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Sneaux

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Everything posted by Sneaux

  1. Is a resizable and movable mini map part of the plan for the updated UI functionality? Could Quest markers on the map be visible from any distance?
  2. I like this idea, and it seems like it'd be relatively easy to change. One thing I would suggest is for players to be able to turn it off and instead show in normal range, similar to how you can disable trades, whispers, etc. Some players don't want to be easily found or seeked out.
  3. Hey there I'm Sneaux. I started ROSE during iROSE in 2005/2006. Since then I've played naROSE pre and post Evo, RuffROSE, 7Hearts (for which I was a forum moderator and part-time Event Team member), Akram Online (for which I was a designer/content developer) and a handful of other large and small private servers. I even tried to run a server or two but never got off the ground. I love this game more than I thought I ever would and I still regularly play when I can. My favorite go-to class is Cleric, specifically Katar DEX Clerics. I really enjoy solo play but I like a clan or party here and there. I've made each class at least once, but Mage and Arti are my least played. I'm excited to play an official ROSE again, hope to see you guys there.
  4. My greatest memory was a combination of experiences from iROSE during my first weeks playing. My best friend at the time convinced me to try it after I'd basically only played games like Runescape and Ultima Online, sandbox-y MMOs. The first time I logged in on Birth Island and started exploring, I was hooked. I felt so accomplished when I got my first Leopard Ensemble and Bamboo Spear. I also have fond memories of exploring Luxem Tower Valley and Zant. I have a specific memory of being in Zant at night and looking up in the sky and seeing part of the Pillars of Creation that are in the Eagle Nebula. That was the only time I'd ever looked up in the night sky on a video game and felt small. I still catch myself looking at the night sky in ROSE and remembering the time I've spent on this game over the years.
  5. I don't personally know if there's still CP farming. How do clans get more clan skill points? @HoneyBuns
  6. If there are no levels, then any part of this suggestion that involves clan levels can be changed. Fees and bonuses could be flat instead of variable. Thanks for the info, Honey.
  7. From everything I've read and heard from the Devs, they are interested in making the Unions have a presence again. This is why I went ahead and put this suggestion up. Union War could be added back but I don't know if it will, and I didn't make any suggestions for that specifically because I wasn't sure. The team definitely doesn't seem shy about overhauling or changing aspects of gameplay if there's a way to improve it. Unions could be a fun team-based or co-operative activity, so why not? I did play Evo ROSE a little bit but I hadn't played naROSE in 2-3 years before it closed probably. I don't really know how clans operate in Evo normally, so that was based on my existing knowledge. Do clans not have levels anymore? Because that's the only change that would affect the way this suggestion operates for clans.
  8. Greetings, Visitors! Let me start by saying that the purpose of this suggestion is to increase the amount of available Union Quests, offer co-operative Union Missions and Quests as a new, on-demand activity for parties and clans, and to allow Clans to have some effect on Unions and vice versa. First, let's break this up into categories: General, Union Quests, Union Missions, and Clan Support of Unions General: Unions each have a standard "playstyle" that fits one of the four 1st Jobs and their available rewards are largely determined by this playstyle. Arumic Researchers would have rewards that benefit and relate to Muse jobs. Ferrell Guild Merchants would have rewards that benefit and relate to Dealer jobs. Junon Order would have rewards that benefit and relate to Hawker jobs. Righteous Crusaders would have rewards that benefit and relate to Soldier jobs. After completing the 1st Job Quest, players are automatically enrolled in the Union that fits their 1st Job's playstyle. Players are allowed to change their Union once for free. Further Union changes cost a variable fee of 1,000 Zulie per player level. The exception to this is if you have completed a Union's Story Quests. In this case, part of the reward is a single-use free Union change so players can pursue completion in another Union. Union Quests: All Union Quests reward Union Points, some diminishing in amount the greater the player's level is compared to the Quest's recommended level. Unions have Story Quests available every 10 levels from Level 10 all the way to Level 250. The majority of these Quests would be accessed from the main Union Reps in Junon Polis, but start off in Zant. These Union Quests would follow a different Story Arc for each Union, focusing on their activities and what they provide to the kingdom, potentially interweaving with Episode Quest story points. Union Story Quests would not diminish in reward, so as to not punish players who start them late into their character's life. Each map has a Union encampment for at least one, but possibly each, Union. Example: Arumic Researchers camp in Forest of Wisdom studying the magical properties of the Great Tree and smoulies with related Quests. Each map's Settlement (covered in my previous suggestion Map Exploration, Settlements, and Quests) would have 1 of each Union Representative that would have some daily Union Quests and small Union Reward shops. Daily Union Quests would offer a greatly reduced reward if the player is over 10 levels past the Quest's level range to prevent abuse. Union Missions: Union Missions are story-driven dungeon-like activities for same-Union parties to complete. These are co-operative missions involving monster extermination and some puzzle solving, with a mini-boss and main boss in each one. Mission Objectives are determined on playstyle elements for each Union, but are doable by any class. Each Mission can be completed in different difficulties, such as: Easy, Normal, Hard, and Hardcore. Union Mission loot consists of Union Points, Zulie, materials, consumables, Union-themed gear, or a combination of them all. Mission Loot can be better or worse depending on how the players performed in the Missions. Missions could have multiple tracked parameters that determine this, such as (but not limited to): difficulty, completion time, how many monsters were killed, how many player deaths occurred, and if the mission was finished at all. Completing a Union Mission on Hard difficulty enables "Hardcore Mode" that limits the party to one death and buffs up the monsters inside, but yields much greater rewards. Missions stop rewarding Union Points when the player is over 10 levels past the Mission's level range. The exception is if you complete a Mission on Hardcore Mode. These will always grant at least some Union Points, diminishing in amount the greater the player's level is compared to the Quest's recommended level. The minimum reward of Union Points is 10 points. Clan Support of Unions: Clans can choose a Union to support. This can be chosen at Clan creation and can be changed once a month for free. Clan Leaders can also change which Union to support whenever they choose and with no limit for a fee of 100,000 Zulie. Completing Quests and Missions for the Union your clan supports gives a bonus to the amount of Union Points rewarded. Clans receive a discount on Union Shop items from their supported Union. If Clan Skills Exist: Clans can receive special Clan Skills from their supported Union. Clan Leadership can activate co-operative, unique Union Quests for their members to complete together. The Quests available are offered in various different level ranges. Thanks for your time reading my suggestion! I think this would not only expand the available Quests and Lore for Unions, it would also allows players to support a Union from Level 10 all the way to Level 250 and still receive good rewards. I think the clan-based Union activities are a great form of co-operative play and also rewards clans for being active and leveling up. Unions always seemed like a huge missed opportunity to me and this suggestion is an attempt to address that. This of course involves a lot of lore writing prior to implementation, but I think it would pay off greatly and would work well in ROSE Online's universe. This suggestion doesn't have any specific inspirations, but features a lot of things common to co-operative games and MMORPGs. Like always, please let me know what you think and where it could be improved.
  9. I see, that would be cool. As some examples, Arumic Researchers in Forest of Wisdom studying the tree with related Quests, Junon Order in Kenji Beach observing and recording Doonga and Krawfy movements with some stealth and intel oriented Quests, Righteous Crusaders in Gorge of Silence combating golem offensives and securing the village area, and Ferrell Merchants in Goblin Cave organizing supply and resource gathering operations. This will make it into my Union suggestions post if you don't mind.
  10. The main Settlements I was envisioning the village in Breezy Hills, but you're right it could just be a few tents around a campfire. What would be the function or purpose of giving the Unions their own areas in each map? I love any idea expanding Unions so I'd love to hear more. I have a lot of Union related ideas I plan on posting in a separate topic.
  11. I like the idea of Union settlements, but I worry they would end up taking up too much space. However, what about expanding the Union presence in Junon Polis and also adding little Union areas to every large city instead of Junon Polis only? I'm not sure how it was in late stage naROSE but I remember Unions only being a thing in Junon Polis mostly.
  12. I like the idea of making monster spawns count as a "Point of Interest" for sure! I also like enhanced monster spawns being harder to get to or in unconventional spawn areas. I can also see the fun in getting something like "Map Completion Points" as a resource that can be used as a currency to buy stuff like Blue Crystals, etc. Each point discovered OR each map completed could reward points that could be spent at a new NPC shop, maybe an "Explorer" or "Cartographer" NPC. Thanks for your input!
  13. Greetings, Visitors! Let me start off by saying the purpose of this suggestion is to encourage player exploration of each map, provide convenient NPC locations in every map for things like buying foods/potions/ammo, refining, storage, etc., and increase the amount of available Quests and Lore Building. ROSE Online's maps are generally pretty awesome, but lots of them are quickly passed over or ignored entirely. Every map gets a "Settlement" area. These Settlement areas function like small villages. Think of the village in Breezy Hills and you understand what I mean. These Settlements would include various NPCs that are unlocked through Questing. Some maps already have areas like this, such as the one mentioned in Breezy Hills. Maps that do not have areas like this would be modified to include them. Maps that have existing villages (like Breezy) that are not main city areas (like Zant, Junon, Eucar, etc.) would be redesigned to function this way. The first NPC available, with no Questing required, is a food/potion/ammo Merchant. The quality of items depends largely on which map the NPC is on, increasing in quality for higher level maps. Quality of items sold is also dependent on the "level" of the Settlement, based on the player's Quest completion for that map. Every map has a line of Quests for the Settlement that allow players to expand or improve the NPC availability in the Settlement. Fully unlocked or "leveled" Settlements would have NPCs for storage, food/potions/scrolls/ammo, repairing, disassembling, and refining. Fully unlocked Settlements may also have new Quests available that aren't related to expanding/improving the Settlement. These could be new, self-contained story arcs that would greatly aid in Quest availability and Lore Building. Every map would have a warp scroll available that would take players to its Settlement area. These areas could serve as convenient locations for Player Shops as well! Settlement warp scrolls would only be sold in the Settlement they are for. To buy Breezy Hills scrolls, you would need to visit Breezy Hills or buy them from another player. Quest amount, length, and errand would depend on the map. Most Quests would involve exploration, monster extermination, or resource gathering to secure and upgrade the Settlement areas. Allow players to choose a Union to support after they receive their First Job because... Unions would have Union Representatives in each Settlement that offer a daily Union Quest for that map. Every map's Union Reps have a smaller Union Point shop that offers level-appropriate Union Rewards for the map they're on. This could range from level-appropriate Blue gear to monster-themed cosmetics. Every map gets some map design love by adding new areas to explore, partial redesigns, or increasing the level of decoration on each map. A great example of this would be to redesign the Junon Polis map by moving the city itself to the south border of the map and repopulating the north and west parts of the map with more fields and monster zones. There is zero reason that the Junon Polis map should be 50% unusable water. Another good example would be making Forest of Wisdom actually feel like a forest map. Every map has Points of Interest that must be discovered by players. Players can fully explore (or "100%") a map to receive a small reward that could either be cosmetic items, a Zulie reward, materials, consumables, or a combination of them all. Reward quality depends on the difficulty of the map. This would be an easy way to add more interesting decorations and hidden areas to maps while also giving maps a reason to be explored fully. This also provides a purpose for higher level characters to revisit lower level areas. This suggestion would also give players a reason to visit every planet and every map to complete it for a character-specific Map Completion stat. When a character has completed every map's Settlement quest line and explored all the Points of Interest, they get a great reward in the form of special gear/cosmetics, materials, consumables, zulie, or a combination of them all. Thanks for your time! Let me know what you think and where we could improve or build on this idea. I think it's an interesting idea that would only add to the game in the form of extra content that is 100% optional. If players don't care about completing a map, there's no pressure to do so. A huge inspiration for this idea is Guild Wars 2 and its map exploration and rewards system. I think it's a great system that could function well in a game like ROSE Online.
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