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Vile

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Everything posted by Vile

  1. You're asking me to make an assumption on an undefined group in regards to their age to draw a tenuous conclusion about how much time in the day would arbitrarily define active. In short, you're asking for my opinion, and I don't like offering my opinion anymore because frankly, they don't help much. Now, from more of an objective goal lens, I would say this. The game needs to make changes that promotes not only old fogies who played in the last 15 years to come back and remain loyal; but ones that draw in new players. New players, if entertained and catered to with modern design, updated experiences are more likely to stay, tell their friends, and form active sub communities. It's a core tenant of building a stable and active player base across the entire market after-all. If you can log in, without a friend base or "active clan" whatever that means, and can find a group to level with, or do dungeons with, whilst experiencing very little friction and encouraging socialization: then you have a successful and active player base. You won't *need* a clan to do anything, and they'd be more social hangouts for people [active or not] to hang out in. Problems arise when you inject character power or ANY benefit to being in a clan outside of socializing, and that's when the more restrictive limits need to be VERY slowly expanded upon, until a healthy equilibrium is met. One that allows for new clans to pop up and be capable of competing, without stifling limits that provide inconvenience. So the question is. Is there ANY gameplay benefit outside of social benefit to being in a clan? If so, limits need be in place. If not, I could care less about the size of a clan.
  2. I think you gave yourself and answer there. If they're inactive, why would they expect to come back very rarely/sparsely and be met with an active group to immediately benefit from despite not having helped retain participation themselves. If you want an active group, you should probably yourself be active. That's not to say there's shouldn't be a general lively environment in the game, but that's separate.
  3. The economy isn't an argument. A few years in, many people had multiple characters for many functions [because you couldn't reset] and effectively achieved what we're asking for now. The ability to participate in all content, with less friction. In fact, not needing alts for everything increases the likelihood of involving more people in activities as there's lower odds anyone is running a group of their own alts. After all, why run 5 characters in a party just to do all content, when you could level 1 character with 4 other people and have a good time, maybe make friends, and participate in all content anyway.
  4. They are. we had events in ROSE NA 2-4 times a year where you had an unlimited use Stat, Skill and Unique Skill reset. The only thing it did, was make the players wildly grateful to finally adjust builds they'd been stuck with for months, and finally try something new and fresh. This existed, for several years.
  5. 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.
  6. Could optimize the client to not lag when loading in 30k polys..... That too is an option.
  7. You misunderstand the statement. The game shutting down, was not subjective. Doing the same thing, no matter how you subjectively feel, will result in the same objective outcome. Was a nice try with a gotcha, but this aint my first rodeo.
  8. "I strongly disagree" Good for you, that's not an argument. " Not being able to fly is part of a system..." Not being able to fly is the distinct lack of a function. "...and it's integral to the feel of many games, ROSE included." One would argue, from the professionals* at places like Blizzard, Activition, EA, Naughtydog, Rockstar and more, that you build your world first. Then you design the systems that interact and make use of the world. Because that's what they do. You don't go "I want a game that have robot mounts grappling hooks pirates and poker because those are the core systems that give my game life. Now, what does that world look like..... It's illogical. And you'll design yourself into a hellhole. "The developers are not planning on adding a follow player function because it is not in the spirit of the game" Yeah, they don't have to do that because they already have it with the Cart system and using a backseat... You seem to conflate the games intractability, with what gives the game it's character. But, lets for fun say you are right, and the systems contribute to a games feel or spirit. What kind of spirit does a game have, if it's constantly limiting and annoying you, or telling you that because you don't feel like doing the exact same thing today, that you need to go invest another couple hundred hours to get something slightly different. I'd argue, that games feel or spirit, would objectively [not subjectively] suck. In fact, we have an example of that. it's called *drum roll please* ROSE Online! Or did you forget it died, not once, not twice, but 5 times on official servers and version. Not addressing the pain points, and saying "but they're what define the game" is literally going to repeat the same results. A dead game, shut down, because it was too annoying to bother with.
  9. I'm fine with a zulie fee, just don't get all gung-ho on the number of sinks in the game or else you'll have a deficit economy and everyone will go broke. People forget the inflation seen on NA took 15 years to happen. It didn't start out that way. But as long as it's reasonable? And by reasonable I mean easily affordable to swap once or twice a day without breaking the bank, then sure. I could support that.
  10. Oh I'm sure you have. Any successful mentions you'd like to name drop? The spirit of a game isn't it's systems. It's the lore, the world and environments. The style, texture, grit and scope. Systems and mechanics are moot to the life a game has, all they do is impact players tactile feel. A game can be beautiful and wonderful to look at, but if it feels like shoving a dead horse through sand dunes and resists you at every opportunity, then you have a problem.
  11. I'm not re-leveling a character, just because I got bored of the playstyle of a build, in order to preserve an artificial sense of commitment in a video game. If that's the way of things, I'd pack up and go somewhere else that doesn't force me to waste unreasonable amounts of time to make minor adjustments in build. I've been reading through the forums for a bit today. And I've noticed you have a tendency to argue for things to stay the same, or the spirit of the same in terms of limiting, aggressively interfering with or obstructing player freedom as a design feature. I'm not sure if you've noticed that, but you're very passionate about preserving a very old way of thinking with game design, and if they applied everything I've seen you support, the game would be so rigid, I'd never even touch it, let alone enjoy it, continue to play it, promote it, or support it with any form of patronage. Maybe something to consider.
  12. You weren't around for the mega clan phase of NA I take it, where 2 or 3 clans had 500 members and all slots filled. Overwhelming majority of people joined those 3 clans, for passives and social benefits. It effectively destroyed smaller clans, start up clans, shut down competition, and bred a large amount of animosity. People forget that 50 people, is a LOT of people when you're all online and coordinating. Max clan size should be 50-100 range. No bigger. Keep it more of a personal experience. And don't over-populate a single clan into being too big to compete with, and stiffle all competition and up-start clans. It's bad for the player experience.
  13. When I read the title of the post, this as the first idea I had. Do this. This makes sense.
  14. Unlimited. Free. Maybe a 10-30minute cooldown per use. Adjusting your build to participate in content is fundamental in every game. Asking players to level 3 characters just so they can do Dungeons, Farming, or PvP is nonsensical and an antique / archaic way of looking at it. Once again, it's nostalgia limiting scope of vision. Stop making compromises because we never had resets and just ask for what everyone really wants. Respectable, free resets within reason, that allow 1 player character, to do all forms of content with minor adjustments on reasonable cooldowns. none of this needing to have a PvP loadout, and PvE loadout, with level specific resets and or paid tradable/non-tradable reset, like. Just stop complicating it.
  15. Make buffs a passive aura that you need to remain near your party members to retain. You don't have to spend mana or activate them [unless you want to], they're always on and simply coming into range of your party provides the benefits. That means you have to actively be participating with your party, at minimum in the danger zone [DANGA ZOOOONE] in order to benefit. Also get put a duration much shorter on Bonfires and Flames. That should require more up-time maint.
  16. Been done a thousand times before. There's a reason they always die. No one wants to play the same, solved mmorpg they'd spent years in. Stagnation is a thing. Nostalgia is a potent drug, but it's fleeting. And being fleeting or fickle does not make a stable base upon a core product for business can be built.
  17. Ah yes, the question that I've contemplate for 10 years. I got some major system changes I'd put up. 1: Spell Crafting and the Removal of all Classes. - In very short limited detail. You select the Animation from a list [dependent upon weapon type you opt to wield] an archetype [heavy strike, rapid strike, arcing strike, etc] Damage type [physicals being piercing, slashing, crushing, Magical being Shadow, Holy, Sorcery, or Elemental being Fire, Ice, Wind, Earth or Poison] [Advanced balancing algorithms would need to be tested.] In short, you craft your class similar to classic DnD RPG fashion. 2: Obviously modern day stylized / anime inspired graphics. Ballpark it somewhere between a Modernized version of Dark Cloud 2, Genshin and WildStar. 3: Physics with interactable Environments. Scaling Mountains. Gliding/Flying Physics. Swimming. Spelunking. so forth. 4: Remove Instancing for leveling dungeons, have them be over-world locations with NPCs reacting to player presence. 5: Scaling End-game Dungeons [If you play gameslike WoW with their M+ Key system, something similar. Progressively scale up dungeons to meet player skill, opt in only]. 6: Rogue-like Deep Dungeon / Dungeon Diving single player mode. 7: Solo-qeue Ranked PvP duels, that yield rewards. Random Qeue in. [This is in addition to standard group pvp modes] 8: Bring back, and massively re-tool Factions. Implement missing factions [Gypsy and Ikaness]. Fundamentally incorporate factions influences in the world. 9: PAT Over-haul and game modes / engagements that requires PAT participation. 10: The most important. Continue. The. Hero. Quest. ROSE feels shallow as is, due to a major lack of narrative direction. Story drives purpose. Purpose gives legitimacy to the games constructs. Legitimized game constructs and mechanics make gameplay feel rewarding and interactive, even without rewards. That's my 10 major things I'd instantly snap my fingers to accomplish if I had infinite money at my disposal.
  18. Alpha and Beta are designed to test changes. If you're adverse to that on principle, no one can change your mind. If you're willing to test it and feel it out yourself before making a conclusion, you're a sane, stable and sensible person. The way I see it, they need to push these changes to beta sooner than later, purely for the testing of major overhauls, before going into the balancing and honing that usually takes place in Beta. Open the flood gates. Test it all, Test everything. Submit it to the hammer of scrutiny and lets truth ring free.
  19. It's not a leader board, it's a score "sheet" that shows at the end of the instanced dungeon. It already existed for PvP but not Dungeons.
  20. Ashura, I hate to be short about this but, almost everything you said was outdated or wrong. IM buffs on NA aren't more powerful, they only lasted longer. Buffs were and are good through out the entire leveling process. Heals are way bigger than 4k, and you're not counting fires, heals, and healing over time all stack. Vigor Water doesn't exist in NA. All HP potions in GA modes [Arenas, Dungeons etc] have a cooldown and food isn't allowed. Cleric are great, that part was correct. But your view of things isn't of NA, I can tell it's very much influenced by either iRose or private servers. It's very much not accurate to the current NA client the DEV's are using.
  21. I'd advise being wary of voicing despair over how someone choses to look (I give you permission to insult my looks, I personally don't care) Even if I don't like every player-creation I see, but I don't deny everyone else the options said "offender" used to create it. You'd be throwing the baby out with the bath-water at that point.
  22. iRose buffs scaled off INT [if you were a Cleric**] Evo buffs scaled off the stat being buffed [buff sets] NARose buffs scaled primarily off CHA, secondarily off Class Stat. [Common misconception, but class main stat does increase buffs, just not as much as CHA] Generally speaking: if you do not know these facts, I question your ability to accurately* provide discussion points as fact in a debate or conversation regarding the state of Classes, Builds or Stats. You simply lack the knowledge and experience. You can and are encouraged however to provide your subjective opinion or feelings regarding a change. It might hold less merit than experience and testing, but it still is a factor. Lastly, don't try to win an argument via insults. There are rules against it, besides the fact it comes off as an incensed balk, and not a true counter point. My personal opinion is Cleric are the most influential, powerful, omni-class in the game. The simple fact the buffs being changed is the biggest discussion is proof of how overly reliant upon Cleric and Buffs the players are. I have accepted to a fraction of a degree, that players will never accept ROSE without buffs. So changing the reliance for said buffs from a singular class [who is also the sole healer, and more than capable of tanking several players/monsters while dealing competent damage and crowd control] is justified and later to arrive than it should have. (I have used both my opinion, and facts to explain my stance here) **Depends on source code, version and/or server
  23. I want to clear up some misconceptions here. "Now I’ve heard and read, that the developers intend to remove offensive buffs from the cleric and give the other classes a class specific party buff" Other classes in NA have for a very long time, already had their party buffs. over 5 years easily. That wasn't a new element, the only new part, was Clerics not having ALL the buffs. "Clerics, on their own, are just not very strong" Debatable. They're the only class capable of healing themselves reliably. Their damage may not be the BEST, but it's actually not the worst. There are good and strong ways to build a Cleric for damage in NA. "However, any other class can just use heal potions and food to recover missing health," Potions have a cooldown, and food items are not allowed in any Game Arena mode. You absolutely REQUIRE a Clerics heals [usually Salamander Flames] for a long gearing period at end-game while doing Dungeons, Arenas, and even some end-game open world Bosses. "and take a portion of not only their exp" This isn't a mechanic in NA's code. There is some net-code problems with Party feature, but that's a different problem currently. The tether/link ideas are interesting. And I also like an idea I heard prior being an "aura" style buff system that requires you to stay near the person who gave you the buff. The bubble's are actually MMORPG standard fan-fare and a perfectly fine idea. There are 2 main types of healing in RPG's, Restorative support that recovers damage after you've taken it [Heal], and preventative support that protects you from an amount of damage before you take it [bubbles/shields/barriers]. The drop rate increase I personally don't like. That just means if I go farming for literally ANYTHING in end-game, I'm going to be at a disadvantage without a Cleric [who might also snipe my loot while they AFK to "support me".] Not a fan of this one. Plus that's more of a Dealer identity, not a Cleric.
  24. Late response but I do just want to say, 9 isn't what we all remember. NA players had higher than tier-9 refines for over 8 years. And there are many, many NA players who are looking at this as getting the singular version of the game we had available to us back, and not "just another iRose private server experiment" or something akin to that.
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