Jump to content

Rebus

Member
  • Posts

    115
  • Joined

  • Last visited

Everything posted by Rebus

  1. The way I understand this suggestions and it works in e.g. WoW is, that you can only be shared a quest you have not finished and would be able to accept yourself. The purpose of this would be to avoid someone having to run back to town, because they forgot to accept the quest and similar scenarios.
  2. Thanks for that feedback. It is very important to us to hear from people who require (reasonable) accessibility options! A UI overhaul is on the list of things the team wants to do either way, but this might be some extra motivation.
  3. Just to add to what Avatar said: The devs previously worked on their own projects (ROSE Next, osROSE, shinROSE etc.). The project is entirely based on the original codebase of naROSE at the point of shutting down, which they've been handed by Gravity and not on the projects they've been working on before. The bulk of the work they have put in so far is understanding, untangling and updating said codebase, fixing (but inevitably also creating) bugs in the process. The main goal during alpha is to get to a point where the team is in the position to actually make changes to the game (which requires tools, that are either outdated or non-existant) and to fix game breaking bugs. In the process they have added a few work-in-progress features, like controller support or WASD movement. These require a lot of work to feel great, but it's already cool to be able to try the early version. For this stress test, we wanted to see a lot of people on one map for a longer time. The quest chain to maybe get you off from Birth Island was only quickly thrown together to make it a bit more interesting. Since it will never make it into the actual game, there was not much concern put into polishing it up.
  4. Currently, Stockpile increases drop chance by 25%. I know a lot of iROSE players are concerned about this passive, but it is not the same in naROSE.
  5. I like the general idea of it. But it probably needs a more sophisticated system to ensure the desired effect. Having people leave their PC running all day being AFK in a low level zone while they are gone seems pretty wasteful (much like the vending shops) and does not help anyone. The next issue I see, is that it would only affect leveling players, whose main priority is maxing out their character first and foremost. Unless it is better XP to help newbies, only a very small fraction would do it instead of just actively leveling. Maybe replacing the "Social Points" with rested XP (for leveling players) in my suggestion from earlier this year could make it work, since it would require active approval of the person being helped. Or at least something similar to that. On a partially related note I remember HazDS mainly referring to a rested system as a way to help out casual players, who might e.g. only play on the weekend, giving them a one or two level doubled XP rate, accumulated from being offline.
  6. I think one of the biggest issue (but far from the only one) with ingame voice chat is the difficulty moderating it. We would have to record all of the audio to verify reports. In theory it is a great idea, but there are so many issues with it in practice, that it is probably not worth spending time on.
  7. This forum is just a place to collect all of the ideas. The devs know how to handle their priorities and it is still nice for them to browse through here occasionally. Most of the things suggested in this section are not really a consideration until open beta or even release. That being said, this very suggestion was something lazypenguin personally talked about on stream yesterday (while testing on a support Muse) and it should be as simple as exchanging two numbers per skill rank.
  8. Currently, there are slots referring to the body part you're trying to equip (e.g. Body) and others, which refer to the item to be equipped (e.g. Earring). And then, there is "Foot". The most generic way for a consistent pattern would be to describe the body part to be slotted: Then, I would equip: a ring to my finger a necklace to my neck an earring to my ear a mask on my face a weapon to my mainhand gloves or bracers to my arms a helm, cap, hat, bandana, hood etc. to my head an armor, dress etc. to my body boots, shoes, sandals etc. on my feet wings, a cape, a shield etc. to my back a subweapon, shield, second weapon etc. to my offhand I already know, that "Finger", "Neck" and "Ear" are somewhat controversial, but I am curious what the public thinks about this. Is it preferable to stick with the slot names we all know or to have a consistent naming pattern?
  9. I didn't really contemplate using them for anything else, but it's certainly an option. For now, I would just reshuffle all of the slots slighty. The team mentioned wanting to redo some of the windows anyways and what inventory (which is attached to the character equipment) is going to look like is still undecided as far as I am aware. Maybe the stats and inventory could be combined into one window as an exmample. Or slightly wider with the same row number as before: Or even wider to reduce the vertical space the window is taking up:
  10. I don't really understand the point of having three different ammunition slots. I can't think of a scenario where all three (or even just two) would be used. Would be nice to have just one general Ammo slot and the game taking care of the rest.
  11. Currently, the skill tooltips are pretty new player unfriendly, since it's just a collection of skill attributes, which may or may not be important to know: Personally, I prefer a full English sentence, explaining what a skill is doing. To borrow from another popular MMORPG, a skill tooltip could look something like this instead: If you still want to include the formula (maybe enabled by ticking something in the options or holding down a key), it could appear behind the damage number in brackets:
  12. First of all, please do not ever repeat this false talking point of "hiring a real lead developer". Private server trolls keep saying this, but it's not true. As you can see here, it says "our" lead game designer. That is Garnet, who, like the rest of the team, is still working a regular job. I do not know the conditions of the licensing contract and I do not want to speculate, but any income for Gravity for a license in that region is more than none. Just because Rednim Games does not have any revenue as a studio from previous games does not mean, that they do not have any (private) capital. Without any capital they could not even pay the hosting fees etc. This is another lie, pushed by the private server trolls. Any active ROSE server does not have an official license and has been perpetrating brazen copyright infringement, enriching themselves through an item mall no less greedy than Gravity's original one. My guess would be, that they just never asked for a license, because it would just cost them money and they've been getting away without having to pay that for a long time. Those active private servers are enriching themselves based on assets they did not pay for / do not have the rights to. Any official business would disallow those being promoted on their own media channels. Could you imagine WoW private servers being promoted on the the official WoW forums? Rednim Games is an official business operating in the US, consisting of people who have a good reputation from their previous endeavours into (private) ROSE development. That makes them a pretty serious business partner in my eyes.
  13. It's unfortunately just not a viable route, because Rednim Games is not a multi-million dollar established game studio. It's a small scale passion project bringing back a dead game. And after weighing the options, it made the most sense to stick with the original codebase and build on that. The game will get improvements incrementally and maybe one day that will include an engine upgrade.
  14. I generally like the idea of special rewards in dungeons. But seeing how the devs want to remove pretty much all item binding, it would be a huge mistake to make dungeon drops too good/frequent. Dungeons are instanced areas and therefore let you farm without any competition. The world will be pretty empty if farming dungeons is the most lucrative thing to do. I personally prefer e.g. a WoW style of dungeon drops, where you can reasonably target items (much like your suggestion), but everything would bind on pickup. But I think that ship has sailed.
  15. I think your concern for solo players is absolutely valid, but solving this through multi-client play I cannot agree with. Like any modern game, the balance just needs to be such that playing solo is viable and there is enough content one can do on their own. This is a multiplayer game and you cannot expect to be able to part-take in all the multiplayer-centred content (e.g. PvP or dungeons), if you're not willing to play with other people. Sharing experience and loot between 4 people and getting everything as one person is quite the difference, wouldn't you say? When I play with friends, everyone is advancing one character at a time and sharing the valuable drops. If you're playing by yourself, you get to advance multiple characters and keep all the valuables for yourself. I find it to be quite the stretch to equate expecting the normal gameplay to be one character - one person to taking a dump on solo players. As I said, I'm all for solo gameplay being viable, look at a game like Elder Scrolls Online e.g. where you can have hundreds of hours of singleplayer fun in a world with other people - but that content is not the same as the actual multiplayer content. As soon as it is viable to do multiplayer content solo, it is by default the most efficient thing to do. Sure, you might still run with some friends for fun, but if I don't have to coordinate times with anyone, get to advance multiple characters and keep all the loot, it's just a waste to play with others. And removing the incentive to play with other people cannot be the solution to some people wanting to play multiplayer game by themselves.
  16. There was already a similar suggestion, where a potential auto-loot was also discussed in the responses: And I would argue, that not having to loot increases your farming rate, effectively making the pet a farming booster. And that very much qualifies as pay to win in my book. So if anything, this feature would have to be available for everyone.
  17. In any other game it is normal to play on one character on one client only. Sure, the game being free to play, having a completely passive support class and being easily bottable made it such that this multi-client meta evolved. But that does not mean, that this style of playing should be encouraged, normalized or give any advantages over someone who doesn't part-take in it. It's just another unnecessary barrier of entry to new players. Any legitimate reasons for needing more than one client (e.g. vending and necessary buffs) will hopefully be taken care of by the devs before release.
  18. Rebus

    Hi!

    Welcome. Always nice to have old players back!
  19. Wow, this is awesome! Welcome back to the community.
  20. Absolutely, but it depends on how "farmable" or readily available all items are. E.g. in games with big party PvM content (like WoW raiding) people would also chase the best items, but are limited to one chance to drop per boss per week (since you could only kill them once every week). On top of that, the absence of personal loot in earlier iterations made it, such that that loot (of ~3-4 drops per boss) had to be distributed between around 25 people. The chance of you having the BiS set even over 2-3 months were pretty slim, though you'd likely have good, but not perfect items for every slot and had to mix and match to make the current stat distribution work. Not saying, that this is exactly how it has to be done in ROSE, but there are organic and proven ways to limit loot acquisition. If you do specific content to get specific items, it's not passive. You are actively going out of your way to chase something, rather than just passively acquiring currency with whatever you do. Ideally, putting together a set of vendor items would never be BiS, though passable. And only by combinding items from different sources (without mixing PvP and PvM), you'd get to an ideal setup. E.g. from a dungeons, crafting, quests, vendor, random drops etc. Vendor items shouldn't be inferior in their stat amount, but e.g. less attractive for usage in every slots due to the stats they provide.
  21. What this system essentially does, is make it so you passively get stronger the more you play. Realistically, there will be a meta of ideal stats/items, so it's not like the majority of players will have a great time pondering the choices. A system like that makes it such that gearing is not really a concern or consideration. The longer you play, the more superior you are compared to newbies and that's all it boils down to for the majority. At least to me, a core part of RPGs is, that not all items are easily available. You find things and make the best out of what you have. That doesn't mean, that there can't be supplementary items from a vendor. But ideally the purpose of those would be to help make the rest work, not to be the core of your set. I understand, that people are used to how it was and that comes with a level of comfort. But for the sake of this game being successful again, things like this need to be considered on their merits, rather than comfort. It's well possible that I'm wrong on this, but I feel strongly enough about it, that I feel I need to voice dissent.
  22. Yes and no. Neither his original post nor my response was not about whether the game play loop should be about equipment acquisition (which it would also be with a new level cap). The question is how that equipment acquisition would work. And he prefers there to be one go-to place with a currency for all your equipment needs and I oppose that notion (simplifying massively here, refer to the original posts).
  23. I usually enjoy your takes and ideas, but I strongly have to disagree with this one. Streamlining equipment into a linear progression from one place is killing a lot of the original mmorpg spirit out of this game. I really hate the quest reward equipment sets and current Honor sets for the same reason. Your suggestion makes gearing a (mandatory) time investment, but no more than that. How boring is it to know, that whatever upgrade I want I just go and farm Union Points and then buy the slightly better version of what I already have. Equipment should come frome diverse sources and there should not be a clear "these 4 pieces together are clearly BiS" enforced by strong set boni or a disproportionate amount of stats (like the current Honor sets). I want to explore and look around and then have so many (potential) options from different places, that it's not easy to see, what would be "best" and most practical to chase. There needs to be an element of exploration and mixing and matching, looking for items to complement the best you've got, even at the higher levels. There is wealth of interesting stats available on only few current endgame items. Use those to create new prefixes for a diversify in equipment at all levels. Rather than making the "standard" items even more redundant, I'd love to see them expanded upon. I whole-heartedly agree with this point. Flat damage modifiers are the most boring stats and the naming breaks immersion. There are stats uniquely suited for PvP equipment like sleep, stun, mute and critical resistance, which could be complemented further by a criticial damage resistance. If this game becomes a Union Point treadmill, where all you do during the endgame to better your equipment is turn in another batch of points for another 10% of power I'm really not interested in playing anymore. Gearing should not be this uninspired.
  24. Had you looked in our frequently asked questions pinned in this very section of the forum, you would have seen the following: Also, please don't make the same thread with the same content multiple times (like with your copy of this in Offtopic).
  25. And please don't spam the forum with the same question in three separate threads. Locking this now.
×
×
  • Create New...