Jump to content

Bobbity

Member
  • Posts

    711
  • Joined

  • Last visited

Everything posted by Bobbity

  1. Could've sworn lazy or Rebus or somebody posted something like this sometime in the past.
  2. Bobbity

    PET SYSTEM

    *pets Kai and Avatar* I wouldn't be surprised if pets have been on Rednim's mind for ages. Just Garnet alone has been thinking about them for some time now. Anyway, let me reiterate my standpoint: I strongly support a summoner class or multiple summoner classes - summoner functionality, if you will. Auto-loot should be fine as long as it isn't free. Either requiring a heavy investment in skill points or time and effort on a quest. Whether this should be something purchasable from the IM is unclear to me. I don't see this as a p2w element forcing a divide between the whale haves and the skint have-nots. (Every server should have a whale or two, of course.) Dealers should NOT have free summons, in my mind. Not even the hunters. While clerics wield the power of a god for 'free', they suffer for it by being less efficient at killing - and I'm okay with that. Similarly, everything dealers do should cost them. Ammo? Loot or buy the mats, then craft. Summons? Loot or buy the mats, then craft. Nukes? Loot or buy the mats, then craft. Everyone and anyone could have free access to pets, of course, via the IM or quests from NPCs. Hawker pets could definitely benefit from a Pokemon-oriented growth system though. I think I've talked about this somewhere before. (EDIT: Yes, I have. )
  3. Hi, everybody. This is a proposal for a chatwheel function for common actions and text. Another suggestion proposed integrated voice chat within an area which is very enabling. It got me to thinking of the obverse: those who are less abled and disenfranchised. What if you find it difficult to type text chat and you suffer from an affliction that makes talking difficult to impossible or produces near-unintelligible speech? Enter mouse gestures: a way to use the mouse interface for either a chatwheel of common sentences and phrases ('Summon Mana Flame here, please.' 'Be right back, resupplying in town.' 'Be right back, baby is crying.' 'Logging off, my wife is angry.' and so on) as well as an alternate way to perform common basic actions like Pick Up, Trade, Party, Sit, Vending, emotes and so on. Players could pay for the convenience of adding custom functions like buffs, attack spells, grenades, landmines and such to the mouse gesture functionality. Events could also release additional emotes and chat phrases/voicelines for free or to purchase as part of battle passes. Customizability! Either a dedicated chatwheel interface a la Dota 2 or something more like the old MS Edge Mouse Gestures drag functionality. The mouse gesture technology is now relatively rich, diverse and mature at this point so there are many options to consider.
  4. *thinks back fondly to those sharp thorns* Yeah, that was good stuff. If the devs implement my landmines suggestion then low-level dealers will have a greater need for gunpowder packets, even gunpowder itself - they'll end up being more useful as a result. Fingers crossed, then. In fact, maybe the ammo slots thing should be more modular; the player can select a 1 slot UI, 2-slot UI, even have a grenades and landmines slot in the UI.
  5. I'm saying these are all extras we've layered in top of the base mechanics for a more enjoyable experience. I'm not against some magic gun/magic bow with magic infinite ammo but there must be some constraint placed upon it. Otherwise we're just playing Quake Arena or something.
  6. I mean, sure... we're demigods. By that notion we might as well not have elemental affinities, different ways of crafting weapons or armor or anything except straight damage attacks. We'd undo a decade of ROSE development. More complexity = more adversity = more attachment / engagement. One of my most treasured memories from ROSE Online was soloing Goblin Caves B2 in a race against the clock: facing both server restart and the expiration of my medal I had to deal with a never-ending swarm of goblins while at the same time crafting bullets (for EXP and to restock my ammo). I value being able to resupply myself from my own loot. I'd like to do that more.
  7. Bobbity

    PET SYSTEM

    It does smell a bit pserver-ish. I'm sure we can figure something out, though. We could give our clerics and hawkers more summoning abilities. Dealers would have to craft their own, though. Very much against the 'free' hunters they're given. I mean, they're useful but they're just not implemented thematically. Better to roll your own, I say.
  8. I'd rather not edit the topic statement directly for this since it'd be hard necroing but can we have a crafting chain of: 1. Coal + Black Powder + White Powder = Gunpowder 2. Gunpowder + Cloth = Gunpowder Packet 3. Gunpowder Packet + Metal/ Rare Metal = Bullet / Shell
  9. You're right that going back to town to restock on ammo isn't for everyone. I rather enjoy crafting ammo. If the entire supply chain started from basic loot all the way up, using coal, white powder and so on added to iron and other metals (with different metals and metal rarities used for different types of ammo applying different USEFUL effects) then I'd enjoy it even more. Crafters like to craft. I'll likely make a separate suggestion on this point later. Remember, Tony Stark didn't stop at Mark 1, he made a solution for every problem he'd face. EDIT: Never mind, I already posted about this.
  10. I dunno, guys; it seems a bit random to me. All the other crafting specializations make perfect sense, some even reminiscent of pre-evo and fanfics on the Warpportal forums. The hammer thing seems more artisan than soldier to me. Don't we have anything else? Or maybe some other specialization that's not crafting but isn't combat either?
  11. One could argue that reinforcement and endowment of armor are magic skills too, as you imbue cloth and leather with runes. But I'd actually like to see specialized crafting skills on every class: scrolls on muses, fletching and poisons on hawkers, and ... something on soldiers. Something to think about.
  12. That's a good and fair point. Isn't the problem just really cheap and free access? If teleportation was only freely available from very few points on a planet or scrolls required an entire artisan 'mastery', wouldn't that mitigate the effects of 'small world' syndrome? Having said that, I don't want teleportation to be restricted to crafters alone. It could be a costly (cost in terms of skill points), rare (difficult quest reward) or even Unique skill for clerics - or it could even be classless.
  13. Hello, everyone, here's yet another badly-formatted suggestion - this time about mages. So, I got to thinking that mages are all about versatility and choosing your own adventure, so to speak. You could master wind and water, fire and arcane, even water and fire. Yet, when it comes to defense mages have one thing: Fortified Mana Shield. Don't get me wrong, this mana shield is strong as heck in most circumstances but it's a bit one note - and that's a little weird for a class as interesting as mages. So, I'll be suggesting elemental defenses for mages. Others have talked about third classes, multiclassing, necromancers, warlocks and whatnot - those ideas have to be raised and addressed properly later, I think. This idea can be put forward right now, maybe for the first release after closed beta. For each element (excluding perhaps Holy) a mage could have a passive in their elemental masteries that provides superior resistance to that same element along with an increased weakness to another element. So, it's not all strawberries and cream. Immolation: A fire mage could thus choose to have +25% increased resistance to fire damage and take 5% more damage from water. They could also enjoy increased resistance to stuns. Guardian of the Waves: A water mage could have +25% increased resistance to water damage and melee attacks as well as being unable to be slowed, while taking 5% more damage from fire and poison. Corrosive Skin: A poison mage (? O_o) could enjoy similar resistance to poison damage and very high physical regeneration while being more vulnerable to ... something. The poison element is a bit tricky, much like the wind element which typically offers high evasion, if I recall correctly. (Someone check on this for me, please. ) The arcane mastery is also not something I can see working with this concept, but let me know what you think in the comments. Guardian Winds: For wind mages. Not sure about this part. Increased resistance to projectile attacks? HUGE EDIT: The poison resistance skill (Corrosive Skin) won't work here as it (along with the others) was viewed as (optional) part of the appropriate mastery. There is no mastery skill branch for poison in the Mage skill tree. Something for hawkers then? Also, the arcane resistance should simply be considered part and parcel of the current Fortified Mana Shield.
  14. On a side note: if mana is from the gods / Arua / Luna and clerics are devotees of the gods, why do clerics have a weaker form of Mana Shield than mages? And yes, it's true that clerics get to have offhand items, Dragon Skin and buffs but thematically this is incorrect. Clerics are all about defense and support. Clearly, we should think about changing the defenses mages use - maybe have them keep the basic mana shield but provide them with varying mastery-related shields, like a fire skill (Heat Shield/Immolation), water (Guardian of the Waves), poison (Corrosive Skin) and so on. Might make a suggestion post on this later.
  15. Could have a tiered approach the higher in level you are, the more developed the planet thus more options available etc. Could also *build* waypoints in safe zones outside of towns. Or the zone would have to be *made* safe by the players to set a waypoint on dangerous planets. I feel like the further along you progress the more options should be available. So early-game you have to walk, maybe loot a tp scroll here and there, maybe craft a scroll or something; late-game you get to use waypoints, set waypoints, craft, use an NPC taxi (flying carpet maybe), use your cart, ship, mount, flying mount, airship, teleportation array from the Oblivion Temple and so on. The hearthstone could be partially and then fully unlocked by the time players get to Luna. More and more options the higher you progress. With regards to crafting scrolls, I'd love to hear what people think of this.
  16. So, like waypoints. Nice. Could also have rare hidden (changing?) special places that offer fast travel to unlocked destinations. Hmm...
  17. StarRingChild, you should've just let everyone wonder what "When is it going to be on?" refers to; that way we could've answered any kind of nonsense we want.
  18. Correct me if I'm wrong, but clerics do the following: - Heal (single-target, party-wide, group-wide, AOE) - Resurrect (single-target) - Buff (single-target, party-wide, group-wide) - Summon (swords, elementals, bonfire) - Tank (just a bit...) - DPS (sometimes, not their actual job) (They also have a True Sight skill common to other classes that doesn't need discussion at this point. ) and our main problem is that clerics are abused in doing these tasks. People create a cleric and multiclient them, simply using them as bots. We find this offensive and disrespectful. (?) We also find them to be something of an omniclass if geared correctly, so they're an eyesore of game design failure as well. A critical point of failure, proven by the existence of this discussion, as mentioned earlier. So far, we've got half a solution for the buffs aspect of the problem, in that class buffs exist. Could we do something similar such as the following: - Heal (easier potions, AOE potion 'mists') <-- Mainly Dealers but Hawkers could have some form of beastcrafting or flower-based pet that spreads healing pollen in an area of effect. Champions could have a lifesteal effect, an upgrade to their existing active skill. - Resurrect <- also a potion like in the quest lore. (Likely more expensive and difficult) - Summon <- Currently, Hawkers and Dealers can summon freely. I'd like it if that changed a little bit, especially on the Dealer side so they can make more interesting things, such as... - Tank <- mini-CGs that are built to tank and to... - DPS <- deal damage as well. Dealers could also have a crafted mini-turret they use for sustained DPS instead of Hunters (something we could re-allocate to either Hawkers or Muses for early-game leveling. Basically, a launcher/gun on a tripod or whatever. Hawker summons could of course be mesmerized/dominated/raised/bred to tank, DPS or both, maybe to a better extent than Dealer crafted summons. Dealer summons could have the advantage of endless modular design vs the long breeding cycles of Hawker pet maturation. Of course, we have dedicated tanks and damage dealers in our soldiers and hawkers. So, with this, the powers of clerics have either been replicated or redistributed. No more 'Let our powers combine.' Does this solve our problem? I say no for two reasons: - This solution doesn't advance the power fantasy of clerics, the intoxication of buffing a lowbie player to the level of a demigod. - People will still follow the path of least resistance and multiclient. They (will) want it all. My feeling is, this is a mentality issue, rather than one of mechanics. Saying clerics are a support class is different from saying it is THE support class. The latter implies that clerics were designed to have all the support skills and ONLY the support skills - to be the bots we have turned them into. Sure, if the solution I offered here were to be implemented, eventually, people would see it as a viable alternative. They might even enjoy it more than dual clienting, especially if the client develops to become more resource-hungry. I saw those link skills proposed earlier, basically some sort of heartbeat ability and people's reaction to it. I feel there's potential in this if we tweak it a lot. I'm going to violate forum rules by presenting another mini-suggestion: instead of party buffs, rather have multiple single-target 'heart links' -linked targets gain a fraction of cleric's DEF, MDEF, HP, MP and AS as bonus combat stats. -value of bonuses gained depends on how active the cleric plays. Higher Actions Per Minute = stronger heartbeat = more potent bonuses Could have some nice nifty heart icons that throb, or the hp/mp bar in the Party interface could throb at different speeds based on the strength of that individual heartlink. Anyway, have fun with this and trying to free yourself of the cleric power trip.
  19. Imagine praying to Jesus when Arua's right there. Sad. Evo went a little further in terms of combat but your argument still applies. How would you grab an influencer and would it be from the MMO community? Anyone in mind?
  20. Could add mana reservation to those auras as well. Much greater cost and opportunity cost.
  21. I think the toxicity mainly came from the clan imbalances, class imbalances, the duping and AA crashing - things Rednim can actually fix. I dunno; my memory's trash. Either way, yes, this could open the community up to more toxicity but it's also a step or two forward in the game's staying power. Anyway, on-topic: clans should have limits in many and different ways, but whether those should be hard limits or things modified by other mechanics is something for the devs to explore. We should probably start out with 100 or so as our ceiling for now.
  22. We could STILL have clan combat passives and clan drops passives - IF and only IF those passives aren't something anybody can get. There should be a wealth of skills out there that could affect any aspect of gameplay, bound uniquely to truly Unique drop-on-death artifacts. Swords, crowns, shields, jewelry, what-have-you. One of each kind. Something clans would go to war for, either to get first once they get wind of the mere possibility of such a thing, or to loot from the bodies of their enemies in clan PvP. Something for which you'd even ally with your trash ex-boyfriend's clan just to share for mutual benefit. Something for which you'd even betray. It's the free availability of those combat and loot passives that was really problematic. If there was a possibility you could get an artifact that would drown an entire army in their own phlegm for 12 seconds, not counterable by any heal except for natural regen, you'd fight and kill for it.
  23. I feel there is a difference, however small. Shops might not be visible but they can definitely be 'heard', trade chat would still be visible in the same map. Moving towards a Junon Agora/Bazaar/Souq map is a step bigger than flipping what might be a switch visible on the player HUD. Having said that, you're right that the difference is small, and the potential gain to performance is large for some players. People come to Junon Polis not just to buy player vended items but to chit-chat, quest etc. One could even call the latter a primary draw. Removing completely the presence of player vendors by one step (making the process less transparent) disaffects the impulse buys and compassionate purchases that small-time vendors depend on to survive. Essentially, the only players that will truly benefit from a dedicated agora map would be the clan merchants and other players with high rep / high visibility. The loudest voices, in other words. Other voices will be silenced through a chilling effect. Will you be the voice for the voiceless? If smalltime merchants have to pay for world or server advertising, will you open your wallet? I used to make a living crafting and selling PAT items as well as endowed and reinf armor to order. It ran on word-of-mouth as I significantly undercut the existing market and only sold high quality high-substat items. All good, right? But there is NO WAY I'd have had business if I had to peddle my wares and services in a dedicated agora against clan vendors occupying the best spots and away from the rest of the playerbase. Trying to make a living as an artisan is a hit-and-miss affair at best even when you're known among the masses. I spent real money to buy premium, trading it for zulie to get my name out there. I'd queue for CoU, CD, AA etc to get my name out there. I don't know if you've ever had to do that kind of work as an artisan but you're definitely not seeing what people at grassroots level see .
×
×
  • Create New...