear and shield aren't just for swinging and raising. We need to instill enjoyment in the process. This is the true driving force behind Dominations. So, I've come up with a few ideas.
1. Nations
DomiNations has never once touched the nation balance in its 10 years of service. Was it a failure? Perhaps it was pushed back to the back of the priority list and then forgotten. International users of other nationalities also proposed this idea, but it was also ignored and forgotten.
I fully support that international user's idea, and I believe we need to transform the standardized nation civilization into something unique.
Look at subculture games. Especially games like Arknights, where you can choose and use characters you find endearing, tailored to your personal preferences.
I believe DomiNations should be structured in that way. Rather than narrowing your options by performance and making compromises,
I want to have choices that suit my personality and preferences. I don't understand why they haven't tried that for the past decade.
Or perhaps they should have at least tested it. Why haven't they? Or maybe they couldn't?
Think about it logically. If you were the defender, would you choose Greece or South Korea to block the bomber's tactical helicopter approach?
These are obvious answers. Of course, you might think these are extreme cases. In that case, let me ask you another question.
You live in the age of automation, or robotics. So, which do you think is more beneficial: exploiting the Roman, German, or Chinese civilizations, rather than the Greek or Japanese? The scales have already tilted. No one would choose Japan or Greece.
Do you really think this is a matter of taste? Let's say in Japan's case, it could be due to the peace treaty. So, would any user choose to look at an arrowhead launched from a Japanese town center? If it were a rocket from the Bazooka Tower, it might be an attractive choice.
And I also don't quite understand why they only kept the list to eight countries. I know there are people of various nationalities within DomiNations, and I know the game company is American. Even on the forums, there are foreigners from across the globe, like Iraq, Russia, and China. I'm Korean.
Besides me, there are over 200 countries on Earth. I'm not suggesting DomiNations release 200 countries.
It would have been better to add them one by one over time. Why didn't they? This is getting long, so I'll stop here with the countries.
In conclusion, the goal is to rebalance the countries, give them a unique twist, and release new ones.
2. Improving Non-Mainstream Units
This is obvious. If you were to use heavy tanks and assault vehicles in World War, how would other guild members react?
Would their heads turn into Yellowstone craters, unable to contain their rage? Or would they be lenient? Let's add a question here.
Let's assume this World War is a crucial opportunity that must not be lost, a crucial opportunity where victory or defeat could be determined by this user's attack.
Even so, can we be lenient? Even using bombers and mortars doesn't guarantee a 100% success rate. Even an uncontrollable attack,
ultimately, is meaningless without your own skill.
So, is this user blameless? Their stubbornness and lack of skill could be considered a crime.
While they may pay a price, the greatest responsibility lies with Big Hughes, who allowed the heavy tank and assault vehicle to be phased out.
We saw the addition of machine guns to attack helicopters, along with improvements to their range and damage. We also saw units with unique skills, such as the Veloce's explosive damage and the Black Hawk helicopter's medic.
Simply increasing their specs isn't enough anymore. We need to empower them with unique abilities and elevate them to mainstream status. Just like the first unit, you need to choose a choice that best suits your attack style and preferences. We've seen the transformation of the attack helicopter, and we're convinced: it's not that Big Hughes can't do it; it's that he refuses to do it.
Even if it's just an event-style test, actively conduct it. If you don't take action, users will still point fingers at you, claiming you lack the will to change.
We recognize Big Hughes' hard work, but if there's no visible change, people may ultimately judge you differently.
3. Council
The Council's acquisition methods are very limited. I imagine many users will be frustrated by not being able to obtain the hero they want.
With 25 combinations, you can obtain a higher-grade card. However, even this is random. Therefore, I wonder if it would be possible to change the chance that occurs after 25 combinations to allow you to select a random card of your choice. Naturally, recently released heroes should be excluded from the selection.
Do you think you can obtain the hero you want by rolling the dice five times? There are simply too many heroes out there. To obtain the card you want,
you'd have to pay hundreds of thousands of crowns. While it's possible to obtain it through training, it's hardly realistic.
This idea is entirely subjective, and for Big Hughes, it might be highly unrealistic.
Writing this gave me a headache, so I'll stop here. Honestly, I have a lot to say. And I'm sure other international users will have similar, or even more, thoughts.
I've had fun playing this game for nine years, it's been a source of support, it's been a source of disappointment, and it's been a source of much love.
But one thing is certain: if I don't take action, I'll be left behind without any change. That's why I'm writing this. Of course, even if I write this,
it might not bring about immediate change. But if I can spur even 0.1% of change, I'll bring you more ideas in the future.
I belong to one of the top 12 guilds, and the guild name is "태극기휘날리며" My former nickname was T800 Skynet,
and I currently play as Arknights PRTS.
And while I'm an attacker, I also play the role of defender. Anyone who's encountered our guild will understand this. Currently, attackers in top guilds are investing heavily in defense and actively inducing failures in attacks. Despite their efforts, however, time wars are still a common occurrence.
While their capabilities are outstanding, it's true that their offense is stronger now. Their offense is still strong, and I believe their defense needs to be strengthened. But is simply strengthening their defense enough? A spear and shield aren't just for swinging and raising. We need to instill enjoyment in the process. This is the true driving force behind Dominations. So, I've come up with a few ideas.
1. Nations
DomiNations has never once touched the nation balance in its 10 years of service. Was it a failure? Perhaps it was pushed back to the back of the priority list and then forgotten. International users of other nationalities also proposed this idea, but it was also ignored and forgotten.
I fully support that international user's idea, and I believe we need to transform the standardized nation civilization into something unique.
Look at subculture games. Especially games like Arknights, where you can choose and use characters you find endearing, tailored to your personal preferences.
I believe DomiNations should be structured in that way. Rather than narrowing your options by performance and making compromises,
I want to have choices that suit my personality and preferences. I don't understand why they haven't tried that for the past decade.
Or perhaps they should have at least tested it. Why haven't they? Or maybe they couldn't?
Think about it logically. If you were the defender, would you choose Greece or South Korea to block the bomber's tactical helicopter approach?
These are obvious answers. Of course, you might think these are extreme cases. In that case, let me ask you another question.
You live in the age of automation, or robotics. So, which do you think is more beneficial: exploiting the Roman, German, or Chinese civilizations, rather than the Greek or Japanese? The scales have already tilted. No one would choose Japan or Greece.
Do you really think this is a matter of taste? Let's say in Japan's case, it could be due to the peace treaty. So, would any user choose to look at an arrowhead launched from a Japanese town center? If it were a rocket from the Bazooka Tower, it might be an attractive choice.
And I also don't quite understand why they only kept the list to eight countries. I know there are people of various nationalities within DomiNations, and I know the game company is American. Even on the forums, there are foreigners from across the globe, like Iraq, Russia, and China. I'm Korean.
Besides me, there are over 200 countries on Earth. I'm not suggesting DomiNations release 200 countries.
It would have been better to add them one by one over time. Why didn't they? This is getting long, so I'll stop here with the countries.
In conclusion, the goal is to rebalance the countries, give them a unique twist, and release new ones.
2. Improving Non-Mainstream Units
This is obvious. If you were to use heavy tanks and assault vehicles in World War, how would other guild members react?
Would their heads turn into Yellowstone craters, unable to contain their rage? Or would they be lenient? Let's add a question here.
Let's assume this World War is a crucial opportunity that must not be lost, a crucial opportunity where victory or defeat could be determined by this user's attack.
Even so, can we be lenient? Even using bombers and mortars doesn't guarantee a 100% success rate. Even an uncontrollable attack,
ultimately, is meaningless without your own skill.
So, is this user blameless? Their stubbornness and lack of skill could be considered a crime.
While they may pay a price, the greatest responsibility lies with Big Hughes, who allowed the heavy tank and assault vehicle to be phased out.
We saw the addition of machine guns to attack helicopters, along with improvements to their range and damage. We also saw units with unique skills, such as the Veloce's explosive damage and the Black Hawk helicopter's medic.
Simply increasing their specs isn't enough anymore. We need to empower them with unique abilities and elevate them to mainstream status. Just like the first unit, you need to choose a choice that best suits your attack style and preferences. We've seen the transformation of the attack helicopter, and we're convinced: it's not that Big Hughes can't do it; it's that he refuses to do it.
Even if it's just an event-style test, actively conduct it. If you don't take action, users will still point fingers at you, claiming you lack the will to change.
We recognize Big Hughes' hard work, but if there's no visible change, people may ultimately judge you differently.
3. Council
The Council's acquisition methods are very limited. I imagine many users will be frustrated by not being able to obtain the hero they want.
With 25 combinations, you can obtain a higher-grade card. However, even this is random. Therefore, I wonder if it would be possible to change the chance that occurs after 25 combinations to allow you to select a random card of your choice. Naturally, recently released heroes should be excluded from the selection.
Do you think you can obtain the hero you want by rolling the dice five times? There are simply too many heroes out there. To obtain the card you want,
you'd have to pay hundreds of thousands of crowns. While it's possible to obtain it through training, it's hardly realistic.
This idea is entirely subjective, and for Big Hughes, it might be highly unrealistic.
Writing this gave me a headache, so I'll stop here. Honestly, I have a lot to say. And I'm sure other international users will have similar, or even more, thoughts.
I've had fun playing this game for nine years, it's been a source of support, it's been a source of disappointment, and it's been a source of much love.
But one thing is certain: if I don't take action, I'll be left behind without any change. That's why I'm writing this. Of course, even if I write this,
it might not bring about immediate change. But if I can spur even 0.1% of change, I'll bring you more ideas in the future.