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il

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Everything posted by il

  1. This is probably far too much work to appease this issue, but you could also introduce instanced dungeons on each planet, that scale with the level of the character, and you can farm the instanced version of those mobs which have a unique loot table which have a chance to drop the lower level mats aswell as higher level gear / mats etc..
  2. Another way of solving this that some games have resorted to, is implementing very high level passive mobs and adding them to common farming areas. When they are attacked they absolutely destroy you.. I don't think its a perfect solution and maybe detracts some new players.. but humans learn to distinguish between these mobs pretty quickly, while non-smart bots will continue to attack these mobs.
  3. I think as long as you transposed a lot of the R.O.S.E mechanics to a new engine, you could definitely keep the same spirit of the game while improving/adding things. Z-space would be really interesting to play with in this universe. I think I would add: - the ability to jump and interact on z-axis - animation canceling - improve responsiveness of netcode - refine dynamic camera & wasd support until it feels incredibly responsive - streamline hit-stuns/flinching to be more skill based / controllable
  4. Very cool, welcome back and see you in game
  5. il

    Hi!

    Welcome back
  6. Yeah that's why I phrased it.. 'reduce overall dependence on buffs'. Yeah exactly. There are degrees of what people are willing to do to be optimal, most people won't worry about getting every buff available from each class before grinding. I think the ideal situation would be to 'balance' a class without 'watering down' it's identity. When class/player identity goes through degradation, I think it's a reasonable assumption that, in the long term especially, you affect the retainability of players and the overall feel/addicting capacity of the game. I'd go out on a limb and say.. most players love the feeling that they are contributing something that not every player can offer, which increases class/player identity and delivers a small degree of exclusivity, especially in group settings. Would be cool to see something like this for Cleric one day
  7. I think one of the understated things that makes this conversation difficult is that each person is referencing/recalling different versions of the game, so many times peoples arguments are completely moot from the outset because either side may not be on even ground. That being said, I still think it's a worthwhile poll and discussion because it may be the difference between people playing and not playing evidenced by some of the poll results. While I'm still on the fence about the Cleric changes, it occurred to me after reading some of these thread responses, in the event that the devs decide changes MUST happen, what if some kind of balance were struck where Cleric buffs were changed as follows: - Clerics can self-buff at 100% effect. - Cleric can buff others at 50% effect. -- Examples: - ATK Buff - Self: +800 AP Others: +400 AP - A-Spd Buff - Self: +500 ASPD Others: +250 ASPD - Move-Spd Buff - Self: +1200 MSPD Others: +600 MSPD etc.. -- Note: All values are just examples to communicate the idea, I'm aware that stats (such as int) were a factor in determining buff values, so you would just divide the final buff value by 2 when casting on others in the scenario above. I haven't thought through all of the consequences of this yet, particularly the PVP implications of things like movespeed etc, but wanted to throw out the idea anyway (no idea if its already been suggested or not). I guess the main idea of doing something like this would be to: 1. reduce overall dependence on buffs 2. have buffs be less pivotal, but still optimal (still wanted for groups etc) 3. allow soloing as a cleric to still be viable, (battle clerics could remain a thing) 4. game releases faster and more stable due to the Cleric re-work not taking away as much dev time
  8. I think the most legitimate argument to be made for limiting multi-client is botting/automation. We live in a time where this is only increasing in games and exploits are widespread in new games, let alone antiquated engines.. the most efficient way to deal with bots is to limit clients.. so two max makes sense and still provides people with the ability to box a Cleric if they want. I think it's a good balance of being reasonable and not quashing emergent gameplay like dual client completely outright.
  9. Yeah, I'm looking forward to seeing/trying the new Cleric playstyle and comparing it. Whenever you venture to change something so fundamental to a class/game, its naturally met with skepticism, (as it should I think). Hopefully enough people get to test these changes during beta so we have a good sample size for how people feel about it. I think 90%+ of people just enjoyed the rush of getting buffs from a Cleric and it making leveling faster and more enjoyable, sometimes with the comradery of a new Cleric friend. Then you'd slowly build a list of Clerics/Muses that you could hit up to group with or just for buffs. I suppose one argument against the Cleric changes would be.. If you wanted to solo grind optimally, rather than finding one Cleric for buffs, you'd have to constantly coordinate with 3 other people on different classes (assuming all buffs were spread evenly through the other jobs), and then it's much more annoying to be optimal IF you want to solo grind (which most people want to do frequently). If buffs are spread out through other classes, it DOES incentivize more group play, which on paper is great.. but at the cost of frustration.. if your group isn't pulling their weight, and at the cost of feeling like you NEED to group, even though you might rather solo. I think Clerics were ubiquitous enough in popularity (at least when I played), that everyone DID have access to them if they put in the effort to make friends or just grind one up either in dual client or separate account/computer. I'm not sure how the culture of the game changed towards the end, but generally people just had to ask one of the many Clerics running around, which incentivizes interaction and cultivates a less toxic playerbase, just by the mere fact that you have to be somewhat friendly to get what you want. Cool idea Yeah if the changes do stick, I hope Cleric does become more challenging in general. However I do remember skills like 'Purify' that dispelled debuffs from friends and 'Soul Doubt' which silenced enemies, which were engaging already, it's just that there weren't enough mob affects/spells in PVE (at least early game) to make them feel worth it. But in PVP they were great. -- An aside: I have no idea if this is possible in the game engine, but giving Clerics more crowd control abilities that affect the battlefield for PVE and PVP would make them much more active and still sought after for groups. For example, in a scenario where Cleric changes included having less buffs but they had access to an AOE root, groups would still want them because they could enable much bigger pulls of mobs at once for more efficient grinding. Again, this might be completely infeasible for the current engine, but there still seems to be plenty of room for some creativity along these lines.
  10. Yeah 100% agree, I think they are the most pivotal class in the game without the proposed changes yessirrr I like the decision that the devs have made with limiting it to only two clients personally. It allows people to set up a shop on the side without RMT and secondarily it probably satisfies the most people. I wouldn't say that old Cleric buffs trivialized content overall, I just remember them making grinding WAY more fun, and with speed buff you could make it worth it to grind more obscure areas that are less clumped / populated with mobs. Obviously this is subjective, but I was way more motivated to level other classes because of buffs tbh. Yeah I'm afraid of this happening too. I'm a big proponent of pvp balance specifically, but I've seen this in many other games. Changes are slowly made over time that begin to homogenize classes and reduce distinctions between classes and playstyles with the 'ideal of balance'. Many times it ends up destroying the original feel & identity of the class and tramples on the whole reason the player chose that class to begin with. I think it's tough for any dev team to get this right though.. its impossible to please us all.
  11. After having looked at a few posts and polls, there's no doubt Clerics are one of the most played and important classes for returning players, both for nostalgia and gameplay reasons. I was curious how 'make or break' the proposed Cleric changes are for the community. I think that for a lot of people (including myself) Cleric was one of the main reasons they play ROSE, not just to main it, but for dual-clienting and the inherent incentive to befriend players and form groups/clans. I think a substantial amount of in-game interactions and subsequent friendships/networks were built initially off of stuff like.. asking a Cleric for buffs or joining a group with a Cleric that had wallop charm and always had bonfire down etc.. I found this quite unique to ROSE after all these years of MMO's, I think it gave a lot of grass-roots and addicting staying power to the game. I think I'm in the 'I will give Cleric changes a chance' category! Let us know what you think!
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