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HLAJR

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Everything posted by HLAJR

  1. Thanks for the confirmation. But I could still took the gem out of the item and then could be able to apply an imbued scroll with a substat, isn't it?
  2. Not actually take the substat of an item with a gem on it but rather to "PUT" a substat using an imbued scroll into that gemmed item... would that be possible or it will just give an error message without doing anything and the scroll will not be used, or the worst, the process will fail and would result to lost imbued scroll, this is what I fear most The best thing to happen is if the substat will add up (though I doubt that programmatically since each stat should have their own field in the database) I thought no one could have tested that yet due to costly imbued scroll?
  3. How about if the item had a gem on it, would transferring stat using scroll work directly or you first need to took the gem out before any scroll stat could be transfered to the item? I have one such item that I bought from vendor with a +10 upgrade and a gem included. I am getting 2nd thought if the attempt could result to failure and lost an expensive embued scroll. Also having 2nd thought using a separation drill since it cost 3.5M in the market currently, almost same as the Diamond 5 gem attached, so that is why I am asking if saving the gem is still useful or will I just use a destruction Drill if ever the gem needs to be removed first before any embued scroll stat could be transfered on the item. Another thing, is Separation Drill always 100% guaranteed to remove and save the gem at the same time without any degradation? Because it's 3.5M cost is too expensive to just try by trial and error
  4. Gems of higher grade had a percentage value in their stat like for example, Diamond [7], it says Attack Power 5% + 10. I believe the + 10 is a plain value like that of the other Diamond [3] which has an AP10 stat. Question is what is that 5% refers to and how it is computed? I would just like to know beforehand so that I can see if buying such gem is a good deal.
  5. I am a Lone Wolf also... You can drop me a message In-Game with same IGN and we could play along if ever...
  6. I think "botting" is not detected by the server and only caught if someone report it, am I right with that assumption? If that's true, then you cannot always say that botting will be done by low levels since it is easier to just create a new account when caught and banned for botting... and that high level will not risk doing it since they will not want to lose their high level account, if they will not be caught at hand. Realistically, that is up to each player's risk appetite I believe. Don't you think a high level that could get drops with a value of million zulie would not be tempted even if they could risk their account specially if they belong to an organize clan where there are a lot of active players all with multi accounts that could help a "possible botter" level a new character to max within weeks if ever they got banned? It just come to my thought just now, but what if, those clans could even have a "sacrificial" botter account that is used for the benefit of the group? That even if it gets banned, their other high levels account will not be affected. Remember, the higher the levels of the character, the more resources and experience they will have compare to those low levels specially if the players are legitimate newbies to ROSE, and I believe those are the ones that are bringing this issue to attention, the legitimate low level players and not just those low level character of players who already have high level characters. Call this just speculation but it is also not impossible. That is why this "issue" should be given a good attention and plan for an appropriate action for the sake of more players and not just the lucky (to have high level character fast) ones.
  7. I hope things would be corrected the soonest possible time... With those arguments, the high level is in better position and in my personal point of view should be adjusted that if a mobs is way lower than the player's level, it should not give drops anymore, and this is in those common maps for low levels like in Junon. Yeah, high levels might be bored and stop playing but at least, they are already high levels and would not just dump their accounts unlike those low levels that would be adversely affected and not anymore continue with their account. Of course this is a case to case basis but still, the low levels are the ones on the not so good position there. It always happen specially with events where a player needs to kill mobs in order to get drops for the event quest, and they always run on the lowbies map like Adventurer's Plains, Valley of Luxem Tower, Zant City, etc.. AOEing their way around those lowbies who just want to level accordingly with the game. No wonder sometimes, high levels there would be staying longer than the low levels like in AP's beach where mini-jelly beans abound. For more to enjoy this game, adjustment for the sake of most player should be looked upon and checked so that the administration could implement a good plan for everyone.
  8. I see... I thought it was the implementation that's been problematic like causing bugs or crashes... Yup, reward is really the lure for that but for me personally, having a new thing to do in-game is already a thing to look after besides the usual grind. Anyway, since the Devs are the one asking for ideas, it only shows they are looking into something to offer for everyone in the near future. And all our inputs could make and shape the realization of those things. Thanks for the clarification.
  9. Have you "dragged" the item to the buy item window where you will be ask the number of the item you want to buy?
  10. With that, so what is the possible "Stat Tier" for a particular Item Grade? Ex: Item Grade 1... it could have a Stat Tier 1 and above too base on what is in-game for now? My own crafted items seems to have a Stat Tier 3 substat for the Item Grade 1 that I had made so far... Those were AP10 CHA10 STR5 INT5 CON5 SEN5 for the singles
  11. Yes, that could be it... programatically, it might be somewhat like that Clan Points where each player contribute to the total points of the whole clan. With that, it could be a point, a number of items collected, a number of mobs killed, and a lot more. For me, as long as it is not clan vs clan by killing player members of opposing clan, then that would be nice and a separate venture with the likes of dungeons or arena activities. Sorry I cannot detail those cause I am not into that kind of (PVP) gameplay, I am more on the adventurer's type I believe this is not impossible as the basic ingredients are already in-game, it just need to be tailored and planned how to "fit" it into the storyboard and the gameplay.
  12. May I know possible reason why it failed? Yes, I believe the reward is also a factor but personally for me, it is no difference to individual quest which are still present currently in-game. What I am suggesting as a content is simply like doing quest in a group but of course, there will be challenges involve not just programmatically for the game code but also the actual process in how to implement in a gamer's perspective.
  13. Brainstorming new clan based content (we'd love to hear your ideas or suggestions on the forum!) Based from the latest Patch Notes, I hope they could come up of a Quest where it will be done by players within clans like for example a minimum of 5 to qualify and do the quest and the rewards would be for all clan members if possible, or could also be clan points that could be used also by the clan. It could also be a variety of quest like one just within Junon, that could be done by clan with low level players and another that span to other planets so that could be accomplished by a clan with varying levels of clan members.
  14. This is what I am referring to... Please check the thread... There are 2 ways there to do it, 1st is by creating shortcuts, one for each of your email account and 2nd is using the batch file approach.
  15. There is already a modification where you can login any account without typing your login details repeatedly, but of course, you have to set them all first in the batch file. After that, you only need to run the batch file and then PRESS corresponding number from the selection to login your specific account. I have and other players too been doing that for more than a few months now and it is tested working...
  16. Personally for me... First, it is almost a sort of abuse... and why? because there are players who tends to find a way to circumvent the restriction just for them to be able to multi client instead of just respect the rules and play fair. If the reason to let players multi client because they need it or enjoy it, then why not also let other things that other players need, want and enjoy too like higher EXP Rate, Zulie Drop, Bigger Quest Rewards, Powerful Stat of Item Mall items, etc... The mere fact that restrictions are implemented and rules are set is in order for the game to have some standard and fair gameplay to benefit most of the player base and not just those who want to get an edge because they can overdo some of the things in the game that others cannot or will not. I do respect and I'm grateful to others happiness with the game but if that part is already conflicting with other too, then I believe that could cause a problem in the future of the game if not outright. I have reserved 3 Character Names and ask support to set them in each separate account and on top of that, I have created my main account during Early Access opening and also another for my daughter but I am not that eager to use them all at once through multi clienting either to level up or vend, but I am also happy with that already. So I guess we are all in a different level regarding being happy with our own ROSE Adventure here in this official server. Anyway, if your multi client wish would happen in the near future here, I would be happy for you too.
  17. I am mostly a Solo Player in all my ROSE Life (2005-ROSE PH, 1 Private Server and NA ROSE) and for me a single client is sufficient enough that is why 2 client is already a bonus for me. I do not entirely agree also with the reasoning that we "need" 2 client so that we can vend while leveling another character. For me, either you level up or you vend, end of discussion. But since this is a Free ROSE World, then many wants more than the usual so that's the ROSE World that is going on right now, be it in an official server or other private server, it is just left for the management to decide what to give to the ever growing number of players asking this, asking that, up to the endless dissatisfaction. That is why I missed the old times when we are so excited to vend anything we pick that we think could be sold, those early days of ROSE we did not think of the wasted time that we are not leveling when we vend and the other way around, EVEN and Come To Think of it that we are paying for Load or Top Up Cards those time since ROSE is not a Free To Play game that time, plus the added cost of renting a computer in a computer shop/cafe since either we don't have our own computer or we don't have a Dial Up Internet connection in our home. But Most if not Everyone is happy and satisfied... But now that a lot had been added to the game, still a lot of complaints (though maybe valid at times) it seems a lot will not be satisfied at all. They even would come to say this will be the end of the game for all... but for me, well ROSE is ROSE
  18. That is a good thing to try if it will work outright on touchscreen machine without reprogramming in the client... but if it will requires any adjustment in the code just to make it work, then perhaps that will go on queue probably when they have the liberty to try with the mobile version too. Personally, I will stick with the good old mouse as my brain is endowed with the tactile feel of the left and right button and also with the scroll wheel but only after it becomes always available with the mouse. That is the reason why I am not a fan of mobile games, I always missed the tactile feeling of the controls on such games.
  19. So meaning the only safe is going to 10 (from 9), you can fail there without going back to 8, but if already at 10, you can be rolled back to 9 if failed. Then perhaps just to be clear, these Refine Grades 1-10 = safe from degrade Refine Grades 11-15 = 1 degrade level -----> should become [ Refine Grades "to" 11-15 = 1 degrade level "on failure" ] Refine Grades 16-20 = 2 degrade levels
  20. Just to add base on my own experience just yesterday... I had an Item Grade 1 that I had manage to refine to Grade [10] already, and since I still have 1 remaining bindrune, I think I had nothing to lose if I try to refine it further, thinking the grade will not be downgraded when refining fails but as it fails, the original Grade [10] becomes Grade [9] afterwards with the consumption of the refines and a cost in zulie. With that, I believe that the statement 'safe from degrade" is not guaranteed up to [10] or I just misunderstood the calculation??? Like since I am already aiming for [11] that is why that "1 degrade level" is already in effect? If this is not the intended result, then Devs should visit the code for recalculation of refining rules, there could be some logic (formula) error there...
  21. The list is a little confusing with the term "tier"... I am wanting to now for example what are the possible max stat value per stat like for example STR for an Item Grade 1. I initially think the term Tier in that list refers to Item Grade but I was wrong since on Tier 1, it only shows a value of 2 to some stats where in-game I have seen stat value of 5 like STR 5, INT 5, SEN 5, etc., and also the list only shows AP value of 5 where in-game I have seen AP10 for an Item Grade 1. So I was at lost on that Tier thing there in the list...
  22. I now have Magic Heart Candies and the dialog is updated but still no quest called magic Heart Candy Express on the Quest List or that is all already, just an update in the dialog once you have the candies?
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