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Sui

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Everything posted by Sui

  1. This was actually mentioned in ko-fi post #5 which you can find here: https://ko-fi.com/post/Dev-Update-5--Living-the-coal-mine-goblin-worker-R6R8CU7G2
  2. I like the idea of having member limit increase by clan rank as usual, it gives clans something to work towards and it limits clans just accepting anyone like a bot, but perhaps it's time to just boost those numbers up a bit. I don't know the current rank limitations, but similarly to how they are planning on increasing party size, maybe they can just go ahead and double or triple the amount of allowed members for each clan rank? Rednim is all about encouraging community play over solo play, so this sounds like it fits in their vision.
  3. Thinking of what "cosmetic rewards" could mean, and this is just me brainstorming out loud: outfits, emotes, dances, mounts(?!). A winter season pass holder could get an exclusive Yeti mount and Eskimo outfit for example by completing a series of quests. Perhaps the questline for the winter season pass will focus on Luna, while of course also having some content available on Junon for new players who haven't reached Luna yet, and other planets for people who want more of a challenge. Things like that.
  4. There are some interesting conversations on Discord about free to play vs subscription based Rose. I believe there's a model that works for everyone which has already been proven successful by games like Fortnite. The game is free to play, accessible to anyone, anywhere. The item mall is purely cosmetics and emotes, nothing P2W or nothing that gives you an advantage over others. A season pass gives people access to fun quest lines and challenges. This content gets updated every season. Nothing that gives an unfair advantage, just fun things to do on the side. Rewards could be cosmetics or seasonal credit to buy cosmetics exclusive to season pass holders. A subscription model for those willing to support the game. This could be a reworked version of premium accounts without any P2W aspect. Monthly rewards could include IM credit and free access to the seasonal pass. I feel like this encourages a large f2p fanbase who can spend money in the IM, while also giving the hardcore Rose fans a way to support Rednim through a monthly subscription. People who don't want to spend monthly amounts but still want more than just the occassional IM purchase can go for a season pass. No pay to win, lots of accessibility to different target groups and enough revenue flows to hopefully allow Rednim to grow and introduce more content like new planets. Any thoughts on this?
  5. That's cool! Most games have "looking for party" feature which Rednim should also consider, as it allows you to find people while being in town instead of in the boss area. I do like this player list cool as well though, makes it a bit more personal and helps people connect directly. I can't remember if Rose had this, but having different chat channels like "area chat", "party chat", "server chat" would be great, so you can direct messages to others in the same area or the entire server.
  6. Offline shops should be time limited because else the game will be full of shops from people who quit playing or only log in once per month. 24h offline vending should be the limit, maybe allowing longer with some IM items or something.
  7. Pretty much agree with the current devteam, wasd/controller movement and support for modern monitors and resolutions. For the rest I'd mainly focus on new content and features. I wouldn't touch the game/engine too much, as it should still feel like Rose and not like some brand new MMO.
  8. They limit it to two clients so people won't be able to walk around with 5 alts just buffing themselves. You also shouldn't destroy an entire mechanic of buffing people just because you're worried people may do a scenario you're making up in your head (the game isn't even playable atm!). I'm sorry but this feels like an overreaction to something that hasn't even happened yet.
  9. I like that rare mats only drop from higher level mobs and I also wouldn't want to constantly get low level mats from killing difficult endgame mobs. So while I understand your frustration, making drops random regardless of mob level doesn't sound like a fun experience for everyone else besides Artisans. I like Andramias' suggestion that you could just buy low level gear and dissemble them for mats. This will also help keep the prices of mats at a reasonable level.
  10. Same here, the first one is my favorite. I never played the 4th one but looking at the map design it looks like there's almost no land areas for mobs to spawn. How did that work?
  11. Strong disagree, cosmetics is more something for the item store to help fund the game in my opinion In general there's some good ideas here that are valid for many MMOs, but the post feels a bit too much like you're trying to turn Rose into a different game. I think suggestions should be a bit more subtle.
  12. Get some nice wings! I can see myself camping wormdragon to farm scales very early on.
  13. Welcome back! I quit before you started playing but didn't know that towards the ending WP actually shut out EU players due to GDPR, that's crazy! See you ingame once the game is out
  14. This only applies to open world loot, not dungeon loot which is already personalized.
  15. If I remember correctly, and as people confirmed on Discord, there are currently two party distribution systems: - Default: whoever picks up an item gets to keep it. - Equal share: Every time an item is picked, it is given to a player in the party on a rotation. I would like to propose a simple third option "Random distribution" which randomly distributes it by RNG. This would be an ideal way to farm elite monsters and boss drops in my opinion, as "Default" gives an advantage to people who play melee and are close to the drop, while "Equal share" is a turn based system that can be easily predicted and exploited. Pros of an RNG loot system: Fair way of letting the RNG gods choose loot distribution which can't be influenced by players Tested and proven in many other MMOs Party leads still have the option to choose one of the classic two methods above if they don't like the third option Cons: Delays go-live of the game Since this is a "nice to have" option, and Rose did fine without it for years, I do not expect this to be implemented before launch/beta unless it could be done quickly. It would be a valuable addition post-launch as well.
  16. I've noticed on alpha streams that monsters generally hit quite hard and take a while to kill, even when they are green and the streamer is running full (10) refined gear which most players won't have resources for at the beginning. Although I haven't played in the alpha myself, I feel like solo leveling is a bit too hard right now and would suggest a general monster nerf, reducing either hp or defense stats of monsters across the board. This makes solo leveling more viable considering this will be a new server where nobody has the Zuly to refine gear constantly and where there will be no high level clerics to buff you and make you considerably stronger. It will also make the grind a bit faster, which seems to be what other people have voted for in this thread.
  17. Pitching in as well here and copying my feedback from Discord: How about requiring unique materials for each refinement level and making those drop from elite monsters, bosses and dungeons? Lower level bosses in Junon/Luna would then drop lower level refinement mats, while higher level Eldeon/Orlo bosses would drop the higher level mats. That way high levels need to keep farming in Junon/Luna for mats, keeping those areas alive and active, or they'll have to buy the mats from new adventures, giving those new players motivation to continue farming and help the economy. I think the catalyst like Lisent in iRose was a good example. At lower levels you use powders while at higher levels you needed Lisent to have a decent success rate. Lisent was harder to get, had different quality levels with different rarity, and only dropped in higher level areas from more difficult monsters. That system was great in my opinion, so I agree that if we just get rid of runes and go back to an older system that it will be in a much better spot. Also, I loved in the older rose that higher refined items shine brighter than others and think this should stay for whatever the max refinement level is going to be. The higher your items are refined, the brighter you should shine in a crowd, that's what makes it so fun
  18. These are awesome and very nostalgic indeed. Thanks for sharing!
  19. I agree with Ekro that the personal shops is a part of Rose and the overall feel of the game. An auction house would make personal shops a bit redundant, but following Bobbity's suggestion to limit auction houses to rare items might be nice. In general I like that if I need refine materials I look for shops near the Refine NPC, and that if I need high level mats I go to a high level planet instead of Junon.
  20. I like the suggestions to add more quests and perhaps some dungeons for lower levels to give other routes to level up, so it's still a journey but a less repetitive one.
  21. I also wish the game finds a new breath with longevity but I hope that we can find ways to reach this without changing some of the old things that hit the right spot for a lot of oldschool players, e.g. like the leveling experience for myself. But I know I'm just one opinion out of many and I'm not here to force my opinion on anyone. If I've managed to at least make a dev think about it before deciding then that's already enough for me
  22. Hi all, I have often heard the devs say that they don't want to make it a super long journey to max level and want to help people as much as possible. In a way, yes, it's probably demotivating for people to restart from scratch and have a slow journey back to max level. However, personally, I think this slower leveling experience is one of the core principles of what makes Rose so unique. Nowadays in MMOs you rush to max level in 2-3 weeks, and then it's all about running dungeons/raids or farming up for BiS gear. All the gear you farm before max level is basically trash loot that you won't wear for more than a few hours or a day and you sell it back to NPCs, and features like mounts are something you get after an hour of gameplay instead of something to work towards for a few days or weeks. Although some people enjoy this, I personally miss the oldschool feeling from games like Rose and WoW classic where getting to max level was a journey with lots of rewards and progression along the way. Rose does this really well, you get carts at level 50, you get a 2nd job after that, then you unlock a new world, another new world after that, every few levels you switch to a new area or mobs to get better exp and so on. And during all this, you constantly get rewarded with better gear and cool items like wings that are level locked. "Do I buy little angel wings at level 90 or save up my Zuly for large angel wings at level 120? The large ones look so cool, I can't wait to get to 120 asap!" I haven't felt this kind of experience anymore since quiting Rose Online 10 years ago, and this is one of the main reasons I'm excited about a relaunch. So please, don't change the experience too much from what it used to be. Pros: By sticking with the original experience, it's more likely to feel like the old game and attract the old player base Sets Rose apart from private servers and other newer games which do exactly the opposite Cons: Some people will quit for not reaching max level fast enough Best, Sui
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