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Sui

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Everything posted by Sui

  1. I also love the way the super wormdragon was done. Even today nobody really knows how to make it spawn, but if you just play the game then eventually it will just pop up and be there, rewarding people who play the game instead of just timing the boss spawns. This is also a great way to handle kings!
  2. At the moment each King-level monster has a fixed respawn time down to the minute and people are able to time the spawns of each king exactly. Therefore the same people always have an advantage and end up controlling the spawns and market. It would be a lot more interesting and harder for people to dominate spots if kings could spawn with a slight timer variance, e.g. randomly anywhere between 20-40 min rather than every 30 min on the clock. An hourly king could then spawn randomly between every 50-70 minute instead of every 60 minutes. Seems like something that could be implemented quite quickly with low risk for bugs that would make the endgame farming aspects a lot more fun for everyone who is not a zuly seller.
  3. Yup, we need this! It should also give more clan points than just farming monsters in regular maps, because one thing that disappointed me about Luna Clanfield is that it gave terrible clanpoints compared to just going to Xita or Orlo and killing monsters.
  4. @lazypenguinin your opinion, what would be the incentive for a high level to create a new character to go there? If it doesn't have more to offer than luna clanfield or Orlo monsters, then I don't see why anyone would create a new character for it. The majority of people are sitting at level 200+ being bored and not knowing what to do, so how about we repurpose junon clanfield into an endgame clan point farming zone for the time being until we have better alternatives? It should give more clan points than farming in fossil sanctuary, so clans have a purpose to grind there and fight for spot control. It's large enough to allow several clans to farm so it's not dominated by one clan only. Ideally you'd introduce some kind of Orlo clan field but maybe this could be a quick win during EA. Who doesn't want to see 5 bil HP Krawfy king anyway?!
  5. You're right, but then there should be other options that give similar exp rate. Currently, there are no other similar options, everything else is much much slower. That is the problem.
  6. Alright, good that we're serious again. I'm just sharing feedback based on my own experience and saying that it's a bit boring and repetitive to level this way. As the post acknowledged in the first paragraph, anyone can play the game the way they want, but playing the most efficient way is boring and repetitive. I can't imagine anyone really enjoying sitting at Penguins for literally 50 levels with the only alternative being to go somewhere else and falling behind everyone else because no other spot comes close in terms of exp rate. If people do enjoy that, then by all means the dev should keep it this way.
  7. Two things: When doing AOE pulls correctly, nobody gets attacked, the mobs are lured into one zone and then one-shot by a group of people who have put all their ability points in AOE abilities. So you can make them as painful as you want, won't hurt good AOE parties. I have been to Xita in this current iteration, sitting at lvl 150+, and can confirm that these repeatable quests are by far the most efficient way of leveling up. Most people go from lvl 120-160 in a few hours by spamming these quests. People tried OT and quickly came back saying it wasn't worth it.
  8. Rose Online in its current Early Access state is a very repetitive and boring experience to level efficiently which consists mainly of spamming repeatable quests for 30-40 levels in the same area until you move on to the next planet. While the game can be played differently, this results in a very inefficient leveling experience, quickly making people fall behind, making it less enjoyable for the average player. Here are two suggestions which I believe can greatly improve this experience. Remove repeatable quests. These quests might seem like a good idea, but each planet seems to have 1-2 golden spots where it's more efficient to level than anywhere else, and the flat exp rate of the repeatable quests just makes it a sweet spot for leveling for far too long. As a result, the entire server grinds in that one area and all the monster spawns are constantly being contested. In Junon this is Doonga/Krawfy (lvl 35-70), Polar Bears/Penguins in Luna (lvl 70-120), and Pincer/Nepenthes in Eldeon (lvl 120-160), and Orlo is the same story. Some quests are so powerful that it even makes sense to ignore the level gap in parties and team up with people 19 levels higher/lower, giving up on shared party exp so that you can spam the quest faster. This defeats the purpose of exploring other zones and creates a very repetitive experience. Reduce accuracy on purple mobs. Long story short, we shouldn't be able to hit purple mobs the way we currently do. A level 35 shouldn't be able to hit a purple lvl 70 Krawfy in the first place. It is only because this is possible that people started flocking to these dense spawn areas like Krawfy beach at very early levels and spend way too much time there. I feel like accuracy should depend on the color of a mob: Blue/green: miss very rarely Yellow: miss occassionally Red: miss more often than hitting Purple: miss a lot This will force people to stick to areas created for their level and move on to the next zone as soon as they level up, as I believe the original development team intended it to be played. This will of course slow down the current experience a lot, so perhaps these changes could be combined with a general PvM exp rate increase. Looking forward to hearing feedback on my thoughts! Best, Sui
  9. Currently it just keeps creating separate stacks and cluttering my storage. Would be nice if it could automatically assign the item to an existing stack if there is one and if it isn't full yet.
  10. @HoneyBunsis this part of the early access FAQ still up to date? It sounds like mounts are not disabled, so probably FAQ needs to be updated?
  11. A bit confusing that fire is strong against earth when earth doesn't burn and is used to put fires out
  12. Since clan name colors can be picked freely, how about introducing some borders around the clan logo to visualize the different clan grades/tiers? Can still combine this with certain colors being restricted to certain grades, but borders would add a neat layer on top of that.
  13. I like this suggestion a lot and to avoid making it p2w I think everyone should get one from a quest or at a certain level, and then the IM only sells nice skins for your pets.
  14. What a great and well thought through idea! Good job
  15. I feel like the current aggro is already very aggressive. Walking through an area with red or purple mobs is almost guaranteed death. I feel like this part of the game is already very well balanced and doesn't need any adjustments.
  16. 5. Only the large enter key works to sumbit a chat message, the small one near numpad doesn't. TRIGGERED ME SO HARD
  17. Well done to the Rednim Games team!
  18. I like the idea of a CG skill tree and making it actually useful in combat and siege wars!
  19. Sui

    PET SYSTEM

    Did you get inspired by Black Desert Online by any chance? They also have pets that need to be fueled by food to pick up loot for you. But I really like that about BDO, so I would very much like to see something similar in Rose. As it's most likely considered p2w, since it heavily increases farm efficiency, I'd suggest to make it a quest reward or NPC item like carts that people need to work for and save up Zuly for.
  20. That's awesome! I remember in IRose GMs would sometimes appear and spawn bosses that had a lot of drops. That was a lot of fun and I hope the Rednim team will continue doing spontaneous GM appearances and events.
  21. I think it would be nice to have an alpha tester and beta tester costume and give those to the participants once the game is released in full. Something to show you were there in the early days of the relaunch!
  22. They said it's in development and mentioned it might be released before beta, but nothing is finalized and plans can still change.
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