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DoubleRose

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Everything posted by DoubleRose

  1. DoubleRose

    Xbow scouts

    Better attack, defense, and defense penetration. Lower range, attack speed, and crit. They're quite similar.
  2. If threads remained this active, sure. The suggestions will slow down a few weeks after launch, so it probably won't be necessary.
  3. Appreciate all the thought you gave this. I'm excited to level up my characters, but others prefer end game content. A lot of these players grew up on this game and now have busy lives, so they might not be able to reach the part of the game they like. The game needs the ability them to skip past things they don't want to do without it becoming pay to win. An auction would let players trade time and money between each other. I'd say only naked characters could be sold or else we will see level 1 characters used to sell items. My guess is objections to it would be the legal burden. Income tax is the first thing that comes to mind, or maybe they wouldn't be an issue because it's IM points changing hands rather than money. Then again, someone has to buy item mall points, so Rose would be running an exchange and that probably has all sorts of regulations.
  4. An otherwise unattainable advantage is the right way to put it. We need to talk about difference in kind, not difference in degree. Anything can be misconstrued into P2W if we go by degree. Refining had such terrible odds wise that you couldn't feasibly get maxed out gear, so the person buying plutorunes had an unfair power boost. You could then say fast travel is an unattainable advantage early on because players won't have enough time to have made a movement speed set. That effect then goes away over time. On the other hand, it might not actually be an advantage because players likely will not be strong enough to kill some important boss right at the start of the game. Gravity's problem was it just milked Rose. The moment the cost of running the game was going to go up to comply with European law changes, Gravity axed Europe and that killed the game.
  5. P2W means you're getting a stat advantage for pvp. That's stuff like buying stat passives and safe refines. The devs have clearly said these things won't be in the game. Rose never has the situation where there is just one spawn of one king up for grabs and the only way to get it is through tele tickets. Even when there's only a couple of a king's spawn, people get their drop and move on. Substituting money for time isn't always P2W. If you go slippery slope on P2W all the way to everything but costumes being P2W, then people who have money they're willing to pay but not much time are just going to play a different game. By the logic of "any kind of advantage" you could even argue costumes are P2W because a top clan might think your character looks cooler than the free to play pleb or wants to befriend you because you're rich. It's too nebulous a term.
  6. The World Cup is underway and will still be going when Rose is released. It would be great to turn on the World Cup event/item mall items through the end of December (to give players a chance to complete it). The World Cup is every four years, so it’ll be a long time until we do the event again if this one is missed. Judy runs the event in Zant, so it is located in a noob zone that all our new characters will be passing through. Players should enjoy getting uniforms representing the teams of their country, favorite countries, or old official servers. The event gave out server uniforms like the KRose and NaRose uniform, while the item mall sold country uniforms. The old rose uniforms would be nostalgic for many players. They could be called something like Vintage NaRose uniform, or Ancient if the devs want to revive that item tag. Most of the country uniforms already exist, so it’d just be a matter of adding the teams that are new to this year’s World Cup.
  7. What a blast from the past and welcome back!
  8. I prefer adding lots of QoL features to vending so it's easier to set up and keeps running offline. Of course it's not necessarily an either-or. If there were some dedicated discussion space somewhere, you could say your shop's coordinates, what's for sale, and the prices.
  9. Hopefully we're not getting too off topic, though it is still a discussion of the soldier class and builds. 2h sword and dual raider are fairly similar. Both have armor pen and some aoes. Kind of a bruiser/fighter class that wants to dish out some damage and soak some damage. Swords have better accuracy and defense, while duals have better dodge and speed. Duals had arctic assault, which made them better duelists because of the attack speed slow. I remember these classes being weaker than their alternatives, though maybe others have different opinions. Their skills have too long of cast times. I like the skill where the hawker spins around and then backflips off the enemy (screw slash? bloody assault?), but it takes a while. Ditto for the sword champ's sword twirl move (voltage crash?). Can't quite remember the name of these skills. They need slightly sped up animations or damage that matches the commitment. Axe and katar are also kind of similar. Both can do high single target crit damage and have stuns. Axe has better burst with skills. Berserk + that axe swing that has a x3 attack ratio can hit hard. I found katars to be better as they have stealth and mobility, so they can reliably get to their targets.
  10. Knights have higher attack speed than champs, except maybe spear champs. 2h sword and axes don't have any attack speed passives, while knights have several and a skill (graceful fencing?) that gives them extra attack speed for a couple hits. You'll probably be hitting like a wet noodle though. Spear has attack speed passives, but it feels like splitting your build to invest in them as spear champ is about aoe damage.
  11. I'd buy the first valor set for the pvm % bonuses, and then just keep using it while saving up for the final set. Getting most of the gear wasn't worth it, so being able to partially refund them after use would fix that.
  12. The Heartbreaker was a wand that attacked with the heart hit skill animation. It was my favorite weapon to equip as a costume because I liked killing things by shooting them with hearts. I’d buy it again and other weapon skins too, and I assume other players feel the same given how the chainsaw (sword I think?) was also popular. These costumes give characters a unique appearance. They would fit right into an item mall that’s about cosmetics. Comment on any items you’d like to suggest and here a few of my ideas: Euphonium and or tuba for launcher. If held horizontally, the horn can easily pass for a cannon, and it can shoot music notes instead of cannon balls. I think a euphonium’s size is more fitting and mine inspired this idea, but tubas are better known, so why not have both? Trumpet for gun. The way dealers hold their gun has always kind of looked like a trumpet to me. Could also shoot musical notes. A cupid bow that shoots hearts. Maybe a harp or some stringed instrument. Lamppost and pool noodle for spear. Baseball mitt shield. Tennis racket and foam finger for mace or 1h sword. Moldie claws for katar.
  13. If you're worried about pvp balance as well as if the shield is just in general too weak, how about making it stronger for pvm? Some gear gives pvm defense bonuses, so how about the shield does the same thing? While it's active, the target gains 20% pvm defense for example. edit: If it's possible to code, there could also be a 1 sp skill that gives the cleric the matching pvm bonus (though not the shield) while it remains active on the target, or it could give this benefit if you max the skill.
  14. Landmines would be damaged based, whereas traps would be information based. Landmines hit hard and can be a remotely activated aoes. Traps could do things like destealth a target, slow or root them, and also flash info on the scout's screen. The enemy changes color on the mini map and an arrow would point to their location. It could also flash info such as their class, or it could show a brief split screen of the area where the trap activated.
  15. On the right track because it would be better for the player to experience the weapons rather than being expected to read some paragraph about each one, but killing with a 2h sword vs a spear won't feel different at all. The weapons are all nearly identical early on when you're just whacking mobs and casting a single skill. It takes skills and passives before it's obvious that axe=single target and crit, sword=balanced and accuracy, spear= aoe and dodge. Just using champ weapons as an example here.
  16. I stand by all the points I've made scattered across various threads, so a long ranged attack and mobility spell on scouts, various ammo and temporary boosts on dealers. Dealers are all about money and opportunity costs. If they throw their money at the right tool for a specific fight without a proper reaction from their enemy, they win. If they hop in a castle gear and get kited by a scout, they lose. On that note, I'd like to see a family of three or so buffs for dealers that share a (long) cooldown and perhaps even a coinciding self-debuff. Need extra oomph? Use jury-rigging! Want more summons on the field? Initial public offering! Although this is somewhat reiterating everyone else's points, dealers really should have something like a super charged cannon or artillery summon. It spawns and charges up for a decent amount of time (while still vulnerable to being attacked) and then is a huge threat in a specific area. In terms of scouts, what is the identity of the xbow scout? Same as the scout, or more of a generalist that trades range for attack and defense? Xbow scouts get flat + percentage defense penetration. If scouts are meant to be about picking off a vulnerable target, shouldn't they just have flat penetration? If they are meant to be a generalist, then they're currently fine and I don't see a problem with having a jack-of-all-trades subclass.
  17. Make a Pincir king and have it be half as strong as Pincir queen.
  18. Adding some cool clan stuff is fine by me, but the cities and server will be fragmented and empty if the big clans are off on their own private map.
  19. I assume it would be doable. I think the mechanic would fit best for scouts. Give them a move that requires more aim but offers a higher payoff or range. The skill could miss, so it probably wouldn't be overpowered. Scouts would also benefit from some sort of dash move since their goal is to remain at range. It would be another step in making the ranged classes more different from each other.
  20. I really like the idea and think they would be fun to play! Besides the cost of developing them, there are two drawbacks. 1) Levels before 50 are quite fast, so players wouldn't get the chance to spend much time in low level dungeons. 2) The devs have said they want the lower level maps more populated. Adding even more areas will further spread out the community.
  21. Ammo crafting could be tied to certain other skills or unlocked without a skill point cost when specific character levels are reached.
  22. I like the "weirdlogic" solutions because ammo is fun with tradeoffs and layers of depth. Any type of bullet in the chamber means a different type isn't being fired, so a shot is never free. Ammo should have lots of decisions and opportunity costs because that's something dealers will enjoy compared to other classes. Complexity requires being eased into. The basic bullets should be super simple and cheap. Dealers just starting out or looking to farm will use the lowest grade bullets, but they won't exclusively use the budget bullet once they see what the other bullets can do. Bobbity is right to point that the transition should be made easier with changes to skills, material availability, and UI. Depending on how hard to code, I'd be all for adding crazy types of bullets (probably pvm oriented so dealer classes aren't insanely overpowered in pvp) such as one that applies a stockpile effect to an enemy on hit, or one that makes mobs take double damage from summons. That could be complemented with some skill that does an attack and then switches equipment to another type of bullet.
  23. Maybe just make the weakest types of ammo infinite since they cost zero zulie anyway.
  24. The big boss spawns back when you could get a lot of exp for just scratching them like GMG, aqua king, grunter king, and the bosses in OT. Christmas event with crowds headbutting the evil reindeer. The metal moldie summon. It got nerfed for pvp, but for a long time it was a helpful tank in underground prison. Crystal defenders (union wars).
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