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Bobbity

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Posts posted by Bobbity

  1. On 5/23/2023 at 6:07 PM, ESRever21 said:

    It's kind of funny; as of right now I have one buff on my muse while, my dealer has 3. lol

    Yeah, it is pretty sad right now. Thanks to the skill reset, I learn and unlearn that buff as needed. Tbh, most of the time it's pointless and flames +focus healing are more important. Since clerics don't really have buffs anymore, no-one expects clerics to buff them. (Well, except those trash-talking fire elementals, of course. We should really do something about that lot.)  Do we still need buffs on clerics though? Dealer and soldier buffs are very potent force multipliers and hawker buffs tend to be icing on the cake. What buffs do clerics even have to offer? I, for one, would gladly give up MDEF UP, +Enhanced DMG, MP UP and INT UP for something cool and useful. 

    Anyway, what we're missing is that superhero experience, swooping in to save the day and make it better for the common people. We want to put a smile on their faces and fly away smiling, ready for the next superhero landing. Since muses are being given short shrift as overcompensation for their previous OP circumstances, let's find a happy medium in-between those extremes. Here's what I'm thinking:

    - Muses get to summon bonfires and swords and, as clerics they can summon elementals and dragons. Why not let muses be the only class to natively use these summons as mounts? This would also encourage muses to learn Mana Shield early to profit from their mount move speed. (xianxia flying sword when?)

    - Bring back Angelic Chant (in name only) but have the effect scale in reverse to the affected unit's level. The higher the level, the less effective the buff. Effect: 1/2/3/4/5% increased exp gain, +5% +1/2/3/4/5 allstats

    - Add another PvM-only skill after Soul Revive called Guardian Angel. Effect: When the player takes lethal damage, the player cannot take physical or magical damage for 5 seconds. Upon death, the player is revived with 0% exp loss no matter their means of revival.

     

    The above ideas should fill the gap somewhat when it comes to the missing muse/cleric experience. The question is, of course, if the devs think this is worth implementing. I'll need feedback on this before I post this in the Ideas subforum.

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  2. Linking the cooldowns is such a cop-out though. People immediately jump to cd sharing as the most obvious counter. Maybe let's think a bit bigger than that, please guys.  Maybe add some true sight skills and items that don't all use the exact same mechanic. Also differentiate Stealth and Cloaking a bit more so there's a bit more strat involved, like fade time, revealed on taking AOE damage in the first 2 seconds, moving in the first few seconds breaks the Cloaking effect... something. It's the sameness, the blunt application of ideas smeared with a cement trowel that's aggravating problems.

    Taunt Resistance definitely has to happen though. I make somewhere between 40 to 90 honor every AA basically for free, just Taunting whoever needs Taunting so my team can cc+dps and send them to meet their god. No actual work done, no refined anything etc.

  3. ^This.

    My muse was level 38 for months. A few weeks back I leveled her to 61, where she's remained since. My mage that I leveled to 121 and took to Xita suffered a random rollback down to 104 (and Luna, sadly) and stayed at that level for more than a month. I just couldn't muster the desire to go through artillery penguins etc all over again. I leveled her back up to 120 earlier today and took screenshots this time, just in case someone tries to mess with me again. Either way, there was a definite demotivating barrier I had to overcome. All of this is a long way of saying that we're playing muses with a lot fewer instant microgratifications and all that good stuff that kept us going. Buffing random noobs feels really good. Being super-useful, regarded as critical, even, feels good. A party ain't a party without a muse - and that's where we went wrong. We created a forced rigid meta and we doubled down on it. How do we fix this? Where do we go from here?

    We can go from this point and make something different but better. Easily, even. Make all class skills more interesting. Currently, 70% of most class skill trees are flat, limp and uninspiring. You can't even tweak the numbers or you ruin the leveling meta or the PvP meta or the farming meta... blah blah blah. Just stop having stupid skills. Change them.

    Give muses more interesting abilities, things like resetting a monster's aggro to neutral, exorcising ghosts, raising dead teammates to life from remote locations (or even TO remote locations!), summoning stationary holy lightning as a cleric upgrade to their lightning skill(s), make MDEF UP buff a lot stronger, enough that it makes more than just a token difference against ghosts; add a status resistance / duration reduction effect vs debuffs... I could go on and on, and if you looked through the old Suggestions subforum you'd see I already have. The devs have a cornucopia of ideas to draw from. They should start leveraging that so people stop missing the old and look forward to the new.

     

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  4. My assumption is that there's a laundry list of things to do before battle artisans (and Dealers in general) get looked at. Accordingly, I'm just spinning my wheels, waiting for the next year or so until that actually happens. There's been discussion and there have also been a lot of suggestions re: dealer combat, crafting and utility skills, CGs, unemployment etc. etc. etc. so I don't need to add anything here except DON'T FORGET TO FIX ARTISANS. 

     

    @prettywomanlover I've suggested landmines/proximity mines any number of times, and I've pointed out the overlap between that and scout traps. So, this is known but that discussion still needs to happen seriously at the dev team level.

     

    Off-topic: Don't forget to vote on my awesome new timewasting poll: Do katars eat raw meat?

     

     

  5. What I'm hearing from you is you want soldiers to wear imposing, thick golden armor on Orlo, the blazing, parched desert planet/god that provides light and heat to all of Arua's worlds. This brings your judgement into question and urges me to dismiss everything you said as absolute nonsense. I won't do that because much of what you said makes sense. My point still stands, though: your overarching aesthetic derives mainly from the starter worlds. People played for years before Orlo came along, and that aesthetic solidified in their minds. At Orlo's advent, players were confronted with the idea of not only the Seven Worlds but also systems and worlds beyond Arua's creation. Orlo was once even a hub of interplanetary trade. Do you think Karkia will look and feel anything like Adventurer's Plains? Hebarn? You're earthbound, and so are your ideas. Think Bigger. 

  6. If you're chatting while crafting, are you even crafting? Are you focusing? Concentrating? If that's not the case, you might as well just let a machine do your crafting for you. Which I support, by the way; there's a reason we built machines for mass production, and it's not just so we could have a reserve army of cheap, disposable human labor. 

    If you want to craft standardized goods that don't require substats, I suggest crafting a machine THAT DOES THIS FOR YOU. Just stock it with enough sapphires to up its CON to inhuman levels. If you want to craft artisanal goods that require substats, take the time and actually be an artisan. If you don't enjoy crafting, why are you even doing it? Just pay someone else to do it for you.

  7. I feel that this creates a market for dealers who are finally becoming artisans. I don't believe the server is in a healthy space right now to replace that market with NPC goods, given how quickly people want to get off Luna and make it to Eldeon for Xita quests. They'll do what is easiest and not what is best. We already have a problem with the limited endgame market for crafted goods, let's not make it worse.

     

    EDIT: I've been thinking of a way to have my cake and eat it, as it were. Not only should there be a free market for player-crafted goods and services on Luna, but also NPC goods. However, we can't have NPCs compete with players, so I suggest each NPC offers a chain quest that will reward items in which they specialize. Pabel could give muse offhands, Pavrick the vodkasmith could give soldier/hawker offhands and backshields etc.

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  8. 10 hours ago, Kaizy said:

    It doesn't matter how interesting the gameplay is if isn't worth doing.

    I could flip that right around and say it doesn't matter how much honor you get if it's too dreadfully boring to bother playing. Realistically, Rose Online is a game. Min-maxing tryhards are, of course, a sizable segment of the playerbase and will decide their course based not on fun gameplay but on resource gained per minute of activity, but them aside, people play for fun. They typically play for fun if there's a possibility of fun to be had. Right now, there's the possibility but not much else, so there's not much keeping them locked into DP and AA. Of course, you're completely right that the rewards are pathetic and the devs could simply buff those as a quick-fix. It's a good suggestion but still just a quick-fix though. My suggestions go above that. They are both specific and more general to overall Rose gameplay. What's lacking for endgame content is replayability. Fun and interesting elements. People play chess for fun. There's literal MMR for chess. And yet it's been the same board and pieces for centuries. Dota at its core hasn't changed all that much in 20 years either but it has intensely high replay value. I'm saying the devs should, when they can, widen their scope and strongly reconsider their view of what needs fixing for mid- and endgame and how that should be fixed.

     

    EDIT: You seem to have misread me. I did not dismiss your efforts as useless and without merit. They are useful, as are the other simple things 'doable-right now' you mentioned. That said, adding additional suggestions keeps the dev teams on their toes; it outlines a framework of suggestions for a specific component of the game so they can work towards it. This has always been the purpose of the suggestions subforum: the now, the very soon and the much later. We are the ones that provide the bulk of the 'much later' that the team uses as its compass.

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  9. Saying "buff pls" and "nerf pls" isn't as useful as suggesting some interesting mechanics for varied play. One of the reasons people don't play DP and CD (aside from the poor ROI) is that it's boring and static. Most Rose gameplay is like this, in fact. There's no complex interaction between stealth and true sight detection, between ranged attacks and melee (except for Garnet's gap closer skill that I've yet to see ingame), between buffs and purge/dispel or between casting point and mana cost. There's almost no interaction with the terrain or any destructible elements or points of interest to capture or deny. We don't have any just-in-time skills, triggered skill combos or guard skills. We don't even have channelling skills. At the very least I'd like to see a mechanic where pseudo-random power-ups spawn on the map with increased frequency and usefulness based on the session time elapsed. Imagine the attacking team managing to locate both a cast range power-up AND a bonus damage power-up, and selecting their sniper (scout, arti) to take both and use them for a critical moment on the defending team's most important member. Imagine an artisan managing to capture all the cannons on the ramparts (just pretend) and using them to launch a continuous barrage at the crystal. How would the defending team respond? What should they have done to prevent this? Et cetera, et cetera.

    Just make play more interesting. Put some thought into it. "pa buff po" means nothing in a game where mana shield is a bone of contention to the point where it was heavily nerfed.

     

  10. On 4/11/2023 at 2:16 AM, Mewi said:

    So long as they follow the rose-world aesthetic.

    A lot of equipment from the later game don't fit into the world at all, and many IM items also follow suit. 

    That or the aesthetic is based on Junon+Luna. We have seven planets. At least one of those is highly technologically advanced. I feel we should rethink the aesthetic spectrum in which we operate.

  11. I'd prefer that people take the actual stairs in Mt. Eruca to the Sea of Dawn, instead of teleporting. Or allow the teleport but at the risk of letting mobs from SoD back onto Luna proper. Everything should have a cost, the dealer in me says. Physical access could thus use a different resource than GA Energy, e.g. with the necessary related quest status (either the main storyline quest or Luna quests) one could form n number of Ice Key Fragments into an Ice Key, allowing direct access to SoD for you (one key per person) / everyone in your group (one key for all).

    I know people have wanted use for that Ice Key Fragment for ages, especially since years back it actually had a use - one I hope the devs could re-implement someday, in fact.

    Physical access to dungeons makes the game more interesting, especially if those sites are in contested PvP zones, such as DoD. One clan forcing another to have to use GA Energy and monopolizing 'free' access seems like great clan war material to me. Prison would see a lot more use if that were the case, considering the popularity of SC for quick Valor and CP. This logic doesn't hold for HoO, of course, since anyone on Orlo that has the kegpack quest can teleport straight to OT without risk. It's really people on Junon that'd prefer using GA Energy vs having to travel all the way to OT. I still feel that there should be some cost but also profit gained from this method, so I suggest remaking and re-implementing Ruven's tokens, pirate's tokens or doubloons from the OT quest. I'll keep thinking about this.

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  12. Hmm.... so, you're Fred, huh? Interesting. I've heard a lot about you. You're famous around these parts - or should I say infamous? By that, I mean, no, I've never heard of you.

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  13. 4 hours ago, Avatar said:

    Level 50 has always been the requirement for as long as I can remember. 

    The only way to get to Junon at level 1 is to run from Adv Plains to Junon Polis. The ferry boat and the return scroll both require level 30 to use.

    I wouldn’t imagine a level 1 joining and immediately realizing a training ground exists to even see wars or even knowing which maps to run through to get there. I also doubt any higher level player(s) would just know to wait at Adv Plains to just give a newbie a ride to TG on their cart. 

    Sorry, I just don’t see any purpose to change this requirement. 

    You're telling me you've never kidnapped a level 1 player before? Seems a bit sus... that's one of the main pleasures of a backseat.

     

    Anyway, we could someday distinguish between TG and JC: one has no level requirement and a safe zone for spectators with specially organized combat, and the other has a level requirement due to free-for-all combat.

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  14. I'd say you do, and accommodations should be made for you - interesting ones that fit your theme. But people who don't understand why dealer mains are a thing should not be leading the discussion or be the biggest voice. They are not the ones most affected.

    Rose still has a lot of room to grow and I expect that something seemingly simple like ammo could easily be the first step of a sea-change in the game. We don't have to be limited to how things were done. We especially don't have to do things the pserver way with ridiculous hacks - we have the tools to do things right from the start.

  15. The line between pay-for-convenience and pay-to-win does exist, thin as it might be, and things can be done in that operating space. That said, the current state of Rose makes that line thinner than a DYSTOPIA raider's hopes of getting into heaven. Increase the space to a minimum of comfort (business class) and let premium accounts / IM buyers enjoy luxury (first class).

    I should note that carts already give +carry weight and thus the idea's been there for a long time, that dealers cart around their goods either in backpacks on foot as tinkers and travelling salespeople or via cart

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