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Ilsalay

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Posts posted by Ilsalay

  1. I think they should be removed from the game, and replaced with Waypoints/being able to open the world map and click on Zant or Junon (as long as you are physically on that planet) and travel there for the same price it would cost to buy it from the NPC.

    No more forgetting to buy scrolls, more inventory space for other things. If they are changing Clerics, why aren't they changing this? Removing scrolls and going to a waypoint system is a massive Quality of Life change.

    In 2005 it might have been fine, but you will rarely find a game now that doesn't have fast travel, taxi, waypoints, etc., instead of forcing players to spend 5+ minutes clicking through terrain.

     

    At the very least, something like a Hearthstone should be on every created characters inventory, bound, unable to be deleted. That can be used to save and travel to your return point.

    • Like 1
  2. 9 hours ago, OwlchemistVile said:

    1: Why spend SP on weaker buffs, if Clerics have all buffs and are better. Result: No one gets buffs [We did this from Evo to NA update]
    2: Why spend SP on buffs, if Clerics take all buffs and they're Equal in proportion. Cleric is going to take them no matter what, so save the SP.
    3: Every class has their own buffs [and they do] and are BETTER than Cleric buffs. Now you run into the issue of Clerics saying because they only ever had buffs and nothing else to do, they don't have a point. [which is a lie btw, they can do more than buff, they just appealed for 15 years to people who can't be asked to press more than 8 buttons every 15 minutes]. 

    In short. You can't win. Either clerics lose their special little "I'm important sticker" and play on equal terms with everyone else, with a few buffs to their DPS options and a rework to active healing, or they remain over-powered and no one takes any buffs, nor plays the game at all, logs out, if they can't find a Cleric to buff them,. Which is bad for business. 

    That is unless you have so ultra giga-brain move that some how can make DPS take their buffs, while Clerics also take their buffs whilst neither remove the importance of the other. Tip: There is 1 solution, and I'll be impressed if anyone guesses it. 

    This is pretty spot on.

    Clerics are (were?) essentially buff Gods. As people in this thread have stated if they couldn't get touched by an angel, they likely wouldn't even play that evening.

    Cleric buffs need to be divided amongst the other classes. Clerics keep one or two unique to them buffs, the other classes get the rest in whatever placement makes the most sense. To compensate, they can get a buff that increases summons/mercenaries specifically. Clerics are now summoners. Or something. I don't know.

    It's been years since I played actual NA Rose - and am unaware of the state of the game until the end. But seems like Clerics at the end of NA, and still currently in all private servers, are absolutely necessary for anyone to feel like they are making any sort of progress when playing. Sure do love logging in, waddling around town spamming "buffz plox" for 5-15 minutes before being blessed or giving up. Or dual boxing my own Cleric and dragging/porting it around places.

    I know there's a party lvl system, but I don't recall what it actually does when the party lvl increases. Maybe something could be added to parties to boost everyone's stats or HP and Damage by 5% per party member. And if it's already something that is part of the party lvl, the more party members you have would make the bonus multiplicative, instead of additive. Which in some form could be in competition of NOT having a Cleric with god buffs, just at the risk of not having heals. And if you do have a Cleric in the party, then you're just blasting on all cylinders and having a good time.

  3. This is likely a feature available in private servers - not something that was official.

    There was an NPC in every town, that was essentially a world Market trader. Talk to him, type in what you were looking for, and he'd show you who was selling it, what the price was, and where the shop was located (coordinates and map.)

     

    I'd really like my game play experience not be impacted by hundreds of shops on the screen - unless I choose to do so by visiting the market area/district. Which as someone previously stated - could be possibly fixed by optimizing the game client to not tank your game performance. How big of an ask that is, couldn't say.

    6 hours ago, Bobbity said:

    Passing foot traffic = lots of customers. We'd basically be affecting people's sales (maybe forcing a higher pricepoint on basic goods) if we forced them to another map.

     

    lazy's idea of switching shop visbility on and off could still work fine if we allowed advertising on noticeboards in Junon Polis (by Eva etc.). Players could even buy city-wide or even server-wide trade chat advertising. Yes, that's right: players can pay the server for advertising their ingame goods and services. Cha-CHING! Ofc you'd need someone to curate those ads beforehand. 

    Having an option to turn shop visibility off would work - but how would that be any different from taking away their foot traffic? People would turn the option on when they wanted to shop, which is no different than going to the designated map where they are set up.

    • Sad 1
  4. 11 minutes ago, Wondertje said:

    If we only talk about unlimited stat resets and not about the ones that should obviously exist:

    I grazed on it earlier, that the balancing of classes strongly tie (or can strongly tie) in with stat resets, depending on how the developers choose to continue with their balance of classes. There's already talk of making classes, for the most part, equal and versatile - unsure if they included stat resets with that. Also, the more distinct a class becomes the less do you need stat resets. If the classes are clear from the beginning "This is a farming class, not for PvP" - then offering stat resets so they can PvP regularly makes little sense. Less distinct classes = more reason to offer unlimited stat resets.

    So because it's a "Farming Class" means it can't or shouldn't be in PvP?

    Min-Maxing is also a thing. You're not always going to have the most optimal gear. You get something perfect, now you can reshuffle your stats accordingly to better utilize your class. Didn't plan out your stats and class that far ahead? Oh, too bad. Might as well reroll.

     

    4 minutes ago, OwlchemistVile said:

    Again. People are complicating a very simple solution.

    Remove the friction, make it available, unlimited use, respectable cooldown, or no cooldown with a reasonable cost, and be done with it.
    It's not rocket science. 

    Pretty much this.

    If you don't want to use it, don't.

    • Like 1
  5. Why not make a Market area NPC that will load you to a separate map, that is specifically for shops?

    This completely removes the massive lag hit of crossing the threshold of a town entrance, or loading into the spawn point of a town as the shops tank your PC performance.

    I want to see the town and be able to click on NPCs and interact without lagging towards my destination.

    If I want see what the shops have, I could head to the market. At least I'm choosing to be laggy for a moment and deal with performance issues versus having to deal with it no matter what.

    • Sad 1
  6. Resets should absolutely be available. They shouldn't be free.

    They could easily scale off X amount of Zulie times your level. Or be an increasing amount the more it's done with a cap of some kind - an increasing infinite value would be absurd.

    There will definitely be people that don't want to have 2 Artisans - one that crafts, one that plays the game. They'll respec for crafting, go back when done.

    There will be people that will have to respec for PvP vs PvE. They shouldn't HAVE to build a separate PvP character just because they felt like dipping in to PvP from their normal PvE playing.

    It should be straightforward, simple, easy. Just a small reasonable zulie fee.

  7. 3 hours ago, Loerslang said:

    Although i think it is a good idea to have some general information about all the Character Classes, their weapons, skills and stats (Before and after 2nd Job). I think it might be a bit to much to also describe the Job Quests the Classes have to do. There is a lot of information to be gained from the NPC and the Quests itself, and besides that the Community! I think it would make the game to easy if quests are also described on the website. There is so much information to be gained from the community within the game! In my experience there were always people available who had the time to answer a question or even help out with a problem. That vital part of what Rose is should not be changed by adding all the information people need on a website. But i could be wrong about that of course 🙂  Just a way of thinking ❤️ 

    The first Job change quest at level 10 I feel should be available on the official site, with mention of a 2nd Job (and links to the 2nd Job information.)

    Yes, this game is old. But for a lot of people it will be a new experience. And if this is the official version of the game, they shouldn't need to go elsewhere to find answers. Within the community (discord, forums) sure. Ask for best in slot gear, how to build, etc. But basic things like "What skills does a Scout have?" should all be findable/answerable on the official site that is just given information as a potential player looks into the game.

  8. Hello all,

    Very excited to see ROSE return in an official capacity.

    This suggestion very well may be something that is going to be implemented at or just before launch (or at the very least once closed/open beta is active) - but please have a Monster Table, Item Guide, etc like oh so many private servers have so players can look up drop tables, and find where various Weapons and Armors can be obtained.

    Information that I DON'T see on various private servers would be information on Character Classes. There should be a Guide/Info on all 4 starter classes. What they're about, their weapons, their skills, what stats are important, etc. The Job Quest that each goes on. And then of course links that go to their 2nd Job options with the same info: Skills, weapons, Job Quest, etc.

    I don't want to rely on memory from 10 years ago, or have to dredge through OTHER ROSE servers forums/websites for information that will likely be wrong/not applicable here.

     

    There are some MMOs that are currently running that have none of this information readily available and I find it severely annoying. So, please have as much info as you can available in regards to Monsters (location, drops) Classes (stats, jobs, skills) and Items (gear, gems, etc.)

     

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