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Maestro

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Posts posted by Maestro

  1. True. I guess when the Rose Guides start being posted by players in a Wiki then these things might become more clear for new players. But what they can also do is maybe one of two things, accessible in-game from the Skills Tab:

    1) Add an extra tab in the list (with cart, uniques, etc). Call it Weapon Types or something. These just have a list of all available weapons that your class can use. (if you are a soldier then the weapons shown reflect all weapons up until level 100 that soldiers can use, with their categories such as one-handed, axe, etc., up until level 100. When you decide on your second job, these weapons change to show all weapons up until max level that your class can use. These weapons are simple j.peg images, with attack power, and other stats shown so that it is visually easy to see and compare the next weapon you have to get. Of course, you can view all this if you run to an NPC, but this just makes the decision process easier and on the spot. You still have to go to the NPC's to actually buy the weapon.

    2) You can have a window that opens using a new option, (like the window that opens when you craft using an Arti) that allows you to drag and drop your current weapon and compare it to the next in-line weapons. SO, say you are using a lvl 70 weapon, and you are able to drag and drop that into the window, and also choose a weapon from a list of weapons in a drop down menu in that window and then compare the two. (This can be used for armours as well possibly!) So the data you get after you drag the weapon, is info on the differences between the two. So the lvl 80 weapon may say +10 attack power, +0.5 attack speed, +30 accuracy etc. So you see how much better the new weapon is. It can also work if you have a refined weapon, in which case, that refined weapon may be better than the lvl 80 weapon, so it may say -30 attack power, - 50 accuracy etc, if you were to switch to the lvl 80 wep.

  2. 10 hours ago, Bobbity said:

    It really is more the issue being the game's performance itself than the capability of $current_year hardware. The dev team's on the case, though.

    @Maestro do you see this pre-empting the Fate quest or would the quest be a finalization of your initial choice?

    And that's the thing as well. With the Fate quest I feel like there are hints of something more awaits between Hebarn and Arua, except the fate quest is kinda a dead end. You do it and it's like "oh what is the relevance, or what has this changed in my gameplay". Not much, if anything. And that's if people even decide to do it. Many persons just didn't do it or used tele tickets to get to Orlo. So it was more of an option that was rarely done as opposed to a requirement. I think if it becomes a requirement to choose a side, then persons can still have that familiar play style, but there would be subtle and different game experiences in real-time with the suggestions I mentioned.

    My initial idea required persons to choose from the start when making a new character, but maybe it could also be a requirement that you must choose when you have reached to lvl 100. And then these second job armours, weapons, Ammo, etc., all reflect the changes based on your side as I mentioned. It could go either way tbh.

    They can make the Fate Quest more end-game and more difficult to prove your loyalty or something (say at lvl 230), and that opens doors to certain planets. IF you choose the side of Hebarn, then you are granted access to his dark worlds. These worlds have different drop tables or dark spiky armour drops. It could bring fresh designs into the game. IF you chose Arua, then you can go to her planets that have not yet been released and these also have their own drop tables. (Again this new idea is likely for the future if a design team comes on-board) but you get the idea.

    • Like 1
  3. 20 hours ago, trytoguess said:

    Always did like the concept of faction vs faction in MMORPG. Personally I'd love to see this feature incrementally added in. Like maybe in the beginning you just have Arua VS Hebarn battles, then add in different graphics, planets, etc.

    Though with that said I'm curious if the game (and your average player's computer) could handle potentially hundreds of characters going on a battle royale.

    Yes same! They can choose to roll out incrementally as well, and maybe have a test server for these changes before it goes live at some point. I just want to see something tying together these main 'gods of ROSE' and some significance in gameplay. When game arenas used to run most often yearsss ago there would definitely seem to be hundreds of people waiting to enter so I'm sure any computer today can handle that and more.

    • Like 1
  4. 5 hours ago, Zeror said:

    But we are enemies of each other. We have different agendas of what we want to achieve. World of Warcraft, for example, doesn't allow players of opposing factions to chat with each other. This way players can coordinate without that enemy player know their plan. So maybe there could be an Arua-chat and a Hebarn-chat so each side can chat there without of the other side knowing.

    But I like this idea so much that I would take this idea even further.

    Arua players would start on planet Junon, just like it is now. Nothing changes for them. Hebarn players start on planet Skaaj. We haven't seen this planet yet. Skaaj is supposed to be a vacation resort with a love theme. But since Hebarn invaded the place the love here cannot be found anywhere on this planet. It has become a place of hatred.

    Arua players advance from planet Junon to planet Luna. Junon was safe and fully controlled by Arua, but Luna is partly controlled by Arua and is in conflict with Hebarn. Hebarn players, on the other hand, advance from planet Skaaj to planet Karkia. Same story there. Skaaj is safe for Hebarn players and Karkia is in conflict with Arua.

    Both sides advance then to planet Eldeon. After that to planet Oro. And at last they go to planet Hebarn. This planet is very unsafe for both Arua and Hebarn players. Here are the worst entities of the evil Hebarn, which aren't even friendly for the Guards of Hebarn. This planet is the ultimate endgame.

    Both sides can visit each other planets. But be aware of the risks. An arua controlled planet is not safe for Hebarn and vice versa.

    Check this map i made:

    AruaHebarnFlow.jpg

    Nicely done and interesting concept! Yes they could look at that sort of thing as well if they release the other worlds. It would really change the entire path of ROSE which I think it needs. It needs a refresher. ROSE has such a strong foundation and has a LOT of potential if the team can get the man power over time to really experiment with these ideas, or possibly work in more dynamic game engines etc.

  5. 17 minutes ago, Zeror said:

    I'd like the idea of having two sides. But there are many things why this could work or wouldn't work. So i have a couple of questions, which are also based on experiences with other MMO's i've played.

    1. Would the two sides be able to chat with each other? Or wouldn't they simply not see each others chatmessages.
    2. How should this work in cities? Are the cities considered sanctuaries with no pvp possible or would each side have their own cities?

    Oh no everything outside of the changes will remain the same as it is now. Both sides operate in the same games space, on the same server, on the same maps. Both can see chats in general or when vending etc., Exactly how the normal game is currently- None of that would change.

    So If I'm Arua and you're Hebarn, I will still see you in game and chat with you or level as normal. If we get to max level though, we would be fighting on opposite teams. Me vs you to help whichever side we associate with. There would just be persons who side with one, or the other. But their decision and battle outcomes from the events etc., shape the world of ROSE and shape their individual gameplays (in terms of gears or costume designs etc.) as explained, to add variety.

  6. I had briefly mentioned a quick thought that had come to my mind on Discord, about a new feature or process of evolving the storyline of ROSE Online in this new release. What I propose is incorporating a new style of gameplay that would add to the excitement of playing the game- especially for those of us who are already used to the ‘same old, same old’ way that the game has been played for years. This new potential update is called, “Champions of Arua VS Guards of Hebarn.”

    Relevance to the ROSE Storyline

    Arua is seen as the goddess of ROSE, who created the planets. Most of the maps have this fun and cute, bright and nature-filled setting, probably based on the nature of Arua. Hebarn, seems to be the villain in the story who is seeking to disrupt this change. (Rose is like two decades old, and we have not really seen any significance in these two beings, or how they have changed gameplay)

    The Proposal:

    Using this information, I propose that the Devs consider something along the lines below, which I will explain. It does not have to roll out for release, or in the exact manner, but it would be nice if this was looked at for new content and continuing the story line. Much of what I mention here should not be too difficult to implement, and I will explain why in some steps.

    Players when they create their new character will now be able to choose if they would like to side with the Champions of Arua OR the Guards of Hebarn. (There can be a brief history or explanation about what those mean, for new players who need help deciding).

    Once you choose a side, your character is then influenced by their decision, and their gameplay style is somewhat reflected in that decision. (Neither decision makes a character stronger or weaker than the other. But they may both have their pros and cons)

    Example 1

    Hebarn is seen as the villain, that is associated with darkness and destruction. This choice could influence the type of gear that the character wears (it could just be a darker themed gear set or overlay over existing gears.) This Easily distinguishes who is on what side, when travelling and playing in the world of ROSE.

    Arua is seen as the hero of light and all good things. The gears of a character on this side, would remain the same as they are now- bright and.. cute idk.

    As a result of this new system, when you go to refine these gears, the sets that the Guards of Hebarn have will have a darker or reddish glow to them as they increase in refinement. Whereas, the Champions of Arua, will maintain this bright and luminous glow when they are refined- further distinguishing the two bodies of characters.

    Example 2

    This could further allow for the Devs to use Item Mall in a creative manner. Some items (none of which would make a character stronger or make the game Pay to Win), can only be used by either the Guards of Hebarn, or the Champions of Arua. There could be crazy and dark looking spiky Item Mall costumes and weapons for the Guards of Hebarn, or Shinier and more holy looking overlays for costumes and weapons for the Champions of Arua.

    More Item mall examples, could be a coupon that allows you to switch sides, if bought in IM. This should not be considered Pay to Win, (although persons may think it is lol)

    Example 3

    This decision ALSO influences, say, your Ammo type that you are able to use. Scouts, for example, who associate with the Guards of Hebarn, will only be able to use darker arrows such as maybe dark night arrows, nymph arrows, or fire arrows. Whereas, those who side with the Champions of Arua, will be able to use more holy arrows like Storm arrows or lightening arrows etc. Same for other Ammo types (Poison bullets, fire shells etc.)

    Example 4

    Certain maps may also be only available for certain characters. Those who side with the Guards of Hebarn, will have access to Desert of the Dead, Sikuku Ruins, and other dark and deadly looking maps, whiles Champion of Arua, will not have access to them. On the Flip side, Champions of Arua will have access to more holy maps like Forgotten Temple, and others. (Note: This is only for a select number of maps, maybe two or three, out of the entire game. Also, it does not have to be a hard restriction, but maybe there is a daily or hourly cooldown for when different sides can enter these locations. I understand this may have its cons, but it may also have its pros)

     

    How Can This Be Further Implemented in the Gameplay of ROSE?

    I propose that many of the activities in ROSE be impacted by this change. I would like to see a new system where the Guards of Hebarn and the Champions of Arua battle it out in a PVP style Event. This could be a bi-weekly, or monthly challenge. It can be a 25 vs 25, or 50 vs 50 event, with different rounds.

    The outcome of this battle of the Guards of Hebarn and the Champions of Arua will decide the way things seem in ROSE online.

    IF the Guards of Hebarn seem to win these events often, then the theme of Rose will change, as the power of darkness wins-

    1)     The environment will get darker (like how it is at night, or like a Halloween event which should already be in the code)

    2)     We will be seeing a lot more candle ghosts in levelling areas or around the map

    3)     Mobs may get stronger, or become cursed (kind of like the spiders in Ruins when darkness comes)

    4)     Character log-in screens will have a dark theme overlay, etc., etc.

    IF the Champions of Arua win these PVP events often, then the theme of Rose will remain as it is now, in the current bright and lively setting which we know as normal gameplay.

    How Can This Be Beneficial To The Game?

    1)     It increases game immersion and dedication. Currently, it feels likes everyone in ROSE has their own agenda. There is rarely any “fight for a common cause” unless you’re in a clan. This would allow bodies of players to fight alongside wider communities and increase engagement.

    2)     This opens up the door to a wide range of new end-game content, as the game is now able to fork into many different directions, in the creative vision of the Devs.

    3)     Players now have the power to shape and influence ROSE. This will increase the likelihood of players WANTING to play and they will feel like their input is meaningful in the wider game.

    4)     If the darkness is winning, persons can decide to step up and make a change. They can create a new character and join the side of Arua, in an effort to revert things to the way they once were. And vice-versa. This increases the number of players and makes persons want to make more characters.

    I understand the obvious CON of this system, that persons may take it too seriously, and say, not party or level with the opposite side and so on and so forth. However, I would like to see your thoughts and of course any pros and cons you see coming from this. Peace.

    • Like 6
  7. On 8/19/2022 at 7:47 AM, Heatfist said:

    Many discussions in the Discord have been about the lack of skills the Cleric has after the removal of buffs. 


    Here are some ideas for new skills to give to Clerics so their presence can shine with party and solo play for those that love the class.

     

    Buff Related Skills:

    Inspiring Dance

    - The Cleric performs a charming dance of inspiration fortifying the active buffs on themselves and on party members making them immune to enemy purify spells for 60 seconds. 

    Pros: Avoid the need to rebuff during a battle where enemies may purify the buffs off of party members.

    Cons: Long cooldown. Situational use. 

     

    Godly Shout

    - The Cleric lets out a loud bellowing shout that imbues themselves and others around them with high motivational powers increasing the strength of current active support buffs by 100% for 15 seconds. 

    Pros: Empowers party members shortly to increase damage and defenses.

    Cons: Cleric needs to be in range of everyone. Long cooldown.

     

    Power of Friendship

    - The Cleric chooses a party member and channels their own and all of the other party member's buffs to be absorbed by the target party member giving them incredible power for 10 seconds. For each set of buffs absorbed per party member the target party member gains the buff effects multiplied equal to the absorbed amount (Example: If the party consists of 4 players the target player receiving all the buffs has their buff effects amplified by 3x the normal amount)

    Pros: One party member becomes incredibly powerful for a short duration. Good for desperate situations. 

    Cons: Only works in party. Other party members lose their buffs. Long cooldown. Situational.

     

    Chant of Power Burst

    - The Cleric selects a buffed target and mumbles a mysterious chant towards them. After 5 seconds, the buffs on the buffed target burst off and deal damage to all enemies around them for the target's overall buffed damage amount.  

    Pros: Short burst area of effect damage. 

    Cons: Removes buffs from the target. May cause trolling/meme'ing. 

     

    Prolonged Blessings

    - Increase the duration of buffs on the Cleric and party members by 30 minutes. 

    Pros: Reduces the need to buff more often.

    Cons: Requires death, log out, or special items/skills to remove buffs in order to apply stronger ones.

     

    Song of Disenchantment 

    - The Cleric sings a soothing tune which removes all buffs on a friendly target. 

    Pros: Removes buffs to allow for new/stronger ones or none at all depending on situation.

    Cons: May cause trolling/meme'ing. 

     

    Summon Divine Phantom Sword/Divine Soldier

    - Summons a Divine being that behaves like the Soldier class or like a sword. It offers the buffs of the Soldier class and taunts enemies. 

    Pros: Good for solo and party. Gives the Cleric another set of class buffs. Allows the option to fill in a missing class slot within the party for missing buffs.

    Cons: The buffs wouldn't be as strong as the legit ones. Only the taunt would be of use in a full party with all classes. 

     

    Summon Divine Phantom Bow/Divine Hawker

    - Summons a Divine being that behaves like the Hawker class or a bow. It offers the buffs of the Hawker class and taunts enemies. 

    Pros: Good for solo and party. Gives the Cleric another set of class buffs. Allows the option to fill in a missing class slot within the party for missing buffs.

    Cons: The buffs wouldn't be as strong as the legit ones. Only the taunt would be of use in a full party with all classes. 

     

    Summon Divine Phantom Launcher/Divine Dealer

    - Summons a Divine being that behaves like the Dealer class or a launcher. It offers the buffs of the Dealer class and taunts enemies. 

    Pros: Good for solo and party. Gives the Cleric another set of class buffs. Allows the option to fill in a missing class slot within the party for missing buffs.

    Cons: The buffs wouldn't be as strong as the legit ones. Only the taunt would be of use in a full party with all classes. 

     

    Support Related Skills:

    Improved Purify

    - Purify harmful debuffs on self and party members within range. 

    Pros: Clears harmful debuffs from the Cleric and Party members.

    Cons: Keeping in range of party members.

     

    Mass Resurrection 

    - Return to life all players who have fallen in a short range around the Cleric. 

    Pros: Bring back to life multiple characters at once.

    Cons: Mana heavy. Long cooldown.

     

    Second Chance

    - Bless one target with an extra life for 10 minutes, if the target were to die (or their health drops bellow 10%), they become fully healed instead. 

    Pros: Save a player or summon from death.

    Cons: Only works for one target at a time. 

     

    Divine Barrier

    - Bless a target with a protective barrier that absorbs 1000 damage for 5 seconds. 

    Pros: Gives a target a protective shield to absorb damage shortly.

    Cons: Only for one target. Long cooldown.

     

    Divine Dome (Improved Divine Barrier)

    - Bless the Cleric and their party members with a barrier that absorbs 1000 damage for 5 seconds.

    Pros: Protects the party from damage shortly.

    Cons: Only works with a party. Long cooldown.

     

    Avatar of Holy Fire

    - The Cleric absorbs all active bonfires around them and burns with holy fire which heals, replenishes mana, and gives debuff immunity to all friendly players within a short range. Lasts until cancelled or mana reaches bellow 10%. Drains 1% mana per second when active.

    Pros: The Cleric becomes a mobile bonfire with additional benefit for a duration. 

    Cons: Heavy mana consumption. 

     

    Life Exchange

    - Swap the health of two targets (Including normal monsters). 

    Pros: Quick life regain on a character close to death. Change the advantage against fighting normal monsters when an ally is lower on health. Could reduce a monsters life equal to the players.

    Cons: May cause the target with less health to receive fatal damage from an area of effect attack or other effect. Targets need to be in close range of each other. Situational. 

     

    Dance of Equivalence

    - The Cleric performs a short dance which spreads oncoming damage equally amongst all party members for 5 seconds.

    Pros: Reduces any life threatening damage on a single party member. Can shortly group tank big boss damage.

    Cons: Short duration. May put a lower health member at risk. 

     

    Holy Wand

    -The Cleric enchants their wand with healing for 30 seconds, allowing the Cleric to heal a target instead of dealing damage with the wand for the duration.

    Pros: Heals a target consistently without needing to cast spells.

    Cons: Drains mana quickly. The wand can’t deal damage to enemies during the enchantments duration.

     

    Aura's Embrace

    - Embrace a target with warmth healing them for 1000 health over 10 seconds.

    Pros: Heal over time effect, allowing the Cleric to quickly change to other skills and tasks.

    Cons: May not out-heal incoming damage fast enough. 

     

    Mana for Blood

    - The Cleric offers their mana as a shield to a target character so that all incoming damage they receive for 5 seconds is drained from the Cleric's mana instead of the target's life.

    Pros: Saves health on a target character for a short time.

    Cons: May drain too much mana from the Cleric.

     

    Soul Link

    - The Cleric binds their soul to a target character or normal monster, splitting the damage taken among the Cleric and the target for 10 seconds. 

    Pros: Could mirror damage to a normal monster to help kill it quicker for faster leveling. Could reduce big damage from one character and have it shared with the Cleric. 

    Cons: May put the Cleric at risk in some situations. Long cooldown.

     

    Offensive Skills:

    Cursed Wand

    - The Cleric enchants their wand with a curse that amplifies its damage by 100% for 30 seconds and has a 40% chance to poison the enemy for 15 seconds.

    Pros: Helps Cleric in solo or party play to add some damage to an enemy.

    Cons: Short Duration. 

     

    Wrath of the Goddess 

    - The Cleric spins around causing a divine storm around themselves harming enemies for 300 damage and applying accuracy down, speed down, dodge down, attack down, defense down, and magic defense down, for 10 seconds.

    Pros: Area of effect offensive ability with debuffs to help party and themselves. Could be used to run away from a group of monsters.

    Cons: Range of area. Could cause the Cleric to gain monster aggression.

     

    Holy Beam

    - The Cleric fires a blinding beam from their wand in their current facing direction instantly healing any friendly targets hit by the beam for 500 health and stunning any enemies hit for 2 seconds (Horizontal light beam like the Cure/Healing/Restore one but doesn’t require targeting). 50m range. 5 minute cool down.

    Pros: A quick non target required heal and enemy stun. Could be used in situational scenarios for fleeing or quickly healing a party member or summon.

    Cons: Positioning for optimal spell use. Long cooldown. 

     

    Ghost Purging

    - The Cleric and their party gain 20% increased damage and always deal Holy element damage to Ghost element type monsters for 5 minutes. 

    Pros: Increases kill speed and leveling when fighting ghost element type monsters.

    Cons: Only benefits against ghost element type monsters.


    Light of the Seven

    - The Cleric smites an enemy with holy light influenced randomly by one of the seven planets (resembling the light beam like the one for Cure/Healing/Restore, except in a colour representing one of the seven planets. Blue, White, Green, Gold, Red, Purple, Black). The smite deals 600 damage to the enemy and an additional effect depending on the randomly chosen planet (May cause poisoning, burning, stat reduction, healing to friendly, etc). 

    Pros: Allows the Cleric to have their own unique offensive spell.

    Cons: May reduce mana quickly if used too often. Random debuff from the seven may or may not be helpful.

     

    Divine Force

    - The Cleric holds their wand up high and emits a bright golden light in a short range around themselves which deals 200 holy element damage and knocks back any enemies within its range.

    Pros: Defensive/offensive spell allowing the Cleric some time to breath when overwhelmed. 

    Cons: Long cooldown. Could cause enemies to be knocked back into more enemies which may then also join the fray. 

     


    These skills are all with the idea in mind to keep as close to the original style of the game without the need of too many new art assets.

    These are all ideas for active skills as passives just tend to be variable increases.

    The names (in purple, cyan, and blue) and the values (in orange) of skills are all theoretical and should be viewed as placeholders. It’s the ideas that count!

    Feel free to add your own ideas!

     

     

    Awesome ideas! Would be great to think along those lines for the longevity of the game.

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