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Sneaux

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Posts posted by Sneaux

  1. Mages can be pretty squishy but with Mana Shield you can tank a LOT of damage you wouldn't be able to in older, iROSE scenarios. I have yet to level an Artisan but so far, with the buff allocation and using food/pots, I've been able to solo level every class. Dual clienting is probably the most efficient way to play, but it's not required to get to Lv 250. Having a Cleric with you in general isn't required anymore, though the Heals come in real handy.

    Soldier is a nice intro class too, as you are tanky and can dish out damage as well. A lot of players will use Spear to level to 2nd job and then decide where to go from there as Spear has a lot of AoEs you can use to complete Quests. Same for Mages, though they're squishier without Mana Shield active.

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  2. 6 hours ago, Buffiies said:

    With its structure. Rose has a lot of massive buildings and structures. Everything is too big for the actual character model (kind of funny when you think about it, can't even reach up to the table in some places) and everything is robustly built. This sign has two sticks that are so tiny and slim and in perfect form, that it makes an odd feeling and it sticks out. 

    Thank you for the comment, I understand it's a job that takes time, and it is not easy. Even if you think ''How hard can it be to make so the hair doesn't stick out from the hats?''. The idea is easy but the actual coding/fixing takes time. If you want a second opinion on something, am glad to take a look at them, It would be an honor to work on the game a bit like I did before. One of my favorite things in Rose is costumes and I just love the nature and environment of Rose.

    Those new hair styles are a pain in the butt! Haha. We have a very talented volunteer artist who worked on some new hair styles a while back and I have those prepared for the game. I'm not sure when or how they'll be implemented. And I've asked that same volunteer to work on fixing up the existing low quality hairs. Again, not sure when that will be done as their time is restricted and they work on a volunteer basis. But I trust them with the hair improvements, they'll do a great job with that.

    After you brought up the CvC banner, I looked at it again and I definitely could have built the model up a bit more. I think I'll modify it in the future to have some feet or a foundation on each pole and maybe beef up the poles a little as well. I'm not above trying to blend the object in more. Another area that it may feel out of place is that it's placed in the map as a fake NPC basically, and that means it doesn't have lightmap baked onto it or onto the terrain from it so it can look out of place for that reason too.

    Thankfully this time around, the CvC banner is a temporary decoration added to Junon Polis to celebrate the winning clan and won't be around forever haha. Hopefully we can make some model improvements between now and next CvC.

  3. What is it about the CvC Banner that feels particularly "p-server and odd" to you?

    As far as the costumes go, they were from WarpPortal but I wholeheartedly agree that their quality is lacking. Some of the normal gear quality is lacking too. Addressing poor quality textures and models is on my list of things to tackle. Of course, going through each equippable item in the game and reviewing for needed edits and then completing those edits is going to be a long process but it's something I think is very important to do for the game's art style and presentation. 🙂

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  4. 35 minutes ago, LordAlbion said:

    Great, why not let everyone enjoy it. They seem determined to create a gap between players with money and without.

     

    Because this is an Early Access focused on finding and fixing issues. This was an issue, even if it works as designed by the previous devs. The issue was fixed. Trust me, as the server matures the zulie people made using this for Lisent U to sell isn't going to make a difference.

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  5. A lot of what you're saying makes sense from an iROSE perspective where buffs were super OP and 100% necessary. But on this ROSE that's simply not the case. Buffs are weaker on average and a lot of that "power" was added to Passive skills instead. Older players put a lot of emphasis on needing full buffs to play and that's why they dislike the Cleric change. But you don't actually need full buffs to play the game. I'm soloing better here with only my limp noodle Muse buffs than I did on iROSE with full Cleric buffs. On naROSE, class buffs were already stronger than Cleric buffs so people were doing the same thing; finding other classes for the best buffs.

    The game should be balanced to where full buffs aren't needed and I think good progress has already been made in that direction.

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  6. But, like...Dealers could and 100% would still be able to craft more ammo in the field. If your Scout runs out of Bone Arrows congratulations the Artisan in your group can craft more on the spot still. But wait, what if your Artisan doesn't have the materials to craft you more ammo for some reason? Oh right. This suggestion takes effect and you can use crappy, already free base ammo instead until everyone's ready to finish their grind session instead of having to stop and go back for materials or more ammo. This isn't a suggestion for changing Ammo materials to something easier to find or things more commonly dropped. That's a good idea, make a new post for it if you feel this passionately about ammo crafting.

    Also, people who never go back to town for more food, ammo, etc and live off of their loot can still do that. It literally wouldn't change their preferred, niche playstyle unless they wanted it to change it. They can still play how they want to.

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  7. 1 hour ago, Bobbity said:

    Sorry if it came off like a rant. It feels like you aren't a dealer because you don't seem to think like one. It's not about the money per se, it's the entire Dealer experience.  In fact, it's the entire ROSE experience.

      Reveal hidden contents

    Imagine Dealers don't need to craft until lvl 250. No need for reinf, no hardened, no enchanted or endowed, just pew pew with launcher. Is that class still a Dealer? You're doing exactly that by progressively removing the scarcity economy that is at the heart of the dealer. We do all that because we're driven. That entire cycle of 'kill, loot, disassemble, craft, sell, kill, loot' isn't just because we like it but because that's what we do. When I hunt and loot it's because I'm satisfying a need. You're coming with the mentality that needs, deprivation and scarcity are bad and wrong. That's a pserver mentality. Pserver devs don't give a damn; if the paying customer wants his Faith costumes with +10000 ATK and ASPD then that's what he'll get.  Want wings with +3000 MS? Sure.

    We exist in an economy of (artificial) scarcity: of skill points, toughness, dps, money, inventory and storage space. Even connections. it's artificial but it's REAL.  If you have this fake ammo thing, dealers won't bother crafting higher dps ammo because it doesn't make fiscal sense to prioritize ammo crafting. It'd be a waste of skill points. The only people who'd craft better ammo are already settled, levelcapped, vending in Junon, prepping for AA and maybe some demanding dg like SC. 

    I used to craft backseats and reinf for a living. Most of my trade was by word of mouth since I sold significantly under market price. Of course, that meant slim margins but that was fine. if I didn't have to craft at all until level cap then I'd just be a visitor with a gun. What would I even be doing here? 

    So, TL;DR: you're taking away the need to craft instead of solving the problem by letting crafters craft. There's a significant LACK OF CRAFTING HAPPENING WITH THE SO-CALLED CRAFTER CLASS. Let them CRAFT. Modify the drops slightly, add 2-3 recipes in the crafting chain. Problem solved. No need for some stupid pserver hack like infinite free mediocre ammo. People should satisfy their lack of ammo by... crafting ammo. In CRATES. 999 CRATES. FROM LOOT. Holy crap, what an idea. Imagine SOLVING YOUR RESOURCE PROBLEMS THROUGH THE MIRACLE OF SCIENCE.

    Like, I understand what you're saying. But you're not understanding that the argument doesn't apply because Dealers already don't have to craft basic ammo. It's free from an NPC. Why would I ever craft the basic ammo as a Dealer? You're not depriving Dealers from crafting or making crafting pointless by letting people have easier access to an already free, junky ammo. And as a Bourg and Scout player, yes I would buy better ammo from a Dealer. No I wouldn't buy a basic ammo crate from a Dealer because it's already free. I want the best AP I can afford, so of course I'm going to utilize Dealer crafted ammo crates for ammo above the basic 0 zulie ammo.

    While we're at it, yeah I think moving ammo to the Consumable tab is a great idea and makes more sense than the Materials tab.

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  8. This was a thing in an old game I played called Ultima Online and crafters would become known for their skill and ability to craft by having their name added to their crafted items as a Maker's Mark. On that game you could only mark an item at max crafting skill. If you saw a name you knew that crafter was high enough skill to reliably make what you need.

    I wonder if it could be tied to something like that. Either level or skill levels, or maybe a stat threshold. I do like the suggestion in general. The same thought crossed my mind the other day.

  9. 2 hours ago, Bobbity said:

    You just quoted my whole post just to ignore it. Why? I have already stated why your idea is bad. Your post says nothing new and offers no meaningful solutions acceptable to Dealers or that is sustainable over the long term. This is not a pserver. You can't just do stupid stuff willy-nilly and ignore the consequences. What is your answer to what I proposed?

    Your post seems to have an issue with messing with Dealers' money making because someone suggested people could buy one use equipment ammo where you buy it and then you have it forever. I don't like that suggestion because it hurts crafted ammo profitability.

    So how is making the ammo that's already free and doesn't affect Dealers at all infinite and a default ammo conflict with your post?

    I read your whole post and it was just a rant about taking away Dealers' ability to make money from crafted ammo and ranting about loot drops and recipes. But they already don't make any money from the basic free ammo you can already buy at an NPC.

    So clearly you haven't been reading the whole topic here or you would have seen that, or maybe you just didn't actually read anything I said and raged out on me instead.

    Making the basic, already free ammo able to be used infinitely and by default when no other ammo is equipped doesn't harm Dealers' profitability in any way, shape, or form. Because they can already craft better quality ammo to sell and the basic ammo is already free.

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  10. 33 minutes ago, Bobbity said:

    No. I oppose this suggestion completely in its current form.

     

    How do I shot web, bro? Muses wield the power of a god. That's what mana is, the metaphysical 'weight', force, presence, gravity, importance and power of a being, and we are gifted with Arua's mana. Those who follow the muse path get to wield it in even more focused and versatile ways.

     

    I don't have a huge problem allowing hawkers to learn how to fletch arrows. If a level 10 dealer can do it with just a leg bone and some wood it shouldn't be beyond a hawker's capabilities to learn it eventually. I'd support it as a PvM valor skill, something you'd work towards earning and learning, not a basic skill. Dealers need to eat too. In the same way that we don't want ALL the buffs on clerics, we don't need to have literally ALL crafting on dealers. If a spear-champ wants to learn how to craft spears, who am I to stop her? Sure, she can't equip a crafting hammer so things won't ever be easy, but don't let your dreams be memes, guys.

     

    Now onto the meat and potatoes of the post. I am once again asking for your financial support you to consider the following: 

    • Economics is all about demand, supply, excess and deprivation, and most importantly, opportunity cost
    • Dealers are the economics-oriented class
    • if any ammo exists in a permanently free state such that you don't even need to buy it more than once you are depriving dealers of part of their economy
    • if bone arrows can be crafted from animal leg bones and any spare bit of wood, surely basic ammo can be crafted from a more available recipe

     

    Right now, gunpowder packets x25 + iron x5 through Alchemy can give you iron bullets. That's the lowest tier of crafted ammo available. Launcher enjoyers have to wait until they get to tiar-dropping maps before they get their turn (35-40 levels later?) In my experience, iron isn't as readily available as animal bone legs. It doesn't drop in large volume, nor is it reliably procced as a disassembly product. Yet it's used in NPC gear and a number of crafted items (even face items). Clearly, it'd be a balance issue to make iron drop more readily. Why can't we just have bean bullets and normal bullets made from varying quantities of free-dropping looted metals? Rusted iron, tin, bronze, copper etc. Or just some tier of bullets lower than iron bullets, essentially. Here's the current layout:

    Bean bullets: quality 5, dmg +3

    Bullets: quality 10, dmg +5

    Iron bullets: quality 15, dmg +9

     

    To paraphrase a great Ben Stiller movie, if you can make an air gun from rusted iron and tin you can make bullets from rusted iron and tin.

     

    Just the decision that a dealer has to make whether to sell looted mats vs store them is a huge part of why people become dealers (or should I say ARE Dealers.) The option to use these mats for enhancing their attack damage vs other options only adds to that decision, that feeling. It's the feeling of living between the extremes of a skint flat-broke scrub in mismatched patchwork looted armor and being the CEO of a major guild, commanding an army of lethal mechs, knowing you could become or go back to either based on your increasing knowledge and hard work. In other words, there has to be the risk of poverty and the glowing prize of wealth for dealers to be dealers. When you take away the most basic poverty one can experience, you're taking away an entire layer of decision-making from what it means to be a Dealer. You're also forcing a meta that should not be forced.

     

    I might've rambled there, so if you need clarity, let me know and I'll try to do it better.

     

     

     

    I think the best solution here is to make basic 0z ammo a default ammo that doesn't have to be purchased and is used when ammo isn't equipped. Leave the other ammos alone, no one time purchase ammo equipment. Dealers still need to be able to craft and sell good ammo.

     

    I do support making ammo stack higher than 999 though. But as it stands now, if we just made basic 0z ammo infinite you have to choose between lower attack and more ETC space or higher attack and less ETC space.

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  11. 23 minutes ago, Zeror said:

    I would call them Special Bindrune/Talisman/Apotropes instead. Basic in the name indicates that it's usable for everything and that's not the intention. It can be however. That Basic can be used on every item including IM items with a lower change, but the level X version has increased change of refining like it is already.

    Good catch. Or we could just repurpose the existing IM refine for this and leave the name alone. One material for all IM items and have it either drop on all maps or be purchased in IM. I imagine you could even offer bundled items that come with a certain amount of IM refines.

  12. I'd support adding in like a "Basic Bindrune/Talisman/Apotrope" as a refine for IM items that drops on all maps at perhaps a reduced rate compared to normal refines. Seems like a good way to add another sellable Mat drop and the economy needs something like that to help the zulie flow. On the other hand, adding an IM refine back to the IM makes the most sense to me. Personally it'd feel bad if I bought wings and then had to farm a refine or buy a refine with zulie to make it shiny. Versus just buying a pack of 50 IM refines for $5 or something so I could refine my IM gear. Obviously if they're added back to IM, they should be account locked and the refine levels shouldn't increase stats.

     

     

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  13. 56 minutes ago, merc2 said:

    Also cleric feels like the same thing, just with out its buffs. Now its just an afk healer pressing 2 buttons? 

    I mean, it is if that's how you want to use your Cleric. I use mine as a battle Cleric and in a party I'm a very active healer and backup DPS.

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  14. 13 hours ago, Sumbudy said:

    Its good as it is. Once zulie starts getting added the economy is going to be too crazy for most people.

    There's no way whatsoever that the current zulie situation can be considered good. Definitely not advocating for hyper inflation but zulie income needs to be spread out, not concentrated in a low level map and two repeatable quests. We need more repeatable zulie/EXP quests with less zulie payout per quest on average. Cutting the zulie payout on Krawfy and Doonga quests was a good idea, but it was half a solution. The other half is to offer more of those quests at all level ranges to keep zulie flowing and ease the Kenji situation by helping spread people out.

     

     

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