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Vile

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Everything posted by Vile

  1. Have you guys considered an over-supply bonus? adding extra materials beyond the minimum to increase the success? Future negative moments like this one could be avoided. While preserving the chance to gamble lower material amounts for a success.
  2. Yeah, they could both also quit with their friends! Lmao, I'm just joking. On the point of the topic, definitely should be listening to what the complaint here is, from my interpretation it seems it's a content issue. There also seems to be an issue where players feel there isn't enough people around to hang out with, duel, run dungeons with, or even just flex their achievements to. End game activities are definitely in need of revitalization, and expediting getting new players, and maybe alts, to that end game should be a consideration. Largely, you want the majority of your players in the same general area of progression to get a lot of "cross pollination" of activities.
  3. Man, that risk vs reward really feels good doesn't it lol. Sorry for your loss mate.
  4. "Dont change a game that was perfect."
  5. I think the Valor / Honor passives were fine, and were only removed because there was an IM version. It seems like anything with Item Mall ties was removed when most of it wasn't too bad. EXP boosts are fine, now that the games been out a while. EXP Costumes are also fine for the same reason. Drop rate modifiers IF offered in-game, need to have an in-game equivalent, 1:1 modifiers etc. Teleport Tickets were also fine as TP scrolls were only impactful prior to the Zulie inflation. The Skill Tomes from the IM/Premium Stores were also a huge blessing, and I would love to see them replace the one-time use books in the Valor and Honor shop. [They should not return in the cash shop] Paid mounts are fine, so long as there's proportionally equal amount of mounts to earn in-game. Having 9 cash shop mounts for every 1 in-game mount would be unacceptable. Glow painters, Clan name colorizers, and things like that are all fine. That about covers everything in the previous shop that I cared about. Socket drills, separation drills etc were also all fine so long as you could get them in-game within reason.
  6. Hey Rednim and Rosarians, long time no chat. It's probably pretty obvious I had taken a break from the game, and aside from the odd response here n there, I haven't been around much. So I wanted to address that in a way I feel might be beneficial to Rednim's team members and the community could use as a springboard to chime in on some things as well. So, why did I leave in the first place: To be honest, I saw my progression ending far too fast. There's been a recent thread here with some points raised, and some seemed to catch fire being that "people leveled too fast". Speed is highly subjective, and it wasn't my character levels that I felt running out too fast. It was numeric sources of improvement. I don't mince words often, when this newer version of ROSE was under development a very large function was being advocated for removal. I saw this as a huge mistake. I won't dance around the subject, Runes [Paradigm Runes] should not have been removed. To keep it brief as possible «this is a complex topic», Runes had a couple VERY strong effects that needed reigned in, and the largest community upset was with Warpportal rolling them out without fixing the duplication exploits, fundamentally making their progression null; but also with the fact that as is Warpportal tradition, there were pay-to-win elements. In fact, they were built into a secondary tier of pay to win, being the WP's GA Energy system, something derived from Gacha pay to win games and should have been stigmatized and removed long long ago. (Yes, this means you too Rednim, I do not see this mechanic as acceptable in anyway, and it should be removed. Period) Runes should have been reduced in Grind by a marginal amount, all RNG about upgrades removed, and balanced in regards to the more over-powered stats (AoE Radius, Skill Range etc) «Rednim already removed the items from the Cash Shop that were pay to win so this is already fixed» They were a corner-stone of end-game. Removing them without replacing the role they filled was asking for player dissatisfaction in my opinion. We'll get back to this as there's solutions to this missing end-game loop that don't involve bringing Runes back at all, so I'm gonna move on. What's stopping me from returning? So some of the issues of why I left are also listed here, as they're things that still affect me. The biggest reason I struggle to return is.... there's just nothing new. ROSE is an old game, heck, by some standards I am an old man and was a child when I first picked up ROSE. But ROSE itself, has barely changed. ROSE online since it's release over 15 years ago, hasn't added a single new class. They've added 1 new planet, which was rumored to have been in development at the time the game launched, as there is official triggersoft branded concept art of the mobs from Orlo. Which means there's never truly been a new planet that wasn't at least touched on by the original developers. There's never been a new weapon type added. The combat is still largely the same, and still facing the same issues of the same skills being used in PvP and PvE causing massive balance issues and complaints from both sides about one affecting the other and vice versa. New gear and character levels barely ever come out. No long form end-game progression like mastery systems, prestige, achievements, collections, professions/life skills, housing, etc. Everything we have right now, in end-game has been out in ROSE for about 8 years, with some of that content now removed and no longer accessible. There is less game now, than there was when it shut down. (Mind you, this isn't throwing shade at you Rednim guys, you've done great system updates, and added new and much requested features, you guys are doing a great job there, but we need more content not just systems) TL:DR Stagnation. Boredom. There just isn't anything new yet. So, here's what I'd like to see. These are the things that would make me consider coming back, personally. I'm not phrasing this as representing the community perspective, or what I think would do good numerically, this is just for and from me. 1: Scoreboard in Dungeons. Stat break downs of damage taken, dealt, healing done, highest critical hit, valor gain, clan point gain, etc. 2: Mastery / Prestige / Achievement System: Some sort of long-form criteria based system that slowly rewards more power in certain scenario's. For example, clearing CoU 100 times gaining some title and a permanent passive minor damage increase to spiders in CoU. I see these as possibly taking Runes long-form end-game progression place. 3: New Map[s]: New maps on Junon / Luna etc with high level to end-game mobs. Farming levels should also not require the higher level planets at all points. 4: New Class / Weapon types: Some more class / gameplay variety really needs to happen at some point. 5: More Story & Quests: I really want more story in the game. And I really want questing to be rewarded. Nich items, collectible cosmetic items, fun silly items, and maybe some cool powerful items at those levels. An MMORPG needs to have story, and lore to bring a reason for the world existing and the player to care about the outcomes and places. Expecting players in the modern game to "make their own stories" in a game with nothing to use, just doesn't work. 6: Make PvE and PvP skill tree's completely separate. There's 6 things that would really get my attention and provide longer life at end-game for me. I often try to represent the community in the best way I can, even if I fail sometimes, but this time it's about me and what I want. So if others disagree, that's totally cool. I hope this gives some positive fuel for the fire at Rednim, and illuminates where some issues may be. I want to see ROSE thrive and grow and expand. Being stagnant about all these old systems and claiming ROSE's identity is stagnation only signs it's perpetual diffidence, preventing it from growing. I'll keep an eye on the project as I have been, and hope to see some new cool content and features soon. Cheers community, and keep cranking out work Rednim team.
  7. I find this to be a better indicator of votes [edited at the time of this post] It is formulated to essentially be Of the number of people who voted [44 at the time] this number of people or, this % of people, voted on this option.
  8. Oh no that part was a joke that dealers are so permanently terrible outside early gear brackets that no one even considers them lol
  9. Raiders have always either been the Developers favored pet class, or notoriously hard to balance. It will remain that way until Dodge is changed to a proper rating system with diminished returns and making accuracy valuable. Til then, the problem will never go away. Also like how it's so far from any thought that Dealer wasn't even mentioned lol.
  10. It's possible it's on a loot table, with a base chance of 0% and you need the correct item drop rate gem equipped for it to then have a base chance to drop. But that's just me speculating on this while I poke around the recent threads. Good luck fellas.
  11. Cross post from general
  12. What the other two above said is accurate. It'll feel terrible at lower gear levels since the gap between fresh 250 and a fully geared 250 is effectively the difference of about 50 levels [give or take]. Just consider your 250 and current set to be about half way up the gap, you got a long ways to go.
  13. Doing any amount of damage to a quest mob should qualify as participating for the purposes of the quest. Shrimple as.
  14. Launcher Artisan was better in raw damage before the alpha changes. Guns were better for range, and earlier application of sleep and fleeing. Artisans have more problems than just the debate between gun vs launcher. It needs defensives, a decloak option, and it's crafting impact needs to be looked at I imagine they're struggling for work by now outside of gemstones, potions, and MAYBE ammunition. If Artisan gets attention, it'd be incentive for me to play the game again. No promises. [Not that it is special me playing, my point was, a number of players would return to the game if Artisans were good at combat, seeing as it's their favorite class]
  15. Out of curiosity. If you scaled everything down proportionately, then all you're doing is removing 0's. Everyone's relative market value remains exactly the same. You've effectively changed nothing other than the cosmetic appearance of that wealth. I hate to put it so plainly but, it would literally do nothing.
  16. Try changing your resolution to reset window positions.
  17. Just make sure you delineate in your mind the difference between a lump sum of market total liquid funds and a value or volume transition total. If you take 250million and transfer it 4 times, that doesn't mean there is 1 trillion liquid in the market, but that market can support a trillion in transactions by exchanging a smaller total multiple times. I haven't been logged in recently enough to weigh in on where I think the market is at.
  18. Guide updated to reflect recent changes. Sorry took a bit, I'm not actively monitoring the game. Goodluck to the Mages who've re-rolled due to the recent nerfs, especially the Dungeon mains, hope you find something else that's fun to play.
  19. I think it could work either way. But far be it from me to question the crowd. So if it does revert to a first hit only here's some concerns to design around possibly. 1: How long does the tag count. Can you tag the mob, tether it back to its spawn and afk until someone else kills it? 2: How does the tag count drop modifiers? Can you theoretically take a level 1 visitor to higher level maps, tag the mob and then immediately kill it with a max level character to get the best rates on uniques or materials? What about a level 100 Bourgeois with maxed stockpile? 3: How would taunt/sacri play into it. Does it count as a tag to apply taunt, or another status that doesn't apply damage? Just some curious things to think about, and maybe some others but I can't think of them off the top my head. Just observing from a distance and thought it was an interesting conversation.
  20. Raider: Runs through room gathering mobs, fine. Knight: runs through room gathering mobs, fine. Cleric: runs through rooms gathering mobs, fine. Champ runs through rooms gathering mobs, fine. Mage runs through rooms gathering mobs, problematic. Doesn't matter anyway. Balance in ROSE just means Raiders are the top class.I give up. Make it whatever you want. Enjoy your Scout and Cleric team.
  21. At least I have the nerve to not use a bunch of fake forum ID's.
  22. What HB said is accurate. the method is unknown. I have a pair, and it was sheer luck that I triggered the spawn and killed it.
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