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Ashura

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Posts posted by Ashura

  1. 3 hours ago, Anbis said:

    Cleric was my main class i played, and i agree that changing them away from their intended role as a primary support class would only hinder the class and the game. Its been way to long since i last played the game hard core to really provide really good points to add to the discussion but i will at least express my opinion based on my time in game as i had around 12 to 15 clerics in total and maybe 1 or 2 of each of the other jobs and was mostly only PVE. I played mostly when round shield with a T7 on them was actually a real build. I loved the idea of being able to build pure support plus Def so i was able to stand in the middle of everything and still buff and heal.

    I believe that the clerics role should be more of being thrown into the fray without attacking to get the full benefit of the cleric's buffs. I personally rarely stood off to the side at max range healing next to the fire i was up close running around healing and having to take hits every so often to keep everyone healed and buffed. and only moved back to the fire for MP reasons. I also feel like buff slaves should be less of a thing, they were useful and i used my cleric like that myself from time to time and would sit in zant or junon buffing people as they left town when my main party was offline just for the fun of it.

    Side opinion, I feel like the offensive Clerics/ summon Clerics should be based off a different stat then pure support clerics. Any time i tired to run an offensive cleric it just felt like they were basically scorned for not having buffs or not being strong enough that it was just plan out better to just play mage.

    That is what we all are trying to tell everyone. Myself included hated the buff slave term but it was the play style some preferred so i didnt see it as a problem and I also solo'ed for most of my playing career, i hated the fact that i had to stand around and just heal and buff now and then.

    I didn't like the summons(phantom sword) at all so weak and not really doing alot of damage, so i never used SP on them i would rather enhance my support skills and what little atk skills i had maxed it out.

  2. I do not think that every town should have all the town scrolls, a lot of players already know where to traverse and should prepare appropriately . We are venturing into the realm of comfortability and that is a dangerous realm to be stuck in.

    This goes for other consumables as well.

  3. 22 hours ago, Avatar said:

    I had spoken with the person around the end of January/early February of this year. They had stated that the project was no longer going to continue due to personal matters or something. I wish I had saved the convo. 

    Edit: Found it! See below. Trust me, I love this game and want nothing but the best for this team. 
     

    Say whatever you want. LazyPenguin also had his own iteration of this prior to rednim obtaining the licenses. In any case, the idea was to show that you can indeed utilize Rose elements while using UE or any other engine. The Rose feeling/experience will not be lost. 

     

    EA23AB4C-872D-4520-A990-186F66193AD2.png

    Are they the same IMCO Games group?

    Thanx for sharing and caring btw👍

     

  4. 20 hours ago, Avatar said:

    I very much appreciate the explanation involving the copyright infringements. I wouldn’t know where to begin, but your explanation makes it easier to understand. 
     

    Also, I’m not stating that because someone else did it then it’d be okay. I’m simply demonstrating (or attempting to) that just because a new engine would be involved doesn’t mean it’ll detract from the overall feel of what makes Rose Online.. Rose Online. 
     

    Since this team already has a partnership with Gravity, I’m sure it’d be much simpler for them to pitch the idea and show them examples/demonstrations to get the permissions to accomplish this, if they even wanted to anymore. Again, I wont pretend to know what all is involved in that regard. 

    I understand where you are coming from with this i had the same thought process as you. I also wanted to p/servers to band together and help Rednim relaunch this wonderful project. I have seen the many unique things all of them implemented into their servers and wanted a uRose where all of those elements are brought together in an Official way and yes some might say wishful thinking, cash cow this cash cow that.

    Avatar mainly wanted the other team to collaborate and make one beautiful game on the UE engine because the tools would really (cleric buff) the project.

    • Thanks 1
  5. 16 hours ago, Bobbity said:

    While you do that, I want to read about a similar (actually even more detailed!) breakdown of the Monk class. I still don't get why anyone would pick these classes; they seem redundant at this time.

    Seems like just a bare knuckle katar raider

  6. 15 hours ago, Jova1106 said:

    I don't think there should be a ton of new classes added. I think the way it is now is sufficient enough. If they were to add more classes, I'd rather them do away with the first and second job system and just add more base classes with skill trees that can branch in different directions.

    Agreed just differentiate each base class just not set skills fits all.

  7. To top it all off, the game was not even half way completed when Gravity stopped releasing new content. Lets say Rednim has the "full version" of the game they will still have to hire/employ artists and writers to complete the story which for a small development team is something they are working towards and not that easy to do with their budget and only a handful might be working full time on the game game.

    Gravity is not involved in this project the devs are all on their own so everything has to come out of their own pocket and i hope it remains that way because i do not want Gravity anywhere near this project going on their track record to date.

  8. Perhaps the accuracy can be dialed a bit down to favor scouts more and to balance the competition.

    Guns on a bourg will definitely help them more as their explosion skills packs a punch and if i remember correctly the skill is not locked on weapon type but class type.

    • Like 2
  9.  

    22 minutes ago, Jova1106 said:

    This is generally how I think most of the second classes should be balanced, in terms of general strengths and weaknesses, which would mostly be the skills that they have access to. I can probably go into further detail in the future, but this is how I'm going to do it for now. This list is going to be assuming the setting is a PVP 1v1. The two classes that I'm not going to be covering, because I think their roles aren't really suitable for 1v1s, are Cleric and Artisan. Although, I don't have enough experience on Artisan to say whether they're actually good at damaging anything. My assumption is that their primary purpose is for crafting, and Clerics are for healing and supporting, not dealing damage. I'm also going to assume that each class is neutral against itself, disregarding minor build differences. For the sake of this thread, also going to exclude Bourgeois in their current state, and instead list them as I would ideally like them to be, because it seems that they primarily rely on their summons to get stuff done, which would not be easy to balance for PVP. This stuff could most likely use a lot of refinement, but this is enough for now, and just about as well as I can do, until I can see the skill trees, to build more informed opinions.

    The classes in this list are:
        Scout, Raider, Mage (no summons), Bourgeois (no summons), Champion, Knight

    Scout: Ranged, typically with some kind of bow.

    • Primary Strengths: High Attack Speed, High Accuracy, % Physical Defense Penetration
    • Primary Weaknesses: Low Magic & Physical Defense, Low Max Health

    Raider: Melee, typically with dual wielded weapons, like katars.

    • Primary Strengths: High Movement Speed, High Attack Speed, High Accuracy, High Dodge Rate
    • Primary Weaknesses: Low Magic & Physical Defense, Low Max Health

    Mage: Melee, typically with a staff.

    • Primary Strengths: Medium Magic Defense, High Magic Damage, High Burst Magic Damage, % Magic Defense Penetration, Crowd Control (Single Target & AOE Stuns, Slows, Snares, etc.)
    • Primary Weaknesses: Low Physical Defense, Low Max Health

    Bourgeois: Ranged, typically with a gun or a cannon.

    • Primary Strengths: High Physical Damage, High Accuracy, % Physical Defense Penetration
    • Primary Weaknesses: Low Attack Speed, Low Physical Defense, Low Max Health

    Champion: Melee, typically with a two handed weapon, like an axe or a spear.

    • Primary Strengths: Medium Max Health, High Physical Attack Damage, High Burst Physical Damage, Medium Physical Defense
    • Primary Weaknesses: Low Magic Defense, Low Movement Speed

    Knight: Melee, typically with a one handed weapon and a shield.

    • Primary Strengths: High Max Health, High Physical Defense, % (Physical and/or Magic) Damage Absorption
    • Primary Weaknesses: Low Damage Potential, Low Movement Speed

    --

    Synopsis:

    Scout:

    • Scouts should be good at dealing large amounts of damage, from somewhat far away, in a short amount of time. Given that they should be attacking quickly, and with high accuracy, they will be able to get a high number of consecutive hits on targets that don't have a high dodge rate. There should be a way for Scouts to be able to increase their physical defense penetration as a passive percentage debuff per attack, as well as abilities to temporarily increase their damage, hit-chance, and physical defense penetration for a few consecutive attacks, in addition to abilities that can slow/share their target for a brief moment.

    Raider:

    • Raiders should be good at moving around more swiftly than the average movement speed, but not TOO swiftly that nobody can ever catch them. There should be a couple of abilities on every class to slow/snare/debuff opponents, especially quick a opponent, like a Raider. They should also be good at hitting accurately, and with a passive percentage-based physical defense penetration, along with other abilities that help them beat up heavily armored opponents, and tear up opponents that have low physical defense. Against a Champion or Mage, Raiders should be required to be on their toes, otherwise they'll get a good chunk of their health taken away with a single ability.

    Mage:

    • I think a Mage should be treated like a magic version of a Champion. They should excel at dealing large amounts of magic damage in short bursts, but also have the ability to CC individuals and larger groups, which should make them stand out from other classes. The down side, however, is that they will be vulnerable to most of the other classes, due to their low max HP. They will have to skillfully shut their opponents down, before they take too much damage. In a mirror match, it should be down to who is more skilled and who has the better build, since both players will likely have decent magic defense.

    Bourgeois:

    • Since this is basically a version of Bourgeois that I made up, it likely conflicts with how it currently is, but that's okay. I think Bourgeois should be a version of Scout, but with guns/cannons, and a focus on low attack speed and high physical damage, rather than high attack speed and low damage. Scout and Bourgeois can both share the ability to penetrate physical defense, for the sake of countering knights. They'll be able to tear through classes with low max health as well.

    Champion:

    • Champions should be able to deal large amounts of physical damage in bursts, and per auto attack, but not have high physical armor penetration, and be restricted by their low movement speed and magic defense. They should be somewhat unfavored, but not too much, against Raiders, due to their medium physical defense, and somewhat favored against Knights. Due to their low physical armor penetration, but high physical damage potential, and a Knight's lack of ability to deal a lot of damage in a short amount of time, Champions should come out on top in that matchup maybe 60-70% of the time, on an equal-skill playing field. Against Mages, in most cases, I think it will be a matter of whether or not the Champion can get close enough to deal crippling blows to the Mage, before they're locked down by CC and defeated by a lot of magic damage.

    Knight:

    • Knights should be the class that can appeal to defensive players. I think they should have some passive abilities to deal thorns damage, which returns some damage to the attacker, for both physical and magic damage, as well as have high resistances to both physical and magic damage. Their main weakness should be their lack of ability to deal a lot of damage over a short time period, and their low movement speed. They will have to rely on absorbing and returning damage over time, and dealing smaller amounts of damage with some of their other abilities. Knights could have some physical damage CC, like the ability that slams into the ground and stuns in a radius. I think slower movement speed classes should have ranged abilities that can slow/stun their target, to help them against stronger opponents. They could also have some abilities that they can spec into, which would reduce their max potential resistances, but increase their damage potential to a somewhat medium range, to be maybe 60% of a champion's damage potential.

    --

    Conclusion:

    • Other than these strengths and weaknesses, each class should also have abilities that help them in some minor way against their weaknesses, but not enough to significantly turn the tide of a battle by themselves. If used skillfully, you should be able to win against a hard counter maybe 35-40% of the time, if both players are equally skilled. In a game like ROSE, I think all classes should have one ability that you can skillfully time to avoid any incoming ability, and either be immune, take reduced damage, or maybe revive with a small % of your max health if you are killed (which could probably be best utilized as a passive ability). This would allow classes to fare better against stronger opponents, both skillfully and balance-wise. This post isn't perfect, and likely has a few holes that people will point out, but I think it points to the beginning of a good path for class balance.

    * I think it would be a good feature to slightly increase miss chance on all attacks/abilities if a target is moving perpendicular to their attacker.

    Excellent post love the breakdown of pros and cons this would balance the game considerably. The considerably high dodge and high accuracy rate on raiders is the main concern as champs are the only class that looks on paper a decent test for them but the average accuracy is what tips the scales in the raiders favor.

    • Like 2
  10. On 7/25/2022 at 2:21 AM, namcost said:

    I don't think a new game engine is required. In all reality, if they were gonna switch to unreal engine, they should be doing that NOW before they waste time with the current client. Even if that means pushing back development and all of us waiting to play. Once you have your chosen engine, you stick with it. Look at ashes of creation, they chose unreal engine and then updated ASAP to unreal engine 5 because to do it later would be a catastrophe.

    If Rednam are sticking to the original engine, then its ALWAYS going to stay on the original engine. Its just factual. Why spend all the time fixing code when they could just import models into unreal, remake the maps to their own liking, and go that route? Its not hard to create a loot table. Its also not hard to build a map when you already have models to work with. the only issue I see is rigging the models for movement. which any development team should be capable of. Its not like Rose was a AAA action combat game with amazing movement. It was rather basic. So rigging basic movement and matching what was before shouldn't take more than a month or so. Plus they have the original client so they should be able to data mine their own game and pull any info they need for the conversion to a new engine.

    You just said that they are on UE so upgradibg to UE5 shouldn't be a problem for them.

    The devs already said that the current code of the game is really crap and that they have to sort it out before making any real changes to game engine and that they will stay on the Znzin engine.

    This is a quote from Garnet on discord: "The problem is not that we don't have an Unreal Engine version, the problem is if you want us to make it 100% complete the game will be released in 3 years For now we'r going for improving znzin and the current code so we can release the game this year, but we explore others solutions (and we have other solutions) at the same time As munch as i would like an engine upgrade for a lot of reasons, it's not what will make the game incredibly better right now unfortunally."

  11. 2 hours ago, Loerslang said:

    How does this work when the items can only be used by the clan members? And when a clan logo is engraved on it or the item has the colors of the clan, i could imagine a different clan wouldn't want to buy that? 

    This was just a suggestion for profitability if the community didn't like the idea of items only being clan exclusive and to make the items have a much longer lifespan.

    The insignia is to reference where the item/s can be resold if the player/client no longer want the item because item should/could be account bound on purchase by another player outside of the created clan.

    Just quick random ideas to make clan projects more feasible rather than just farming for clan points and upgrading it the usual way.

  12. On 7/24/2022 at 6:58 PM, Guppi said:

    Hi all

    I used to play the game a looong time ago and am looking forward to getting back at it.

    I am looking for someone (preferably in another time zone than GMT+2) whose time to play the game (like mine) will be limited to 1, 2 or 3 hours per week but who still wants to progress at a steady pace towards a more end-game state on a shared account (or more) with me. Preferably you already have some experience (I'm definitely not a pro).

    Please feel free to send me a pm via Discord (Guppi#5579) to see if we can find common ground on gameplay/style.

    Cheers!

    Specify which time zone you are on and which you prefer, this should narrow down availability and who qualifies for your ad. 

  13. Hi all this is probably my very first Topic i am creating so just bare with me for a minute.

    I got this idea of clan skills from another thread i was reading and giving my viewpoint.

    I was thinking of a way to make clans more interesting and valid in this day and age is to make it more viable to use the system itself by adding clans skills like i.e crafting and stockpiling which will work best in clan fields and only materials for clan items gets dropped.

    1. Items created from these material have a different color from regular game items to indicate that they are clan items and can only be used by clan members.

    2. a set amount of artisans/bourgs is needed to unlock different levels of the skills and the higher the level of artisans the better stats on items crafted. Crafted items will have clans insignia engraved on it or next to the items name as to identify its origin.

    3. Market place to sell items to clan members which will make it easier for them to sell unwanted goods.

    4. Also thought of being able to sell these items to other players which will help the clans generate money as well or use clan points as a form of currency. Auto 5-10% levy attached to item sales and goes to the clan who made the if sold to another player.

    5. Players who resells items back to the clan who made the item get a 30% cashback.

     

    Just some thoughts i had feel free to add to the list of skills or give input on what you think of this suggestion.

    If a similar thread exists please send link and i will remove this thread. 

  14. The amount of people in a clan shouldnt really affect the effectiveness or feasibility of a clan. In NA there were multiple clans who had 3-5 branches of the original clan and it didnt affect anyone who was not part of the main clan. I myself started off from a main clan and then ended up being a clan leader for one of the branches and i never felt like i missed out because we always interacted with everyone no matter which branch they're from.

  15. I saw on another p/server they are trying to create 3rd job systems but i am not too sure it will work because just naming a new class and creating new skill sets for said class is a whole different aspect. I appreciate that you are looking out for the longevity and playability of the game, something like this will have to be done further down the line and probably on a newer game engine.

  16. 6 hours ago, Rebus said:

    I generally like the idea of special rewards in dungeons. But seeing how the devs want to remove pretty much all item binding, it would be a huge mistake to make dungeon drops too good/frequent.

    Dungeons are instanced areas and therefore let you farm without any competition. The world will be pretty empty if farming dungeons is the most lucrative thing to do.

     

    I personally prefer e.g. a WoW style of dungeon drops, where you can reasonably target items (much like your suggestion), but everything would bind on pickup. But I think that ship has sailed.

    Then perhaps limit the time you can spend in the dungeon and the amount of times you can revisit it on a daily basis, while scaling difficulty and rewards dependent on number of active players in dungeon.

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