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Gnasty

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Posts posted by Gnasty

  1. 43 minutes ago, Zeror said:

    Disagree on this. Choosing the right skills and upgrades is part of the games risk. And this is what making players unique. Giving the ability to decrease skills takes that away.

    I agree to a certain point. I mean, as I stated in the first sentence, there is no game risk when we have unlimited free resets. If that will stay, might as well make it more accessible (but limited) in certain scenarios.

  2. This suggestion only makes sense if free skill/stat resets will stay.

    So the idea is to make the + icon more dynamic when adding or increasing skills or stats. The icon can turn into a - symbol instead, if holding down a certain key (say Shift). This makes it easier to adjust your skills and stats.

    I do have one concern about this QoL feature though. It's the fact that respecing will become much easier and there needs to be a way to limit the occasions when this is possible (for instance making it impossible to adjust while in combat).

  3. It's very hard to interact with NPCs when players are surrounding them. Especially now with Reindeer mounts because their hitboxes are humongous (!)

    I think this problem can be mitigated (or even eliminated) if you are able to hold down a specific key (say Shift) while clicking on NPC. This should ignore all player interactions and hit straight through.

    And btw, this can also help with looting or attacking mobs 🙂 

  4. So I tried to bring this discussion in Discord but it drowned before it saw the light of day.

    So basically all Item Mall items (say Astarot Wings) have Item Grade: Item Mall. That means you need Item Mall Apotrope/Bindrune/Talisman to refine such items. But those materials don't exist anymore. I understand this is because of the P2W aspect that existed before when there were stats on them. But now we can never run with glowing Item Mall items!

    How can this be resolved? Currently I have no interest in the Item Mall cosmetic items because I cannot make any of them glow...

    • Like 2
  5. 3 minutes ago, Zeror said:

    The team can still work ahead and provide a list of texts. And UI related texts are not the biggest task here. It's all the quest texts and NPC names/titles.

    Hmm that's true 🙂 

  6. 34 minutes ago, Avatar said:

    I can see where you’re coming from, I do.

    Teleport scrolls, at most, will probably allow you to end up at a location maybe a minute before someone without teleportation tickets. There are scrolls for nearly every map, so time wasted is just from main city to teleport ship. It also has nothing to do with becoming rich super quick and easy. It’s a teleport scroll. It would be no different from someone having a Junon Scroll and someone who doesn’t who is in Anima Lake together. Sure the one with the Junon scroll is able to get ready faster and start leveling again sooner, but how is that game breaking? Uniques will still have the same drop rate, the spawn rates will still be the same, I just don’t understand. 

    I hardly think that comes anywhere near P2W. 

    EDIT: After a discussion on discord, I can now see how it could be considered a P2W item. 

    Where I'm coming from? 😅

    Yeah, I saw the discussion and that benefit definitely sets the idea of P2W.

     

    For those that didn't see the discussion. Let's say there is a King set up for grabs. Then the one with the scrolls will always win over the ones that don't have them. That's pure P2W and it's only one example out of probably many others.

     

    35 minutes ago, rayun said:

    I think it would qualify as part of "quality of life".

    Anyways soon we will see what is what 🙂

    Read my example above 😉 

    • Like 2
  7. 24 minutes ago, Avatar said:

    Can I ask how teleportation may fall into the p2w category? 

    My reasoning is that you can grind and farm much faster, thus getting to max level and become richer super quick and easy? Not sure if that falls into everyone's definition of P2W though...

  8. Welcome back! Think I remember you. Was part of Delirium and Devilz back then. Gonna be interesting to see where our journey will lead to, what clan we end up in etc. Super stoked!

  9. On 11/24/2022 at 4:02 PM, Forestwithin said:

    i played during the stresstest and had no problems with delay from what i can remember, and im from sweden so yeah 🙂

    Definitely no "issues" playing from EU (Sweden). However, if you've every played on a local (close) server, there is a notable difference in response time 😅

    • Like 1
  10. 3 minutes ago, Bobbity said:

    Could we maybe integrate the suggested pinging feature with this: 

    and make it more rich (different types of pinging like 'Let's go here', 'Fight here', 'Avoid this', 'Help' etc.)? 

    Yes, these should definitely go hand in hand!

  11. I've been playing FPS games for very long and if there is something that I think MMOs should also have is a great pinging system for party members. Two things I can come up with that really would come in handy:

    - Ping areas on minimap or in-world to give party info like "let's go here" etc...
    - Ping floor loot so party sees exactly where a certain item is

    There could even be a ping wheel if you hold your ping key so you have ready-to-use dialogs like "let's go here", "let's attack here". You know what I mean.

    What do y'all think?

    Simple proof-of-concept:

    rose-ping-system-concept.png

    • Like 6
  12. Name:
    Gnasty

    Preferred name to call you:
    Gnasty / Filip

    Gender/country/age:
    Male / Sweden / 30

    When did you start playing Rose Online?
    My first time was back in 2005-2006 before it went P2P. Then when it went back to F2P I came back. Was mostly active around Evo times.

    Who introduce you to Rose/ What brought you to Rose?
    A friend of mine.

    What do you like the most from Rose Online?
    The art style and happy vibes I get, unlike other popular MMOs that's more into the dark kind of art.

    What's your favorite class to play? (and why):
    Raider. It's something about that speed...

    How did you discover Rose Online for the first time?
    A friend of mine recommended it and we started playing.

    Share your favorite memories from Rose Online!
    The clan wars in TG and all the UW memories! ❤️

    Favorite monster:
    Let me think about it...

    Favorite places in Rose Online:
    To chill: Junon or Xita (can't really decide which)
    - To lvl: Prison

    Things you hate the most in Rose:
    Getting stuck in mountains or people glitching through walls in PVP areas (this was extremely exploited back then).

    Anything you want to say?
    I'm happy to be here again! I've already seen many OG players from my time and I hope we get to meet in-game many times more!

    Oh! And I wish I had my screenshots saved somewhere. Unfortunately they're all gone 😞 

    • Like 3
  13. On 1/19/2022 at 3:56 PM, Kid said:

    I agree with releasing the game earlier and just making changes as we go

    Username checks out...

    If there would be constant gameplay changes in a game that's out of its testing phase, then people will never commit to anything because everything is prone for major changes.

  14. On 1/21/2022 at 2:01 AM, OwlchemistVile said:

    It's because they're only going to launch the game with Junon at the start, Sikuku Underground Prison being located on Eldeon would mean we don't have access to it immediately. 

    Yeah that makes sense!

  15. I strongly believe I heard some dev on a stream saying that they weren’t gonna add Prison to the game. Like disabling it. Anyone who can back me up on this? Or prove me wrong? Prison was the shit back in 2010-ish. I miss it so much!

  16. If there is no luck in the equation, rich players will just be snowballing. That's the worst thing that could happen honestly. There has to be a combination of cost and luck.

    I do like the curve though, that's definitely something!

  17. Yes, that's exactly what I mean. From +8 to +9, people opted out because of the high risk of failure. But the price of success was a much higher stat unlike +19 to +20, resulting in a more valuable item if the stakes were on your side.

    I think we have opposite views on this topic. I understand your point, but I don't agree with it because I think items and their levels should feel more valuable at a given level. The more levels, the more complexity it is for players to understand the difference and they'll barely feel upgraded in comparison to their preceding or succeeding level.

  18. 1 hour ago, OwlchemistVile said:

    I would like to believe the average reasonable person can quantify 9 and 20 mentally, which some level of ease.

    The reason games like WoW and others do level/damage downscaling is because of two primary factors [that they listed themselves]. Damage downscaling because the human brain loses track of values very quickly after 6 digits, or so. So mentally the difference in 6,300,786 and 630,078 when you have less than a second to take it in among other visual stimulus is practically zero. The other being that it's very hard to not break your games balance or run your creative well dry, thinking of unique and impactful ways to reward each level up, when you have 100+ levels.

    And yes, even ROSE suffers from this. Which is why the Developers most likely wanted a lower static level cap, so they can give you more per level, and you can feel that oomph each time you gain a level. 

    So I would argue that the difference between +9 and +20 if they both took the same time to achieve & gave the same power influence, is functionally similar and the difference in impact is small enough that it perceptually doesn't matter. But perception is bias, and bias is derivative of subjectiveness. What you "feel" is impactful enough and what I "feel" is impactful enough is not always going to be the same.

    «A small part of me also thinks that this is another one of those "It was this way in iRose and iRose first therefore better version by default errgo 9 is better than anything else." I have nothing to base it on other than a hunch though so, take it with a grain of salt, I don't plan to defend that thought myself»

    The more levels there are, the less meaning a level becomes. Stat-wise, if a +9 would be the same as a +20, then the jump between 8-9 are huge compared to 19-20. That's the main reason why I think +9 (or +10) is enough for each level to have a meaningful upgrade in stat compared to the level below and above.

    Let's put this into perspective. For a +20 system, each level for a weapon adds +10 in attack power. So at max level you can have +200 attack power. Players would barely care going for +20 if +19 is just 10 less attack power and the stakes are too high.

    For a +10 system (easier comparison than +9), each level would instead add roughly +20 attack power. This makes going from +9 to +10 a lot more valuable because the stats differ more drastically.

  19. 1 minute ago, Trebor said:

    I never understood why Gravity didn't even bother to try to follow the GDPR regulations and instead dropped everyone in the EU.

    It made no sense at all and could not be that hard to follow those requirements.

    Yeah, dark times. The very least they could've done was to halt our ability to play until they had a fix for it. Oh well...

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