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MittelDank

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  1. They could be of course put on a sort of daily timer. Allowing a few times a day then you have to move on.
  2. Whichever looks good to you! A lot of groups will want aoe which every damage dealing class can do. So if you go damage you really can't go wrong. The other thing is if you want to be single target groups like someone that can round up a bunch of monsters to bring back to a central point for the aoe's to kill.
  3. You must take all of your items off first.
  4. Pointing out reality seems like a very reasonable stance. They knew and talked about how all the backend work they were doing was going to be hard for the players to notice but required to be able to actually move forward not just duck tape here, duck tape there like a lot of pservers and official sources have done. Anytime a major look at the backend is done it is not surprising at all to see bugs even though this is towards the correct direction. On the server downtime in particular we don't know if this is in fact not do to code at all but other possible issues: DDOS attack. When I ran a Minecraft server once I reached a certain number of daily users the DDOS attacks all the sudden started and came hard. It kept my server down for days while I was finding a way to protect it. Nothing to do with the server code in and of itself at all. Why wouldn't you just have DDOS protection from say cloud flare from the start? It is annoying server system administration that is large amounts of setup that has nothing to do with the game, let alone you have now already incurred a financial cost that can scale before you are even sure you have the funds. If it is a DDOS I suspect it wasn't expected to be lasting or large considering the game's community size. Sheer numbers of players that were unexpected. This again can be down to server system administration that is not the server game code that most likely would not have been passed on to them and requires a lot of time and effort outside of focusing on the game to setup and manage, let alone again scaling cost that for many reasons could have seemed not worth risking yet. People ask why didn't they just have more channels? Channels do not solve any problems with the server as it is not actually more resources or another server. More servers are increased cost and setup that has nothing to do with the game code again and since this is Early Access makes it hard to justify before the launch wanting to take this option and is hard to just jimmy rig on afterwards as well. I am not sure if people saw how many were on during launch but the previous naRose may have never had that many at any time online at once in its ending days. They had spent years in fact reducing server resources over time. You can know how hard of a problem this is by looking at studios with large budgets and development teams also not getting this right. Overwatch 2 recently and it went on for at least the first week. Give this team some credit as many developers are wearing multiple hats and server administration is one of those unsung and messy jobs that isn't seen on the frontend by the players until it isn't working. It takes a lot of time and effort to remedy it isn't just flip a switch. I think many do not realize the technical challenges that are not knowledge that would have been handed to rednim and in many cases wouldn't have helped even if it was because the environment is vastly different now. THIS IS THE POINT OF CALLING IT EARLY ACCESS and not Official Launch! It is not some simple copy paste the code over and when thousands attempt to all use the server at the same time that hasn't been seen in at least a decade maybe more it will work just fine. The problem and the fix is overwhelmingly likely to not even be in the game server code but system administration work which we all wouldn't have wanted them to have spent months on to be perfect over actually working on the game.
  5. For all those complaining about the "launch", this is not the launch. This is Early Access. Official launch scheduled for next year sometime. Please understand the point of Early Access, which means there will be lots of bugs and hiccups that are to be overcome. At least we have an opportunity at all to see the game before launch.
  6. This is early access just take a breather and we'll see you again
  7. If you click the item mall option on the bottom left of the mini map you will see the item mall items
  8. A cleric is meant to empower themselves and others. They bought up how heals feel low. I would prefer less heals and people still have a use for hp pots at correct times than fs be pure heals which is what it seems they are being forced to be. I am specifically not asking for I am asking for empowerment of allies and themselves that they are with. Leaving them vastly lower damage alone. True battle cleric (wand mastery, summons) could specifically be the bc side of things. I am specifically talking about fs. And then switch to regular gear to heal. This statement also applies to all the buff slave classes that were used that were not clerics from previous naRose btw which can still happen now it appears. Sounds good me too. The assumption that their buffs is their only use is insulting, which is why it is very worrying seeing the push towards only heals. "but the heals are just too weak" Maybe the heals are alright and people still have a reason for strategic food/pot use. Thus allowing cleric to not just be a healer but one that enhances their party in many ways. Healing, buffs, and damage. Sort of what my suggestion in the post above points out. My post clearly points to a mix not one or the other of any. Heals and bc feels like it misses the half of the definition of a cleric which in other games even battle clerics are there for empowering "buffing" their allies. It also was not only defensive buffs, as they were suppose to be particularly good at dealing with the undead damage wise and cc wise. For example: https://en.wikipedia.org/wiki/Cleric_(Dungeons_%26_Dragons) https://en.wikipedia.org/wiki/Magic_in_Dungeons_%26_Dragons#Divine_magic Notice there isn't just a mention of defensive buffs but also offensive. Playing them actively instead of passively would more align with the idea of a cleric and get rid of the buff slave part as they would have to be actively managed. As stated in my post above. You could perhaps say the offensive buffs should be in the bc mix and not the support side of things? No offensive buffs does not really seem to work in either the more supporting side of things or the bc side. Great you are going to be a mix, I hope it is proven right. It was not before I did both battle cleric and fs cleric. A cleric's definition is to empower your allies and yourself not just heals or battle. Battle only with minor heals feels very much like a knockoff mage as others have stated. Which can have heals btw.
  9. The problem with this is what to do with cleric. You traded "buff" slave for pot slave and maybe heal slave? I think we can all agree to not wanting multiple clients. This is addressed through gameplay style not technical limits which can be circumvented. With the idea that all classes should be able to solo easier it would seem begging for buffs is gone thankfully. This still leaves the issue of what identity the cleric has left now that half of the fs kit has been removed.
  10. Haha honestly I can't remember either, or maybe with the buff structure before everything was a crit so it felt the same anyways
  11. Just for everyone that is worried about cleric, including myself this FAQ answer might ease some fears: I personally think that class specific buffs are fine in principle, especially stats which really make sense for that specific class to give (str/dex/int/con/sen). Atk power, crit and magic up etc can make sense to fit in the different classes. This was already in the final versions of the old naRose. I did and do still believe that an active gameplay buffer would make the cleric keep it's identity from before while making them essentially un-dual-clientable. They still are very much a buffer but active juggling when to buff through damage or when to heal. Attacking could apply offensive buffs and healing could apply defensive buffs. This would make cleric very active and feel quite nice imo. These attacking "buffs" could be debuffs applied to the target attacked. Encouraging a group with a fs cleric to go for stronger engagements, while also not demanding that a fs cleric pickup random skills for when they are solo. They can stay fs and they receive it when alone and amplify the group when in groups. Ideas for "attacking" buffs which don't have to all be purely offensive: Ideally they shouldn't step on other classes already offensive debuffs like def down, magic down, attack slow, attack down, etc. These can be active skills that then apply these chances. A dot debuff that does damage based on the strongest attack on the target in the next 2 seconds doing a % of that attack over time. This synergizes with a group and solo. A stun, fear, other cc on % chance attack from the cleric again forcing them specifically to juggle healing or offensive timing including target choice. % chance to remove 1-x? of a target's own buffs. A high mana skill that applies x% increased damage to the target below a certain % of health. After I just said don't step on others' but anyone attacking the target after an attack buff is applied gets a small boost for x time of dmg/speed/crit. I am sure there are many other suggestions that could be had here, and plan to edit to update when I lose mind fog of the moment The other option is summoner which can make cleric more active again but I do slightly fear it will be just bring your summon and boringly press your 2-3 heals on cooldown. A huge healing overhaul, which would be very hard to make cleric useful in a group before endgame or mandatory, which is not the goal. A pure healing with the current set that was there before seems like we will have just traded "buff" slave to "heal" slave with very similar levels of engagement. ^ After I just said that I understand everything just proposed would be a huge overhaul anyways. If there is an overhaul a purely defensive healing / defensive buffs from healing alone idea feels like half of the point of cleric empowering allies in a fight. If the other classes don't "need" a heal slave then no one wants you. If it is required at endgame then you are just begrudgingly leveled up purely for that. Neither of these will go well for a new player that is not already a part of a group that knows they are staying together.
  12. Since i'm mean I might as well say, "the last I know yes they have removed cleric offensive buffs". I would have prefered an active mechanism to activate that instead of removal.... but I also haven't played the alpha so I really am just spouting nonsense into the un-informed void. I have heard from others that perhaps other aspects of them have been buffed so we should hold our tongue... but let's not be surprised people won't until them play with it themselves.
  13. 100% don't sell. It can be account time locked however. This would solve so many issues.... like pvpers changing spec every day. In Rose I think the best is like a *month* reset. This forces your choice without being forced into it forever if you really hate it? Rose and the korean rpg genere was always focused on the choices you made and the grind to it. So a turn around that was quick would ruin the point and how they initially designed the game. I don't think we can get away from that point currently, nor do I think we should. However I can completely agree it shouldn't be paid... ideally under any circumstance... If we want to follow cosmetic design (which I am certain will get you more money.... including myself). Any *pay to win* will destroy the precinium that cannot ever be repaired with the player base. Cosmetic has zero issues in this regard. Aka we could have a zulie sink time lock. And it would be really fair on many points becasue sadly the economy otherwise is not on its own for these sort of points. There really needs to be a whole post on the game's economic structure. Even with 0 exploits. The early leach from the new and the new have an ever increasing, inflation on their first attempt at the world. Aka... if you don't keep up with inflation, get an item that does... if you are new... the only thing you can do is attempt to find an item that has otherwise.... good luck. Silly two bit cents, which others will talk about before and after. Thanks for your time.
  14. Haha well in my defense your name is funny.... But I can't wait to all over an official reboot. Well done on the initiative and the immense pressure to get us to 7 planets.... haha don't worry you guys don't have to.... don't let my dreams be half baked memes...
  15. 100% So you made a very good case for those that play longer term I swear i'm not just "mean".... I love this game perhaps "too" much. I would be honored to join your clan one day given the chance.
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