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Vexoi

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Posts posted by Vexoi

  1. I am also a ko-fi supporter and have seen the same plans as yours and I am still no concerned. Again, there are plenty of games with cosmetics only item mall systems that work great. IM points obtained through a premium subscription or by a one time payment is still revenue, it doesn't really matter which way a player would pay for them.

    I'm sorry but to me it is clear why very few companies implement such surveys to get IM points or equivalents, it is simply too hard to implement correctly because you depend on other's surveys that can be sketchy and that is not good for the user experience. 

  2. I am not concerned because they have also talked about premium accounts with a monthly fee, cosmetics of course, and there are plenty of games who are successful that way, even if they aren't the games that bring the most income, which I think is not their goal. They are focusing on the quality of the game and the user experience from what I understand.

    I used to do these survays and a lot of them were very sketchy or didn't work properly. I highly do not recommend.

    • Like 1
  3. 33 minutes ago, MeNewbie said:

    I think for sure will be exp event like weekend 2x exp, every game has one system like that and is automated. Maybe we will have maybe not it's okey either of them

    I'm going to reiterate that I asked lazypenguin about this and he told me there would not be 2x exp events. Now that might just have been a quick answer and it might change.

    However, we're diverging from Trebor's suggestion which is about displaying icons for exp rates and drop rates. If you want to suggest something like double exp/drop weekends or happy hour I'd recommend creating a suggestion for that because it hasn't been made yet!

    • Like 1
  4. 21 hours ago, HoneyBuns said:

    Assuming the devs do decide to have boosted exp or drop events, something like this would be nice.  I've not seen anything on their feelings about boosting events either way so far.  It could also be a message in the system chat when you first log in- just something to let players know there is a temporary boost going on.

    I have actually asked the devs over voice chat if they would do double exp events or double exp event and lazypenguin told me he did not see the interest of having double exp events if the exp rates are already balanced. I did not ask about double drops though.

    • Like 1
  5. 1 hour ago, Wondertje said:

    You would find it almost impossible then to provide the game in Europe, because it would be a lot of effort to comply with GDPR regarding those voice recordings.

    Which is why there are many issues with VoIP implementation unfortunately. Without recordings, if you report a player using offensive language (racism, sexisim, homophobia, etc.) there is no way of knowing if they were actually doing it or not. If you just assume they did do it, then you get the problem of people being reported for no reason at all, which is another problem.

    In my opinion, it would be one more thing to moderate for Rednim and would just give them a lot more work than they already have. Discord is already a valid alternative and kind of a standard when it comes to gaming and voice communication.

  6. What I'm suggesting would not make bonfire heal more on average. Healing, for example, 50 HP every 10 seconds or 25 HP every 5 seconds has the same Healing over time value and heals a total of 300 HP total per minute in both cases.

    A very exaggerated equivalent (which I am NOT suggesting) would be healing 300 HP every 60 seconds, which would mean waiting an entire minute before getting any HP.

    Another one (which I am also NOT suggesting) would be healing 5 HP every 1 second, which is way too often but still the same average HP per minute.

    • Like 1
  7. To be honest I am 100% on the remove RNG fully from rose, but I think that some RNG should stay, with the % rates that should be incredibly better, like never below a certain percentage or something. I beleive the RNG is a somewhat exciting thing for some players...

    It's so true that drop rates and refining were purely made for p2w. So yes they should be adjusted.

    For drop rates, I think a simple guarantee to get at least one drop from mobs would be good enough (When we tested with a few testers the Moonbrother for like 30 minutes and then got no drop, we all agreed on that lol)

    For refining, I would love to see the refining rates be guaranteed but require more materials. That being said, If that's implemented, I think the maximum refine could be higher than 9. I kinda liked the +15, since it was a journey and could probably take a very long time to reach.

    For crafting, I think that the % should somewhat stay, because the success rates are also partly based on level. So it would be strange to have 100% chance of crafting something at level 10.

    2 minutes ago, Whoop said:

    I wouldn't want all materials within valor/honor shops. This would only push the game more towards only doing dungeons and get mats that way. 

    but they said "and drop from mobs"

  8. There is currently already a features that allows players to "take care" Of their gears. I mean when you have 36 durability on your item, it's health is based on that durability, so 36/36 when fully repaired. You already have to repair your gear pretty frequently, which costs zulies.

    I'm just curious, how exactly would this system be different other than requiring materials and being available from artisans only? Could you give a concrete example so we can better understand your idea? 🙂

    • Like 1
  9. On 3/18/2022 at 7:05 AM, erko said:

    compared to having a cleric lvl 200 + with decent INT's buffs? 

    I just wanna point out that INT does not affect buffs or healing, charm does, as I mentionned in my reply from yesterday in this thread...

    I just think that saying should remain the way they are "because that's the way it was" doesn't make it a good argument.

    • Confused 2
  10. Hi cyan, please make sure you read the rules before posting on the forums.

    First off, I don't see why a cleric would go with str because of some of their passives which highly favor dex builds for dodge, attack, block rate. ANd clerics do not scale off of int for buffs and heals, they scale off od charm.

    Second, there are already so many different builds for every classes, so maybe you can elaborate a little more?

  11. 7 hours ago, cyaneyedlion said:

    Removing some of clerics buffs does kill solo aspect. While also shifting buffs to be more class specific does nothing except change the dual client aspect to the class that offers the most useful damage buffs. In this case probably soldiers. Which then becomes a cleric soloing with a soldier mule for the remaining buffs they lack. It kinda doesn’t change any of those perspectives in the grand scheme of things.

    edit* - I think an interesting way to change up the Cleric is to add build diversity. With 3 or more options. If I build a STR/INT cleric I have a cleric with good buffs and tanking capabilities that can act as a frontline to allow for Champions and Knights to provide big DPS or barrier support capabilities from a knight, while doing great damage. 
    Second would be a DEX/INT cleric. This build would provide extra attack speed and movement speed with great damage and decent support capabilities from a cleric. This would act as a DPS cleric. 
    & finally a pure INT cleric build could act as a healer and buff member, this build allows for Solo-building with the dual client. Having options as a cleric would be really enjoyable and a good way to diversify the class. 

    Removing all bufs ecept 3 from cleric does not kill the solo aspect of cleric. They have a lot of magic offense and most mobs have terrible magic defense. Spreading buffs across all the classes was to do just that, remove the need to dual client. Remove the need of having multiple characters as well as making sure all class are viable solo. Soldiers have attack power, defense, max HP and strength buffs, so they don't necessarily have most useful damage buffs.

    I doubt clerics would go for a STR build to tank. With their dodge rate and block passives that scale on dex, dex is much more viable. Also, dex does not give any movement speed or attack speed. Finally, a cleric with a pure int build would have terrible healing, because healing scales off of charm, not int.

    • Like 1
  12. Hi Shyland! Welcome to the community! I see you weren't too shy to introduce yourself 😉 badum tss...

    The whole project being brought back to life by the new shiny dev team is the most exciting thing!! 🙂

  13. 3 minutes ago, OwlchemistVile said:

    Late response but I do just want to say, 9 isn't what we all remember. NA players had higher than tier-9 refines for over 8 years. And there are many, many NA players who are looking at this as getting the singular version of the game we had available to us back, and not "just another iRose private server experiment" or something akin to that. 

    It's true, the max refine was +15 for the longest time. To be honest I like the different glow that items used to have a +13 to +15, it wasn't as ugly and overwhelming as +10.

    Other than the visual aspect of it, I think bringing it back to +15 max instead of +20, as well as implementing some changes to balance refining, it would be a good compromise. (I really liked your suggestion VIle, of making refining 100% success rates but requiring more ressources, equivalent to the average it currently requires with the % failure system. The RNG aspect of it was really not rewarding and based on a purely pay to win element. However, I would be okay with some chances of refining failing, without ever decreasing the refinement level or ever breaking the item.)

  14. 3 hours ago, Kid said:

    i hope they dont take any bonuses away or premium account wont be worth it

    Premium would have perks but just nothing that gives an unfair advantage. Premium accounts would still be very much worth it in my opinion, and I would want a premium account regardless of the perks just to support the server.

  15. Some kind of premium account with cosmetic and small quality of life will has been mentionned already and if I remember correctly Rednim has already mentionned interest in making premium accounts.

    I find that access to storage from anywhere is a QoL feature, that would be a great addition. A free chest every 24 hours seems like a lot in my opinion, so maybe a little less often and as long as it's for cosmetics it could be interesting.

    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.

    So to answer your question, nothing is set in stone, so we don't know. There is an interest in making premium accounts, but they will be VERY different from what they were before, all pay to win perks will be removed (most likely, if they keep their word) and who knows some things might be added too.

  16. 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.

  17. If you read the FAQ, you would have had the answers to all your questions. Please don't be that person, next time, read at least a little bit and use the search function of the forums before asking a question that is already answered and has been asked countless times.

     

    - When will the game be released?
    At this time, we cannot give a timeline for the new release. There are a lot of things, that need to be addressed in the next few months and therefore, a lot of work is ahead of us. However, we are streaming our play tests and have plans involve the community in our development. Hence, there will be things happening well before the full release! If you have experience playing the last versions of NaROSE, then we will need your expertise!

    - Can I still apply to be an alpha tester?
    As of December 15th the applications have closed.

     

    • Thanks 1
  18. I was going to suggest this and by searching to make sure I wouldn't make a duplicate thread I found this! I love the idea. Plus, Rednim would make 0.002 cents every time someone listens to one of the songs for more than 35 seconds 😉

    • Like 1
  19. 6 hours ago, Kid said:

    stats and skill reset should not be an item mall item, should have access to atleast a free one and then after that should cost zulie to do. cost should increase over time depends on how much you reset your stats or skills maybe like a 5% increase each time. i dont know how much the 1st one should cost though maybe a few million zulie? 

    I agree that the stat and skill reset points should not be in the Item Mall. And I don't think that it should be sold for zulies let alone increase by 5% every time... It is so easy to accidentally missuse stat points and skill points. 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).

  20. As much as I liked having different builds for PvM and PvP, I think this is not only a good idea and a good compromise but also a good starting point. Plus, it still allows making multiple builds without having them PvM or PvP. I also feel like it might be easier to balance everything out that way.

    I'm curious to see what you have to say about the 5th and 6th (there was a 6th one too?) factions. I missed factions so bringing them back would be a wonderful feeling of nostalgia. I'm also looking forward to what you have to say about clan fields.

    53 minutes ago, OwlchemistVile said:

    Step 3: Give each faction a shop/vendor.

    Would they all sell the same items? Or would we have the typical Chiv, Glor, Lum, Prec sets for each of them and some other items would remain the same? (A bit like what it was before) Also, would that mean that brave & courage armor, for example, would be gone? If 2 extra factions were to be added, the brave and courage sets could potentially be added to those 2? That'd be fun!

    56 minutes ago, OwlchemistVile said:

    Step 4: Remove all armor and weapon drops from Dungeons.

    Would dungeons only give faction points? I feel like the armor and weapons from dungeons were the biggest reason to do them. On that same note, if you leave a faction and join another, I would prefer it to be the same currency but I feel like it would make more sense if it wasn't... Speaking of currencies, Honor and valor would probably no longer be a thing? I understand you don't have the answer to everything but I'm just trying to catch your vision.

    1 hour ago, OwlchemistVile said:

    You've removed incentive/requirement for people to be forced into doing the types of content they don't want to: removing an irritating situation.

    I really love this, this gives you the option to do whatever you feel like, depending on your mood, and still get to gather points/currency to get good gear.

  21. I really don't wanna see reborns on Rose, and weddings in game to me sound bad, especially when you assume thqat "groom and bride" only can get married, we're in 2022 so any to people can get married.

    Before adding zulie sinks (there are already a lot) there's alpha testing, which is exactly able to test that. Instead of adding zulie sinks, it's simply logical to make sure players don't make too much zulie in the first place. And I agfree with what lazypenguin said, that if the game requires more zulie sinks, it means something is imbalanced.

    I think some of those ideas are interesting though, if you remove the zulie sink part. Pets, random npm sopld boxes that each have a % to give sommething, those sound pretty fun! 🤷‍♂️

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