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PurpleYouko

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Everything posted by PurpleYouko

  1. The basic XP rate on the old NARose server was WAY too high IMO. What it needs is to be balanced a little so that it's just slightly less grindy at higher level but MORE grindy at low level Next you will be asking for ..... Reborn. ugghhhh!!! That's the kind of crap that has ruined Rose for so many players over the years. They come in, level up to max then have nothing to do so they leave.... forever... with a bad taste in their mouth. I'm afraid this is a Hell NO for me too.
  2. This is a rather broad subject but could potentially open up the door for a whole bunch of new features which will make the game better, more realistic and more interesting. I'll start with a basic overview. Has anyone ever noticed that many monster spawns overlap walls, trees, building and the edge of maps where the ground becomes almost vertical? It's extremely annoying to me when I'm trying to target a Woopie and the stupid thing just runs into the wall around Zant town and disappears. Or pumpkins bouncing up the cliffs so you can't reach them. How about when a monster drops a rare item and it drops INSIDE A ROCK so you can't pick it up? That has happened to me so many times. So how do we fix that? Using collision detection in the client doesn't help in the least since the position of all spawned game objects is controlled by the server. This means we need collision detection in the server. But how? you might ask. Well that's a problem that I have already solved. All we need is a collision grid file for each map. Using this we can assign areas for normal land, water, edges that cannot be passed and so on. We can even specify different types of ground. Grass, paths, towns or pretty much anything we like. With a small change to AIP and/or QSD handling we can reprogram monsters to keep them where they belong, stop them wandering off the map or whatever. We can even use the settings to simulate barriers to stop players from going off the map. Creating the collision grids is time consuming (at least the method I used was. maybe somebody else has a better idea of how to make them) but it is a solved problem, as are all the mechanics that are needed to make the system operable. I would be willing to share my solutions to this and other problems. Specifics of what the addition of this mechanism can do: How would you like to see some spawns that are able to move dynamically? How about the possibility of armies of Jelly Beans over-running the village in Adventurers Plains? and triggering a server wide event for all players to come and save the map by pushing them back out of the village? Using this kind of collision detection we can allow a special Scout type monster to spawn occasionally. It will simply run around the entire map (in allowable places defined by the collision grid) and when it finds an open spot it will create a new spawn point (possibly by morphing into a "spawner" type monster, whose AIP allows it to fill it's new spawn with new jelly beans over time before eventually making a new Scout). When a spawn is created in a designated "Town" zone then it can be used to trigger an event as described above. Maybe the NPCs might run away until the spawns are cleared. The specifics can be discussed if anyone is interested but the possibilities are endless. Dynamic events, Even monster types fighting each other, factions? Will you support the Jellies or the Choropies? Whatever. You get the idea right? I can go into a lot more detail and explore further ideas that this system could help to implement if anyone is interested.
  3. It actually does have that capability. It is specifically ignored in the source code. We even have a special routine that gradually decreases height above ground when you run off a high cliff. TBH adding flight to the game would be pretty easy. Not trivial but definitely not too hard to do. Whether we would actually want to do so is a completely different question as it would introduce a whole new set of potential problems, primarily related to the fact that we have individual maps rather than a continuous world. It wouldn't be all that hard to switch to swimming mode when in water. It would require a lot of new game mechanics and animations but technically not too difficult. I have to say though, I agree with Shid0x. Running through water and pretty much ignoring it is one of the features that I always liked about Rose
  4. Not really an option here. My kids were the ones who introduced me to the game. They are both over 30 and married now.
  5. Can't think of a better place for this kind of suggestion personally.
  6. That kind of is a setting. I thought this was common knowledge. lol
  7. PurpleYouko

    PET SYSTEM

    An entirely new class that splits the attack abilities of the player and their permanent pet would be an option, It would be something like the Hunter class in GuildWars 2 Might be a tad difficult to balance though
  8. The big problem with suggestion is that there is no easy way to determine if you are actually under water or not within the games code. The water level is just a defined plane within the graphic definitions of the IFO files. The server has no current way to even determine if you are under water or not It would require some kind of collision map data on the server side along with a whole new bunch of additional code in the server. It's possible but not without a fair amount of additional code. However it's far from impossible. I've already coded everything needed for just such a concept as test code using the 137 codebase. It wasn't intended for this specific purpose but It could definitely be done.
  9. It's not there to punish them. The point is to make it possible for them to go back to low level maps and still actually enjoy playing there. It also makes farming possible because ALL the monsters on ALL the maps will still drop loot. Where is the fun in bringing a high level character to Breezy Hills? or Zant? They one-shot everything. They get no XP. They get no drops. If you were scaled down to a reasonable approximation of level 15 or so then you could get drops and actually have some fun taking part in level limited quests
  10. Name: PurpleYouko Gender/country/age: Male /USA (England originally) / 58 Preferred name to call you: Most people just call me PY When did you start playing Rose Online? 2005. About a year before iRose ended What do you like the most from Rose Online? It's just cute and fun. What's your favorite class to play? (and why): Dealer. I love the Hunter summons ^_^ Share your favorite memories from Rose Online! Way too many to get specific in this limited space Favorite monster: Moldie. To be even more specific, the Metal Moldie. My dream is to have one as a pet Things you hate the most in Rose: Grinding to reach high level. That does NOT mean I support high XP rates though Anything you want to say? Hi again everyone *waves*
  11. There are some ways it could be done by managing and linking accounts on the game portal site. Basically it would be just as if you have multiple daughter (game) accounts all under the umbrella of you portal account with free trading allowed between them
  12. I like this idea. It would be pretty easy to spawn game objects like special kinds of mining nodes as game objects. They could even be made so that they would be initially visible to all players but disappear from the visibility list of players who have already harvested them. Maybe on a timer so that they will respawn to the vis' list after a period of time. This would encourage miners to move from map to map on a daily forage to get the mats. The coding logic for this is extremely easy. I've already pseudo-coded the concept to see how it would work.
  13. Pretty sure the basic STBs still contain PAT weapon skills. There are absolutely loads of things in there that never really got used
  14. I don't think WOW did a very good job there. Guildwars 2 did it very well though. The thing is that this concept only levels down higher level players in low level maps. It doesn't allow lower levels to get boosted up for higher level maps so you still get that feeling of accomplishment when you make it to a new map and are able to actually survive there. I've thought about ways to implement this concept in Rose for years and I'm pretty sure I know how to make it work. Haven't actually tested it yet though.
  15. PurpleYouko

    PET SYSTEM

    I would like to see pets be permanent. Currently they disappear on warping to a new map and that's a little annoying. I don't mind if some have a time limit but just let them survive the warp. Also totally agree with having them pick up drops
  16. clicking left alt + ctrl keeps the drop names on permanently until you disable or log out
  17. Would have been nice to include first jobs too. I actually prefer the Dealer job. For me it gets less fun after getting my second job. That's why I have never ever had a character above level 175. It just gets boring.
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