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Steam News28 February 20264mo ago

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Recently, we have received a great deal of feedback from the community, and I have read every single piece of it carefully. Thank you all for playing and for your valuable suggestions.

Full notes

Full Water Margin Scrolls update

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What changed

0 fixes1 addition2 changes1 removal
  • Events
  • Gameplay
  • Maps
changedAt the same time, we understand that repeated looting can become tedious. To address this, we have designed multiple avenues such as crafting, gifting, and competitive looting events, providing everyone with more ways to obtain their desired items.
addedIn the early trial version, synthesis was enabled for pink and gold quality items. However, feedback quickly poured in from many players, saying, "The thrill of looting is gone," and the grinding process actually felt more tedious.
removedThis made us realize that while certain features offer convenience, they might diminish the joy of looting. Therefore, starting from that version, we no longer allow the synthesis of items of pink quality and above.
changedOf course, we are aware that this system provides a poor experience for players who cannot play in the evenings. Our current solution is to offer multiple competitive difficulties after the official release, with independent item pools for each difficulty. This will help distribute players across different stages of the game.

Water Margin Scrolls changes

changedAt the same time, we understand that repeated looting can become tedious. To address this, we have designed multiple avenues such as crafting, gifting, and competitive looting events, providing everyone with more ways to obtain their desired items.
addedIn the early trial version, synthesis was enabled for pink and gold quality items. However, feedback quickly poured in from many players, saying, "The thrill of looting is gone," and the grinding process actually felt more tedious.
removedThis made us realize that while certain features offer convenience, they might diminish the joy of looting. Therefore, starting from that version, we no longer allow the synthesis of items of pink quality and above.
changedOf course, we are aware that this system provides a poor experience for players who cannot play in the evenings. Our current solution is to offer multiple competitive difficulties after the official release, with independent item pools for each difficulty. This will help distribute players across different stages of the game.

Recently, we have received a great deal of feedback from the community, and I have read every single piece of it carefully. Thank you all for playing and for your valuable suggestions. I hope this announcement can help clear up any misunderstandings.

  1. Regarding the Drop Rate Settings

Water Margin: Scroll of Legends is a game where the core enjoyment lies in the thrill of looting. To create that sense of surprise when obtaining rare items, we must set different acquisition thresholds for items of varying qualities. Simply increasing drop rates would undermine this core experience.

At the same time, we understand that repeated looting can become tedious. To address this, we have designed multiple avenues such as crafting, gifting, and competitive looting events, providing everyone with more ways to obtain their desired items.

  1. Regarding the Inability to Synthesize Items of Pink Quality and Above

In the early trial version, synthesis was enabled for pink and gold quality items. However, feedback quickly poured in from many players, saying, "The thrill of looting is gone," and the grinding process actually felt more tedious.

This made us realize that while certain features offer convenience, they might diminish the joy of looting. Therefore, starting from that version, we no longer allow the synthesis of items of pink quality and above.

  1. Regarding the Design of the Shared Item Pool

Water Margin: Scroll of Legends is a premium game, and we have no reason to induce anyone to spend. The初衷 behind all game modes is simply to make the game more enjoyable.

As we all know, the lower the drop rate, the greater the thrill of finding an item, but it also means more "grinding." So, is there a way to increase drop rates while reducing the amount of grinding?

The answer is: significantly increase drop rates, but with a limited supply.

Furthermore, by displaying the remaining quantity of these limited-supply items, players can choose whether to farm for them based on their own needs. This is the design concept behind the shared item pool.

In the very first version, we implemented the shared item pool across all difficulty levels. However, we later found that after the pool was emptied, some players couldn't even obtain basic items. Therefore, we now reserve the pure single-player looting experience for the earlier difficulties, only using the shared item pool in the higher difficulties.

  1. Regarding Setting the Refresh Time to 8 PM

In the competitive mode, significantly increasing drop rates must be coupled with a limited supply to avoid diminishing the thrill of looting.

For example, if there's a daily limit of 1000 items, and they are refreshed in two separate time slots, each slot would only have 500 items available. This means that instead of playing during one convenient time frame, you'd now need to be available for both.

Worse still, two time slots cannot accommodate all players. Some players can only play in the afternoon, others only late at night. To satisfy everyone, we might have to refresh the pool every two hours. This would be a disaster for most players, as instead of just playing for a while in the evening, you'd feel pressured to be online constantly throughout the day. This defeats the purpose of this game mode.

Of course, we are aware that this system provides a poor experience for players who cannot play in the evenings. Our current solution is to offer multiple competitive difficulties after the official release, with independent item pools for each difficulty. This will help distribute players across different stages of the game.

If you have any better suggestions, please feel free to discuss them with us in the community.

Source

Steam News / 28 February 2026

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