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mindtheblob

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  1. I, too, strongly suggest the developer team to take a deep look into the source of these zulie. There has been a 100-200% price spike in a week in a stage of the game where you would expect the zulie sinks of refining (and to some extent crafting*) to match the gains of any npc sold items is suspicious to say the least. Sure many players are already at a point where they are happy with their gear and any generated zulie tends to flow into circulation but the changes we are seeing as of late compared to the relatively stable month we had before that is both unexpected and worrying. * Crafting health and mana, and max stats actively destroys zulie. I estimate having destroyed 400m into max stat crafts, for example.
  2. Sorry for piggybacking but do you know if a 50% critical rate is the maximum in practice? I know the stat caps at 50% but some people have said that a higher "ciritical rating" stat (shown when hovering over the critical stat) would increase the rate higher in practice but committing to test that is an expensive endeavour
  3. Thank you for a well organized post! My own experiences differ a little and I don't think a 100% on high end gear/gem craft should necessarily be achievable at all. But for the main part I feel you illustrate the main issues very well. I will just add a few more suggestions I've been thinking about: - Color-code material drops based on whether they are non-NPC purchasable crafting materials or junk (e.g. green for craft material). This would tell players that maybe it might be worthwhile vending them in a store. - Significantly increase the drop rate of "animal" materials (dragon scale, broken horn, frozen scale etc.). For example, I have spent roughly 3 hours with different characters in the 90 range trying to get a dragon scale drop in Gorge and have nothing to show for it. It's just abysmally scarce. - Significantly decrease the insane clutter of NPC purchasable materials, non-craftable materials, and the like. - Introduce non-NPC wood, leather, cloth, and stone materials at a sooner level (e.g. forest of wisdom by latest) to match the crafting requirements of lower level items like magic tools, shields and backshields. - Introduce Lesian and Misian sooner. - Introduce more storage inventory space. An artisan does not have the inventory slots for all non-NPC usable materials and 3-4 sets of gear (Con, Sen, PvE, PvP). My gameplay currently is 20-30% Inventory Management Online. The only point I strongly disagree with is this: This is mainly because the current game mechanic of allowing grey mobs to drop items is already incredibly toxic and demotivating for low level players who have to compete with 2000 movement speed players for kills, especially with the new game rule of allowing damage to get a drop. Having gun artisans pew pew mobs from a distance of 30m in a matter of seconds would be absolute chaos. Just two artisans could ruin the whole leveling experience for 20 players for mobs like Clowns in FoW or Doonga's in Kenji. For the long term health of the game this whole feature of mob drops from low level monsters should be dismantled. It is also incredibly susceptible to cheating with scripts. Should people want to farm specific drops, and should the developers wish to encourage this, it would be better to decrease the price of the no-exp item, for example. As for my own experience I leveled my artisan in pace with the largest cohort of the early access players and for every phase of the game there were profitable markets to play. I thoroughly enjoyed the Zant business of fairy wings and backpacks and magic tools, the early Junon business of wings, the weapon business and armour business for those who got rich in Kenji Beach, the mask of lies and magic tools from Luna drops etc. Admittedly this required a fair amount of Buy vending and scouring the market for good deals with my brother, as well as knowing what npc items to disassemble and when. But for our experience of Rose Online playing the market game has always been an important part of the enjoyment, and I would not expect to be able to farm all my crafts. Despite never making it to Orlo before the chewed bone adjustment I came out with a decent enough roll to stake future endeavors and ultimately fund my gear. As an old iRose and early evoRose player I by grumpy nature detest this filthy valor system and was very worried there would be no place in the late game for a sen artisan. But at least for now with a lot of loose (and dirty ) zulie around even the high level sen artisan business of crafting max stats, no matter how absolutely tedious it is, has been profitable, though this might change should the influx of zulie start to dwindle compared to the zulie sinks of refining and disassembly. Also, it has just been immeasurably awesome to be able to reset skills and stats. With party benefiting buffs, and the ability to respec between PvE and crafting, leveling up an artisan was so so so much more fun than it used to be.
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