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DoubleRose

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Posts posted by DoubleRose

  1. I'd like to see up to three clients at once, but two is fine. I've played this for forever and find leveling one character at once to be too easy and boring. I love the challenge of keeping two of them fighting at once. If people want a party, I will add them. No one can tell I am playing both characters unless I tell them, which I usually do, and then they wonder how I am pulling it off.

    • Like 2
  2. 4 hours ago, Avatar said:

    I think this idea would kill the mounts. I think the current system is best as there are trade offs for both types that balance each other out.

    While you are attacked on a cart, you are normally gone before the same monster gets a 2nd hit on you. Whereas with a mount, you immediately come off and can’t get back on until you aren’t hit again for like 10 seconds - which is a really long time and have the chance to have even more monsters attack you.

    Increasing the defense would have everyone flock to carts and would have no need for mounts. Carts are obtained at level 50, which the mounts in game have level requirements and are difficult to get. 

    I agree that the goal is to have the two be equally strong (in different ways), but carts are the weaker of the two right now. If you are hit on a cart, you are straight up dead. If you are knocked off a mount, you still have all your defenses and your buffs, unlike how a cart takes them away. Carts are so bad that even with an optimal cart I have found it easier to do ruins deliveries, while dual clienting, via mount instead of cart. That cart was more expensive and difficult to get than my mount or even two of them for that matter.

    We would of course need to try out Heatfist's suggested numbers in case they make carts too tanky, but carts are too squishy currently.

  3. I love shopping in town, looking for deals, running into friends, seeing clans in the spots, etc. Most games now don't have that kind of charm. Wouldn't mind offline vending as long as vending is still a thing and we don't have some item exchange market menu thing like in those lifeless games out there.

    • Like 1
  4. The cost of running all monthly clan skills is around 700,000,000 cp. At 100 active members, that's 7m per person per month. You realistically wouldn't have them all going at once, but that's still really high. It's that high because na rose sold clan point boosters in the IM. Like with reinforcing or the winter games event, the numbers are off now that the p2w elements have been removed.

    Clan size should be doubled and then later we can assess if clan skills are too expensive.

     

    • Like 1
  5. If anyone remembers these gems they'd give stuff like movespeed or str+con, but most importantly, they looked cool and sparkly. I think you could only get them in the IM. Could they be readded without the stats as something people can buy as a cosmetic? Maybe each type of stone could have a slightly different color.

     

     

    gem 1.png

    gem 2.png

    • Like 1
  6. Instead of just having reinforcing and endowment, artisans should be able to fortify blue armor. A piece of fortified blue armor would have its defense increased by 10% and its stat by 50%. For example, a dark raptor chest would go from 466 defense and +5% attack speed to 513 defense and +7.5% attack speed. Maybe there could also be a small set bonus too for wearing a fortified set. Don't know the best place to source the material, but it should be from drops.

    High level blue gear is difficult to get and then it is outclassed. Why not make it better and make artisans stronger in the process. The success rate for making it should be at or near 100%. Success rates in general are too low. I don't think everything should be guaranteed, but some things should be higher.

    • Like 2
  7. I bought the purple color glow for my offhand and can't notice a difference. It just glows a bit less, not purple at all.

    I have seen gear glow red and yellow, but those were items with a white color base that were (probably) fully refined. Maybe some colors work fine, but purple and perhaps others are too faint.

    Could the glow effect be made a bit stronger?

    purple.png

    • Like 1
  8. 3 hours ago, Phish_ said:

    I'm not saying grade 8s need to drop in ruins. I'm saying the highest level gears should be grade 9s, not grade 8. Especially considering 9th grade arebt even used for anything as far as I know.

    There will be grade 9 stuff I'm sure, but I wouldn't be shocked if it takes around a year for that to happen. I'm surprised 225 weapons aren't grade 9.

  9. I think every weapon besides staff and launcher scales with dex, plus dex gives dodge. It is already a strong stat. 

    The devs increased base movement speed of all characters and the hawker speed buff scales with dex and cha. The mechanic still exists, but just for hawkers and their party members. Given that the answer is speed somewhat scales with dex, I doubt there will be further changes.

  10. I'm with HeatFist and Entity on this one. Ruins has the superior exp, so the other Eldeon maps would be straight up useless if you could get 8ths in ruins.

    What drops 6th grade talismans besides Warbiz? Forgotten temple? The high level penguins don't and so does nothing else in Eldeon that I have found yet.

  11. I was thinking maybe you could use a balanced weapon to get better accuracy with your summons, but no one uses balanced because it isn't very good. What if it gave some sort of boost to summons like they scale with your stats 20% better?

    Summons also seem like they have varying leash ranges and intelligence, so they can have decent stats, but spend half the battle missing or goofing off. You can ctrl click, but certain summons like judgement knight have such a small range that it doesn't help much. I'd like to see stuff normalized.

     

     

  12. 5 hours ago, Bobbity said:

    There will be no competition with artisanal crafting.

    Exactly, would be different. Scouts scout around, so a mechanic related to maps would be fitting too. Only thing that immediately comes to mind is that they could make or find return scrolls. They would have to be return scrolls to noncity maps such as MoG or FoW because those would be the unexplored places of the Rose world. 

  13. On 2/7/2023 at 10:20 AM, Fietsopa said:

    Also, you hit pretty hard any "nostalgia" players who join to see not only vast changes to the core game features they remember and love (e.g. buffs) but also a market that resembles a long-running private server instead of a fresh "official" server. 

    Regardless of whether you favour some form of reset or not, pretty sure all agree that step one is resolving the outstanding issues. Only after that can you take stock of the situation and see how to tackle the damage caused by what you just fixed. But there is an element of timing that is crucial here. There is a time window where you need to work on this before you bleed out. 

    If things could be fixed now, there will be time for things to correct during early access. I'm not saying to the point that every problem is solved, but that their remaining harm will be far smaller than the damage done to the game by wiping it at that point. That's why it is frustrating to have steps in the right direction that are not being taken.

    Most or all nostalgia players are already playing or were unhappy with server issues and are waiting. The amount of gear available when new players start comes down the vision of what the launch after early access should look like. By saying no wipe, the devs made early access the official, buggy launch. They cannot market the "official" launch as the first launch unless they nuke everything. They would have to make their core fans suffer through the luna grind and royals of oblivion all over again. As long as Rednim complies with European laws and updates the game every so often, it will survive. Rose lasted so long even when Warpportal was just milking it to death, so having devs that care will be enough once the log in server works. The goal should be to fix stuff enough while keeping the core base happy because that will be sufficient for the game to keep running.

     

     

    • Like 1
  14. 1 hour ago, Caly said:

    To make matters worse a class like Scout can't even craft their own arrows. Are you telling me a survivalist who has mastered the bow and is in tune with nature enough to tame animals can't even craft a single arrow they need for self defense? It just doesn't make sense. This is the only game I've played where a ranged class can't supply their own ammunition.

    Maybe scouts should be able to craft arrows and food because both would fit with a survivalist theme. 

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