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Kitty

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Everything posted by Kitty

  1. Event items should definitely keep their stats as that is part of the reason why players attend these events and collect these items, as well as being a cosmetic item they can use. This happened with the Lifeguard Uniform some time ago. I hope this is just an error when they did a sweep on stats on event items related to the cash shop.
  2. I usually just bought all the materials I needed with Valor because it was a pain to research what disassembled into something. And most of the time when I disassembled, it felt like the odds were against me and I only got blades. Artisans benefit from reaching max level because their total success rate % is increased every level. If you already have very high or 100% success rates, then it doesn't matter as much. If you are trying to gem craft, then every % that you can get is valuable because the percentage of success will always be low for high grade gems. It's already a pain to level an Artisan, as they barely have any AoE. Much less having to do repeatable quests with one... And on top of that, they are near worthless at max level unless you do gem crafting because there is truly not much that players need from their crafts besides low level gear reinforcements, gem crafting, and a few high level crafts (wings of the pheonix, accessories)
  3. I have listed your concerns in my own topic I share the same opinion that the game, in its current state, needs to reconsider the path of progression for a player in order to promote player retention and create a cycle of play that isn't doesn't consist of: - repeatable quests to reach max level - running dungeons constantly, to the point where drops that are not extremely rare are devalued completely - leveling another alt character to earn 30 million zulie because the game doesn't have proper zulie incomes besides farming Orlo in the same spot everyone else is because there are very few spots - attempting to join in on the King / Wandering farming but you only have a few hours to play and there's 10 other players waiting at the spawns waiting to out tag you. The current design in progression leaves much to be desired because all of the end game gear is readily available through - valor farming (which you already complete a lot of it through Eldeon leveling & then dungeon spamming) - honor farming (which is heavily abused through alts or win trading) - exalted gear / uniques (which you earn at the same time as you farm valor, and uniques are currently worthless) As an iROSE player, I enjoyed having several dozens of options of farm spots, each which had their own strength or weakness, because the drop tables were not all identical and you had to pick and choose what you wanted to farm. I enjoyed the slow progression to reaching end game that I shared with everyone else. Especially finding Prison groups to use blood charms in, as it was one of the best ways of reaching Level 210 back in the day. (Prison sucks now by the way. Sikuku Ruins is the best spot to reach to Orlo in. ) But now, repeatable quests are all you need to get to 250. The charm and essence of what ROSE is loved for doesn't exist with these quests and the current design of core systems.
  4. Hi. I wanted to provide some feedback on the current state of the game and the various systems currently in the game, ranging from classes to game design. I have a level 250 Cleric and Artisan, and a level 200 Bourgeois. I've explored and completed Cave of Ulverick, Sea of Dawn, and Halls of Oblivion. I haven't participated in any PvP arenas solely due to server issues. Focusing mostly on PvE, the most PvP interaction that I've experienced was a small territorial skirmish in Sikuku Ruins for the Bone Spiders and on occasion griefing by higher level players during leveling. With the following said, my feedback will only consist of cleric, artisan, and the PvE game systems that I've interacted with throughout my journey. I will only outline the negative experiences in order to keep this short and focus on the critical points. Cleric - Early leveling Until the point where you can specialize into the healing skills of the Cleric tree, Muse feels extremely reliant on bonfires to compensate for the lack of healing that their skills provide. MP Recovery was essential in my leveling experience to be able to efficiently rotate all my healing skills to be able to keep my party members up. Keeping bonfires up would also eat up a significant portion of your mana, so MP Recovery is a staple stat in your leveling experience. In order to provide the most healing and support for my party members, I fully specialized into Charm. This allowed me to have enough MP5 to keep bonfires up and rotate all of my healing skills on cooldown. Despite having high healing power and access to all my Muse skills, I often struggled to keep my party members alive under stressful situations. Compared to the Cleric's healing tree, the Muse's healing tree feels very lackluster and could benefit from higher values. It feels very frustrating to have all your skills on cooldown and you are still unable to reliably keep an ally up with the current set of Muse skills. - Wands I leveled from 1 to 250 with the same level 30 wand, until I upgraded to a Salvation wand for the reduced MP consumption. Upgrading wands serves no purpose for full support muse/cleric, as the MP Consumption is almost identical on all wands except the Unique/Exalted wands at end game. This feels very disappointing as receiving weapon upgrades as you level is one of the most exciting aspects of any MMORPG. Having available options between a DPS Wand and a Support Wand could be an interesting way of compensating for the lack of healing as a Muse. - Skills The following skills feel very lackluster in the Muse/Cleric class trees: * Heal (Party) - doesn't heal for a lot even at high charm. Probably the worst skill for clerics. I do not use this anymore at level 250. * Heal (Single Target) - a little bit better than Heal (Party), but still feels lackluster compared to the Cleric skills. 800 and 1300 healing restored compared to Cleric's skills healing for 3k+. - Unique Skill: Soul Revive This unique skill is a waste of points. The extra skill points are better used elsewhere. Having the skill point usage reduced significantly may make this skill more sought after. - Buffs & Charm Besides increasing your healing, Charm feels almost negligible to increase a Cleric's buff power. The stat only increases the power of the defensive and MP buffs. This design feels inconsistent with the buffs the other classes have. This could be due to the buffs being shuffled out to other classes. Having buff power increased by Charm for the increased damage buff would bring it in line with other classes and their buffs. Artisan This class is the master of crafts. Throughout ROSE's history, they're one of the most sought after classes to be friends with/create one alongside Cleric. This section will only focus on crafting. - Crafting UI I'm not trying to make demands... but the crafting UI is the most unfriendly and clunkiest interface that I've interacted with. It just needs a complete rework. * Ability to shift left-click materials into the crafting window. Dragging them becomes tedious when you're trying to craft different items. * Easier way to select craft type and item to be crafted. Not really a big priority, but it would be nice to have a UI where you can easily go through each craft type or even search the item you want to craft, making it easy to access rather than a series of clicks. - Crafting Skills Learning the entire crafting tree for Artisan consumes two entire skill bars. While this isn't a big issue, I believe it would be good quality of life to have one skill that opens the crafting UI, and categories of crafting unlock in this UI based on the crafting skills you learn. Instead of active skills, they would be passive unlock skills. - SEN Crafting Crafting with high SEN has become completely useless unless you are seeking max stats or high durability. The restriction on item grade for max stats negatively hurts crafting unless you are crafting a grade 7 or higher item. Regardless, at the current state of the game, max stats have become extremely saturated on the market, and fails to compete with Unique max stats which are becoming more sought after. The game's current design is also at fault as crafted gear is more or less for cosmetic reasons with the implementation of Exalted / Valor / Honor gear. These game systems make artisan crafting moot. Why should an Artisan invest into a SEN set if all they are good for is max stats and seeking to min/max your durability and/or dodge rate? There is not enough reason to invest into SEN simply because the end gear leans towards non-crafted sets. - Chemicals & Their Success Rates Low Essence practically has the same success rate as the highest quality. This really doesn't make sense considering that the chemicals are separated on the drop table by different rarities. Low Essence, being the lowest quality, should have the lowest success rate when used for gem crafting. For subsequent tiers, the percentage should go up slowly, and then raise considerably when reaching a quality breakpoint. This would create a higher demand for higher quality chemicals that are currently worth the same as low essence due to the little difference in success rates. Leaving the Artisan and Cleric classes aside, I'll go into specific systems which I feel create a negative experience for players in this version of ROSE. - Exalted Gear There is just too much exalted gear. As more and more players readily traversed into dungeons, Exalted Gear became a common commodity for almost every shop. It can be a featured as part of a set you are looking for, or it could have a max stat you are seeking. After collecting the max stats that I need for my classes, I found the catalogue of Exalted Gear throughout all the shops as a sore sight. It is practically in most of the shops that you visit, and I feel like this excess of Exalted Gear / Weapons just creates bloat in shops, as most people will attempt to sell them for more than their disassemble or shop value. - Drop Tables * Jewel Boxes as a drop I've killed a lot of these ghosts and I probably got two jewel boxes throughout my entire leveling experience. Feels like a lottery drop that is as rare as a 240 accessory drop. Not sure if this was designed as a way to "farm" gems for artisan crafting... but this drop isn't worth actively farming for because dungeons drop Jewel Chest (V). This is more of a jackpot items for lower level players than it is an actual item you farm, and it feels out of place and has even lower drop chance than a Jewel Chest (V), which is a more valuable item. * Map Drops The current drop table for maps leaves much to be desired... I do not think that having the same loot table for every single map to be good game design. This invalidates a lot of older zones or monsters that are considerably tougher, and are available in an easier design somewhere else. Throughout my leveling experience in Eldeon, I rarely had seen players trying to farm in any of the other maps excepted the "designated quest spots". Zones should have exclusive loot that players can focus their farming on. To give enough availability to farming, having multiple zones with similar but different loot would promote players to spread out into different spots. Goblin Cave used to be popular in previous versions of ROSE, but I seldom had seen players actively trying to farm there because the drop table is identical to the one in Kenji Beach, or Gorge. * Boss Drops Bosses in their current state, in lower level and higher level, do not merit the time you take to kill them. The drops are more than often mediocre, ranging from trash drops to absolutely nothing at all. This isn't always the case... but the issue is that it is more often the case that it isn't worth killing them at all because the drop chances are abysmal with and without drop gems. Spending over four hours hunting bosses in Orlo to receiving common trash drops is very demotivating and disappointing. This was done before I had known drop gems were a thing that were taken seriously... but the game seems balanced towards the idea of using drop rate jewels / consumables (from cash shop, on the previous version) instead of putting in the effort to farm something. Bosses, at lower level, should reward more experience. They should also have their total HP reduced, as without a big party, these bosses are a pain to kill. Killing bosses for experience should be a side activity that new players can participate in to level up. You can kill more monsters in the time that it takes to kill one king, and earn more experience than you would killing a king. - Hope Quest - Chief Turak A quest available in Sikuku Ruins which makes you collect monster materials in order to enter the Chief Turak maze on the map. The quest rewards players in your group, individually, a set of chemicals (Lisent U, Lisent HG, and Enthiric), and the amount received can be increased by specializing into Charm. This quest has completely destroyed the chemical market in the economy and is constantly being abused by clans by stacking a full group and reaping the rewards that are received PER PERSON. For the sake of the economy, this quest should be completely removed and the maze repurposed into a new Game Arena dungeon that allows players to venture into the maze and challenge Chief Turak and his minions. - Uniques These fall into the same category as Exalted Gear & Weapons. Uniques have become another source of max stat chasing and has become a sore sight when browsing shops. The term 'unique' is as good as the term 'common' when defining their rarity. Artisans should be one of a few sources for max stat chasing, to give them a reason to invest into a SEN set to craft for friends or for themselves or their services. - Repeatable Quests These quests have created a mindless repetitive task of simplifying the leveling experience, which I do not think most players enjoy. ROSE always had the charm of finding a group of monsters and grinding them to max level. Quests were never a thing in Luna and much less Eldeon. This was one of the most enjoyable aspects of previous ROSE versions which has become invalidated through the introduction of these quests. They are also responsible for funneling players into specific zones, causing other zones to be completely devoid of activity as their experience rates are nowhere near as luxurious as repeatable quests. Repeatable quests should be replaced by other activities which are more engaging and interactive with the game world, and experience rates should be increased if the quests are removed in favor of actual grinding. Ex: - World Boss quests that reset daily, and give an ample amount of experience - Lower level dungeon rebalancing and giving the opportunity for players to venture into these and having experience as an extra reward. - Create a "hunting board" which has the players kill a certain amount of monsters. Kill 2000 - 3000 monsters and receive a flat experience amount. The repetition of turning in repeatable quests over and over completely kills player interaction in the world and can be replaced by simple ideas like the ones listed above. - Gems & Itemization The current gem system feels like it clashes with the classic gems. Classic gems seem niche and only used for certain classes because the skill effects on the new gems outweighs the benefit of having pure stats. The previous gem system where all your gear only used classic gems was a lot more simple and also had Artisans participate in the gearing rush that players venture through. In the current state of the new gem systems, the lesser tiers of gems are often completely useless because Artisan can only craft classic gems. Artisans being able to craft and work with the new gems would be a positive change to have lesser tiers have the possibility of becoming a greater gem. Ex: 2 [12] can be crafted into [13] 2 [2] can be crafted into [3] - Castle Gear I think it would be cool if this had a reason to be built. Currently it is completely cosmetic, and has been for many ROSE versions. Maybe we could use it as a requirement to enable a world event that all players can participate in? - Jewel Chest (V) This jewel chest, which drops from dungeons, is currently the only viable way of progressing through classic gems. Compared to the new gems, it feels unnatural and also difficult to farm as it is locked behind the RNG of getting the box, and also obtaining the correct gem. Having these dropped from an open source source would be a good way to create new competitive farming spots. Closing Notes I feel like these are some of the major game design problems with ROSE at the moment, and I wished to highlight them for the developers so they can consider redesigning some of these key problems in the future.
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