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MittelDank

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Posts posted by MittelDank

  1. 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.

    • Like 1
  2. 34 minutes ago, Cracker said:

    Shed the white knight armor, this is a 2005 game with a few changes in the past 17 years.  Its not like this is early access unless you weren't around 17 years ago.  No points for sucking up here.  

    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. 

    Quote

    When will the game be released?
    Early access release will be on December 13th 2022. There is no date for the official release yet.

    What does "early access" mean?
    The game is still considered to be a work in progress by the team and will not be advertised to the wider public for the time being.

    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.

    • Like 4
  3. 1 hour ago, OwlchemistVile said:

    Calling it a Heal Slave is a dangerous slope to continue. At some point that argument leads to "Clerics should be a BC with FS levels of healing" which would fundamentally become the only class worth playing anymore. It's a slippery slope to use reductive labels like that.
    FS Cleric [Full Support] wasn't a "buff slave". They actively could participate.
    "Buff slaves" were characters you didn't gear for anything other than max CHA rest into main stat. You didn't use them for anything OTHER than to buff.

    Personally, after the EA starts my plan is to main a Cleric in am omni-style build. Meaning a balance of heal, mitigation, and damage. I plan to prove that Cleric doesn't require having full buffs, to be a valuable asset. It's actually pretty insulting to BC's and people who played a FS actively to reduce their participation to "you only have value if you give me full buffs". Really arrogant and childish thought process actually.

    My comments are in  the general and vague, not towards any particular person just so we're clear.

    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 

    Quote

    At some point that argument leads to "Clerics should be a BC with FS levels of healing

    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. 

    Quote

    "Buff slaves" were characters you didn't gear for anything other than max CHA rest into main stat. You didn't use them for anything OTHER than to buff.

    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.

    Quote

    Personally, after the EA starts my plan is to main a Cleric in am omni-style build. Meaning a balance of heal, mitigation, and damage. I plan to prove that Cleric doesn't require having full buffs, to be a valuable asset. It's actually pretty insulting to BC's and people who played a FS actively to reduce their participation to "you only have value if you give me full buffs"

    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.

    Quote

    What is your philosophy with the Cleric?
    ROSE needs a little bit of innovation. We think, that Cleric should be an active class someone is playing. You should main cleric. Cleric should not be a buff bot, that everybody has as a second window.
    Removing all the duplicate buffs has revealed both the strengths and the weaknesses of the remaining Cleric kit. It is a fine solo leveling job, but the heals are just too weak.

    "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)

    Quote

    Clerics are versatile figures, both capable in combat and skilled in the use of divine magic (thaumaturgy). Clerics are powerful healers due to the large number of healing and curative magics available to them.

    https://en.wikipedia.org/wiki/Magic_in_Dungeons_%26_Dragons#Divine_magic

    Quote

    Cleric spells are typically devoted to either healing the wounded, restoring lost abilities, and acquiring blessings, or to inflict harm and to curse opponents.

    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.

     

    • Like 1
    • Thanks 1
  4. On 12/6/2022 at 9:59 AM, X15 said:

    I don’t understand why people want to have the old clerics in a new game. It’s honestly toxic as heck to make the whole game revolve around one class (cleric giving out all the buffs). Why would people want to play a game that requires two windows or be screwed unless they get buffed by someone else who owns a max buff cleric? 
     

    Personally, I think all the buffs should be consumables and have easy access by all classes or have an NPC that gives out 2 hour buffs every couple of minutes in every major city.

    Or better yet, remove all the buffs and scale the game without buffs so that you don’t have to seek buffs to play the game…

    People like me just want to get on, play, level up, clear stuff without tabbing through multiple clients or spam “buffs pls” in a major city.

    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.

    • Like 1
  5. 2 minutes ago, g0s7aR said:

    It would be fun to see heals 'crit' as an added bonus to buff healing clerics.

    If attacks can crit, why not heals?

    This isn't in the game, right? I might sound stupid if it is.

    Haha honestly I can't remember either, or maybe with the buff structure before everything was a crit so it felt the same anyways 😛

    • Like 1
  6. Just for everyone that is worried about cleric, including myself this FAQ answer might ease some fears:
     

    Quote

    What is your philosophy with the Cleric?
    ROSE needs a little bit of innovation. We think, that Cleric should be an active class someone is playing. You should main cleric. Cleric should not be a buff bot, that everybody has as a second window.
    Removing all the duplicate buffs has revealed both the strengths and the weaknesses of the remaining Cleric kit. It is a fine solo leveling job, but the heals are just too weak.

    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.

     

  7. 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.

  8. On 2/15/2022 at 5:16 AM, Vexoi said:

    It's happened dozens of times in the alpha stream. Stat and skill resets should be free and usable at all times. Plenty of successful games do this. In Lost Ark for example, not only can you add stat points, you can also remove them (There's a + and a -) and that is a WONDERFUL quality of life feature. And on top of that you can have a few different builds of stats/kills and switch between them at the simple click of a tab.

    So please, devs, do not sell skill and stat resets for IM points (that has already been said that they will NEVER add them to IM) or zulies (yet to be confirmed).

    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.

  9. 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...

  10. Quote

    I don't think premium should have unlimited arena energy, that gives pay to win vibes. And you can definitely forget about exp boosts. I don't know how I feel about having extra storage though, it would be nice for any player to be able to put anything and everything in their storage... But those are just my opinions.

    Opinions I also agree with..... Ideally players who support the server should have cosmetics that are one of a kind at the moment, over true game mechanics..... I understand this is a hard line to decipher.

  11. 11 hours ago, Vexoi said:

    Since it's something purely cosmetic, it could also be added to the item mall if Rednim wants to. I personally would not want to see them iun the IM and would prefer if it was a very rare drop or quest item, something harder to acquire.

    100%

  12. aka ... you'll get a feel from the "streamer" elites........ lol jkjk
    super cool group that wants to give out what is there but things may change of course.
    You can find their streams on twitch and I very much suggest, they are super knowledgable.
    ideally these stats would be known by any who played.
    I would completely endorse their opinion. If they stated it.

    I mean we are all in a boat where we are begging for these stats and are denied.... so just have fun till someone who has done it before you lets you know the "meta'

    Except Charm is pure buff stat here until changes.... So all buffs benefit from charm not int, even though that makes no sense as a magic person.

     

  13. Just now, EqMonkVeeshan said:

    Name:EqMonkVeeshan

    Preferred name to call you: EQ

    Gender/country/age: M/USA/45

    When did you start playing Rose Online? Beta of Irose want to say January of 2005.

    Who introduce you to Rose/ What brought you to Rose? I stumbled upon it seen its graphic  style and jumped right in.

    What do you like the most from Rose Online? I like getting into a small tight clan.

    What's your favorite class to play? (and why)I have played all of them,  but my favorite is Mage/Cleric/Vendor. I loved the mage for its strong attacks, the cleric for partying up with my friends, and of course the vendor aspect buy low sell high.

    How did you discover Rose Online for the first time ? I stumbled upon it seen its graphic  style and jumped right in.

    Share your favorite memories from Rose Online! first time Leaving Zant and heading north and seeing like 300 people killing around that small little pond with the ruins in the middle

    Favorite monster:  My Favorite monster the Jelly King obviously, it was also the first to kill me  not more then 3 mins of loading into the game.

    Favorite places in Rose Online: every area on Luna I loved that Planet

    Things you hate the most in Rose:  Zulie sellers and  the entire PVP aspect i always preferred the PVE side of things.

    Anything you want to say? Hi

    Welcome back EQ!
    I always wanted to do the vendor side better. I had so much fun in MC doing essentially pure vendor side for the pvpers and would love to finally do it in this game correctly......
    I may just have to slowly stalk in the shadows till I get to the point I feel I can join the vendor community as something more than just random bits and bobs from my travels and actually attempt to accumulate a real Venetian empire haha.

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