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namcost

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Everything posted by namcost

  1. This is EXACTLY what I was thinking. Thanks for making a visual. On that note, there is plenty of room in all cities to place shops while still having pathways clear. I think back to other classic mmorpgs like Ragnarok where they eventually made walkways clear of shops and it worked extremely well. So in my mind, no reason not to. And having each shop have a zone of influence so that other shops wont clip would greatly help the overall use and aesthetic.
  2. Nothing worse than playing "click to move" and you can't get anywhere because you are constantly clicking on player shops. Sure early on this wont be a problem but as the server fills it will become one. It would be nice to have "allowed zones" for placing your shop. Basically NPC area's and "main walk-ways" should be kept clear. Place your shop elsewhere. Also make it so you can't place a shop too close to another player. I remember them overlapping and that is such a pain in the butt. Its a small quality of life change that could really enhance the overall feel.
  3. 3 years sounds about right to remake the game in unreal engine. the only thing they can do is import models and go from there. however my point was, if they aren't working on unreal now and instead focused on code fixes on the original engine, then more than likely the game will never port to unreal engine. if it would take them 3 years estimated by your quote to get an unreal version going, focusing all their time and effort on the old engine NOW means that 3 year mark is now pushed even further back. adding new classes on the original engine isn't that hard. you are just adding code. so adding 2 new 2nd tier jobs classes to each 1st tier wouldn't be hard. again not changing the game but expanding it. like an expansion. they cant copy/past code from the old engine to unreal. it wont work. they will have to write their own code for the most part. some things MIGHT work via copy/paste but most is going to have to be re-written. thankfully unreal has ways of simplifying things. anyway. they could easily had new content to keep the game fresh.
  4. I don't think a new game engine is required. In all reality, if they were gonna switch to unreal engine, they should be doing that NOW before they waste time with the current client. Even if that means pushing back development and all of us waiting to play. Once you have your chosen engine, you stick with it. Look at ashes of creation, they chose unreal engine and then updated ASAP to unreal engine 5 because to do it later would be a catastrophe. If Rednam are sticking to the original engine, then its ALWAYS going to stay on the original engine. Its just factual. Why spend all the time fixing code when they could just import models into unreal, remake the maps to their own liking, and go that route? Its not hard to create a loot table. Its also not hard to build a map when you already have models to work with. the only issue I see is rigging the models for movement. which any development team should be capable of. Its not like Rose was a AAA action combat game with amazing movement. It was rather basic. So rigging basic movement and matching what was before shouldn't take more than a month or so. Plus they have the original client so they should be able to data mine their own game and pull any info they need for the conversion to a new engine.
  5. The idea doesn't need a new game or game engine. the main changes are just "name" changes which is literally just "text".... you could just say "don't change the names, only add new subclasses" and it still works. The name changes were just to help revitalize the game.... its not required. Adding more subclasses gives more player choice. You can still play your usual classes, but now you have access to TWO MORE subclasses per main class. So instead of 1-4-2 (visitor-1st job-2nd job) you would have 1-4-4 (visitor-1st job-2nd job). All you are doing is ADDING onto what is already there. Its not changing anything. SOME skills might slightly change but not enough that it wont feel like rose. Keeping the game 100% "exactly the way it was" means after the nostalgic players get their fill, the game will die off. Many 3rd party rose clients are only alive due to pay to win via their own item mall/market. If that market didn't exist, which is what is going to happen with this legit version backed by Gravity, then its not going to succeed purely on nostalgia. And without pay to win, people are less likely to spend money on the game. All businesses need to think long term and profit wise even though they should also be focusing on making a fun game. While I can agree some developers focus too much on money and then no one plays the game due to aspects like pay to win, you also have games that never think about monetary side of things and end up shutting down due to lack of funding.... Gravity isn't going to pay Rednem to make this game. They have to release the game and make their own profits, probably paying kickback to Gravity (unless their contract states they pay Gravity outright and get the rights to all profits but I don't know what they chose to do). End of the day, unless they expand the game and plan for the future, the game wont last. I have been playing Rose since back when it literally cost $15/month to play aka its original launch. I was there when it went free to play, I was there when it switched hosts from triggersoft to gravity. I was there when gravity changed their name to warp portal, and I was there when they shut down the game. Minus the supposed horrific coding that took place from triggersoft and eventually adding to it over time, there are reasons why Gravity felt it wasn't worth keeping the game going. Just bringing it back isn't enough.... we need expansion. I know Rednem talked about updating the game, adding the new planets, etc. But will that alone be enough to keep the game going? Not to mention the 3rd party servers out there.... what will pull people from those versions to play the legit version other than "officially supported by Gravity/Warpportal".... they already have high level characters and dont want to switch to this version when they can keep playing theirs. Just being honest. Adding in two new subclasses for 2nd job tier isn't going to ruin the game, it just adds more player choice. If you don't like the name changes, then keep the OG names and just add two subclasses for 2nd tier. soldier then turns into knight and champion. okay now add samurai and paladin. muse turns into cleric and mage, now add necromancer and wizard. hawker turns into scout and raider. now add swashbuckler and bard. dealer turns into bourgeois and artisan, now add gambler and sniper. its just ADDING the the game. its not erasing what was and creating something entirely new.
  6. I would be fine with this, as long as it takes up the slot you would use for battle pets. So you can choose rather you want auto pickup or damage dealing pets. Maybe even pets that can heal you on a timer (not too overpowered but enough to help out). Having a pet you can purchase in game for Zulie or gain through a quest is NOT pay to win. Pay to win is literally spending real world money on an advantage that players who DONT spend real world money do not have access to. If everyone has access to pets that can pick up items as part of the game itself, its not pay to win.
  7. We all should remember, you run behind a tree or under a rock formation and your camera re-adjusts close to you because of the interaction between the camera and landscape. I think it would be better if the camera ignored such things and stays where ever you placed it. For example running under the poisoned mushroom in adventure plains. The moment you went under those darn rocks your camera would freak out. The camera shouldn't get moved like that in my opinion. When you run under, your camera should stay right where you set it.
  8. I think if they add dungeons, some need to be single player minded like an "open world" dungeon that isn't instanced. you just go into said dungeon like you would any other map. Sure you can go in with a party but it would be cool to have dungeons for everyone. Like in El Verloon Desert where the aqua king is, maybe along that wall is a cave entrance to the first "low level open world dungeon" you can go through. Kinda like goblin cave but for lower level players. And you would find low level bats, aqua's, rackies, and turtles. Giving people more zones to level up in. Aka more player choice.
  9. How to attract new players? Its kind of hard to do.... the best way would be to advertise first and foremost. Second would be to get known MMORPG streamers access to the game to get views. Thus more people hear about it and MAYBE want to play. OF course some people might hate the game and be like "why" and just ignore the game. But for those that would want to play, they would. Covering topics like "no pay to win" would also help pull some players who hear about the game but aren't sure. aka on the fence to "yeah im playing".... ALSO, having the ability to play the game from STEAM client would help. Downloading the game there and then playing. Steam generally has 25 million active users at any given time (average) so NOT being on steam would be a huge drawback. Maybe get on EPIC client as well? Not sure if that's possible. But yeah, the more the marrier.
  10. My fondest memory? Sadly it was when I was grinding aqua's on my hawker (second class, dealer main) and after an aqua kill it dropped a gatling gun and my friends were so jelly because back then unique drops were actually extremely rare and not often seen. So by getting the gatling gun I was set apart from everyone else. Ended up banking my item, gave it to my dealer, and used that to level my dealer main much easier well into the 80's. I didn't really get further than that as other games took my focus but yeah. It was a dope experience.
  11. I posted my class overhaul idea into the suggestion forums. IF we were to change things, I think that would be the way to start. It breaks down second tier jobs into FOUR subsets instead of two, which would help with the idea of clerics being useless. They would still have buffs, but there would be another buff class called BARD in the "hawker/thief" category which would have a more AOE based modifiers where you have to "stay close" as apposed to direct cast buffs that last for X time. There is so much the developers could do to overhaul the game without breaking it.... I trust that they will choose what THEY want to do, and we have to hope for the bets.
  12. Okay, so to start off, I did post in your discord and also on a youtube comment. I was directed here. I apologize for bad formatting and rambling. Passion is hard to break down into simple means for me. So here we go! Classes, a complete overhaul to refresh the game and set it apart from other rose variants. Firstly "visitor" would become "villager." I mean you aren't just "visiting" the world when the Aura Fairy teleports you there, you become a "resident" which you could also change Visitor into Resident. Maybe the "welcome to the game quest" which helps new players learn the game turns you into a "villager" or "resident" thus immediately grants you "resident" or "villager" title/class. You should in my mind be able to play through the entire game without ever choosing another class. Sort of a "hardcore" mode. But then you would have your four main "first job" classes, which would be changed slightly.... The upcoming changes also had a bit (in my mind) to do with how the developers stated they wanted to make the Muse MORE than just a "sit there and buff" class.... these changes help with that for all class sets.... Instead of Soldier, Hawker, Muse, and Dealer, you would have Warrior, Thief, Mage and Dealer (couldn't think of another name for dealer). Each of these would then have FOUR subclasses (aka 2nd tier) that you could upgrade into. Again this would help set the game apart from other Rose Clients allowing players to have more variety and gameplay style/choices. The Warrior (ex Soldier) would then be able to upgrade into Knight, Paladin, Champion, and Samurai. The Paladin would be a ideal for more solo minded players, as you would have moderate damage, moderate defense, and light healing. Paladin weapons would focus on single hand weapons with a shield. But they would be able to use wands and shields to slightly buff their mana/heal power, but still not as good healing as the Cleric from the mage category. The Knight would be your typical tank, with high defense and moderate damage who focuses on shield and single handed melee weapons with lots of shield skills like bash or taunt.... Champion is your typical "all rounder" class which has moderate defense, moderate damage, and can use ANY melee weapon in the game, a great "introduction" into the world of melee. The Samurai would then become your "sword user" who could uses swords, spears, and katanas (new weapon set) and have special skill sets to go with each of their weapon choices. The Samurai would have high damage and low defense. This gives the player more choice and more segregation between classes in 2nd tier. Helps let players feels more "unique". The Thief (ex Hawker) would then be able to upgrade into Assassin, Ranger, Swashbuckler, and Bard. The Assassin would get new a new weapon aka DAGGER which can be equipped into both hand slots (typically sword/shield or wand/other). The Assassin would also be able to use the hawker "dual sword" and "katar" based weapons. The class breakdown would have two subsets, direct and indirect. Indirect focuses on going invisible and attacking from the shadows while direct would focus on straight on damage. Assassins would have high damage and low defense. Then Ranger would be your typical bow/crossbow class. Who can also call "animals" to aide them in the form of pets. So you could call a hawk, or a wolf, and maybe two other types of creatures. The hawk is more about attack speed low damage, the wolf is more about damage and moderate attack speed, and maybe a turtle that acts as a tank that has high defense but low attack. Giving the Ranger more "range" in how its player (puns, lmao right?). Then you have Swashbuckler, this would be your moderate damage moderate defense character. Passive skills to boost "parry" chance to block incoming attacks. High attack speed and moderate damage. Bard would be the buff class for this range of characters. You would need to add in weapons like guitar, drums, etc. And the bard can either play an attack role or buff role. The buff role would be an AOE where as long as the bard is playing his instrument, teammates within range would gain a buff to certain skills. Which would be cool! They may also have light AOE healing with their songs as well, not as much healing as Cleric or Paladin but can heal more than 1 player at a time which would be dope. Sort of a moving Muse Bonfire but less healing. The Wizard (ex Muse) would then be able to upgrade into Cleric, Mage, Mystic, and Necromancer. The Cleric has a high affinity for healing both direct and passive. The bonfire skill will remain as a "static" placement (can't be moved until the timer runs out, aka think about where you place it) and of course high power single target healing. Cleric would also be the opposite of the Paladin, so low defense, moderate damage (equal to Paladin) and high healing (where as Paladin was moderate defense, moderate damage, and low healing). Mage would be your typical "elemental" magic user, fire, ice, lightening, earth.... with skills in each category. Would have both high damage direct attacks and low/moderate damage AOE attacks. Then you have Mystic. This is your "arcane" damage dealer. Basically all attacks are "arcane" damage like magic missile from classic D&D.... And then Necromancer, being able to summon skeletons, golums, bats, etc to fight by your side. Maybe have a system slightly like Diablo2 where you have "skeleton" skill then a "skeleton passive" that you can put points into. So Skeleton summon gives you 1-2-3-4 skeletons to summon, each tier giving you either more health, last longer, or more skeletons (will need balancing but still its an example) and then the passive skill will boost damage output of your summons or defense of your summons. So skeleton attack and skeleton defense maybe skeleton attack speed. Making the necromancer have skill point sinks to balance it out with other classes. Down the road you could have "unlockable classes" that are "hidden" like "death knight" or "monk" which you can learn by playing through the game and completing some NPC's quest (when you are high enough level to do said quests). This would make the game more dynamic and fun in my opinion. More options helps set your playstyle apart from other players. Nothing worse than seeing 1000's of the same class choice playing exactly the same way, using the same exact skills. I think back to world of warcraft, where every single warrior plays exactly the same, wearing the same gear, same skills, same playstyle. That's lame to me. I love choice. Now onto CRAFTING. As I remember, the OG crafting you could use ANY material you wanted. So making a noob sword might take metal and wood. Using higher end materials only meant you had a higher chance of success. I think it would be BETTER if using higher end materials meant you got a final product with better stats. For example, maybe the starter wooden sword. 7 attack power, fast +3 attack speed, and hitting rate in the high 20's. Using "end game materials" might result in 13 attack power, fast +3 attack speed, and hitting rate in the high 30's. This would obviously need balancing like anything else. But it would help set the game apart from other rose clients. this also helps close the gap between UNIQUE item drops and normal weapon gear you can buy from NPC's. This helps the Player vs Player interaction like buying/selling or communicating on crafting for guilds or friends. This way, there is a reason to buy gear made from players vs looking only for unique gear.... From what I remember, the gatling gun unique drop would do about 100 damage and its only requirement was 59 strength? (if I remember correctly). Doing 100 damage with a normal launcher would be akin to a level 50-60 launcher!!! And you could use the noob launcher at like level 15-16 (if I remember correctly, aka putting 60 points directly into strength at every level). So from 15/16 to about level 60 you had an OP weapon that lets you level up faster than anyone else. I don't think that should be nerfed, but I do think craft-able items should help close the gap. If you use higher tier materials you should be able to get close to but not exactly the same kind of power on lower tier items vs unique. So if at level 15/16 you could do 100 damage with a unique, maybe the player made uniques using high tier materials for lower end weapons could get you to 75 or 80 damage. Not as much as unique, but still enough to be "worthwhile" to buy from crafters. This gives crafters a bigger role in the economy other than "make wings" or "make mask/glasses" which I remember being the meme. "if you want to make money, make wings and face items". I honestly think this will help set Rose apart from other iterations and older versions. This I believe could bring a new breath of life to the game, while still offering that classic Rose feeling and gameplay. The best parts of rose online? being able to pick your own stat points and skill points. Having ACTUAL choice. I would love to see skill tree's big enough that you can't learn everything. This way you have to choose which skills you prefer to use as a player. Player one might focus on AOE while another focuses on Direct Damage, another might want to do high end healing. This way players have more choice and thus more variation in groups and parties as to how the game would be attacked and overcome. Rose is a great game. even if you DONT use my idea's. I know rose will still be fun to play.
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