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Vile

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Everything posted by Vile

  1. Specifically speaking, if they don't increase the level cap and we reach said cap by Luna, then each following planet would subsequently be at the same level, so you'd only have to entice players to lower levels of Junon and Luna. I'd posit that getting to max level before Luna would be a better position for horizontal progression to kick in, and thus Junon would be the planet you'd need to get max level players to go to. Funnily enough, people already voluntarily chose to hang out in Junon for convenience of market sake and putting up their vendor shops in the first major city. Getting players out to the various maps of Junon could be easily done with simple bait like you described. Simple fetch quest / missions on a daily refresh that give a steady supply of end game materials or consumables / cosmetic etc. So you're on the right track.
  2. Few problems with it. The first being that there is a reinforcement mechanic in ROSE na in which you can increase the max durability of an item (up to a cap of 100) via materials you farm in game and zuly. I can also downgrade but that based on RNG. The second being that Durability is tied to dodge rate and accuracy stats of an item. Dodge on armor, and accuracy on weapons. Third is that we already had that system in which if you repaired via a repair hammer, the items maximum durability would degrade, while if you repaired at a NPC / smithy, your durability was preserved. In short they removed it, because it caused more problems than benefits for immersion sake. Fourth is that while that is 1 way to make gear more consumable, and thus keep armor and weapons more in demand for longer periods, ROSE's gearing system is way way too influential on gameplay to adopt such a thing. Some people spend a year or more trying to get the perfect maxed out set for their character. The idea of that set either being broken before they finally max out it's potential, or needing to never use it until it's maxed out for a year or more is just clunky. I like the idea of paying more attention to your gear in combat/excursions, but ROSE doesn't have the right type of gear system to make it sensible in my opinion. It would be neat but just doesn't fit you know?
  3. It would be possible if the game had a Y-axis to detect height, but it doesn't. Since the water level is usually at a set height, anything under set height would count as under-water. Though they have varied heights of water in some maps like Anima and Adventure Plains, where you'd need to have the above stated collision detection. You could arguably use a proximity check / second that applies a stack status, but not all water is in perfectly round bodies, so you'd need custom dimensions, IE, again the hit-box collision. Personally, I'd take it a step further, and say if you went deep enough you'd be "swimming".
  4. Fairly obvious by the title but for further context and detail I'll try to elaborate. The Game Arena currently tracks and displays end of match statistics for PvP matches, however this functionality doesn't extend to the dungeons. I am going off the assumptions the base framework of dungeons will be used with new dungeon content or rebalanced dungeons, but would still like to suggest the minimum following if possible. Total Run Time from load in to final boss KO'd. Total number of: Damage Dealt, Damage taken, Healing Done, Deaths, Dispels/Purifies, Dodges, Critical Hits, Monsters KO'd Valor / Faction Point / Clan Points gained (if any) That would be fairly comprehensive, and assuming the framework of Game Arena PvP can be used, shouldn't be too hard to implement. I'd like to see this request for a few reasons, primarily to give some statistical feedback to players, without needing an API to hook in a damage meter, or to develop a combat log and third party parser. As someone who enjoys casually min-maxing my PvE/M experience or trying new builds and testing their functionality, these statistics would be an ideal middle ground to give accurate information but not boil it down to DPS/HPS which tends to become used in toxic or mean spirited ways. The other primary reason is for doing speed runs, challenge runs, % runs etc on dungeons for a player driven competitive PvE scene. I personally loved a point in time when a few of the clans in ROSE were doing speed runs of the dungeons and posting videos of their best clear times and would love to see that return. The negatives I see are mostly along the lines of costing some development time, though how much I cannot guess too much at. And as with any raw information given in statistical form, it could be used to brow-beat and shame other players «which should already be disallowed but that's a different matter». Seeing as that precedent has already been set with PvP I think the community would be mostly ok with the small chance that someone might need to be blocked, for the benefit of rough information about your dungeon performance. Cheers -Vile
  5. Make new, and hopefully "good" content. Word will get out, there's loads of people who've played ROSE before, waiting for something new. Just focus on making a good game, everything else happens naturally.
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