Jump to content

Rebus

Member
  • Posts

    115
  • Joined

  • Last visited

Everything posted by Rebus

  1. Appreciate the in-depths feedback @HoneyBuns! Let me explain my thought-process a bit further. As stated before, it really depends on how the leveling pans out. Lazypenguin had to use a lot of consumables during his streams. So I imagine, that not having (many) consumables could lead to a lot of downtime for a new player. The main target demographic for this suggestion is new players. Any veteran should be fine without a random max level approaching them to be friendly and helpful (and providing regen, since they can afford consumables themselves). I am not super convinced of this for two reasons: It is more than just "nice to have". Even if it was restricted to e.g. one buff every 24 hours per leveling player, it would still be desirable to have this up whenever you can. You can just apply the buff and be on your way, collecting the "social points" without actually interacting. My aura suggestion would make it, so the interaction is mainly about just being there (since the effect is only in place, when the max level character is still there) and being friendly. What I wanted to avoid at all costs, was having a max level nearby / provide buffs be part of the optimal leveling method for new players and veterans alike. New players (for the most part) will only commend you, if they had a pleasant interaction. To me, it is irrelevant, whether the max level initiating that interaction did it for selfish reasons or not. At the end of the day, a new player got more enjoyment out of the game and is more likely to make this game their home. I think so, too. And that is the reason I suggested some cosmetics as a reward, so you can stand out as a pillar of the community. The way I see it, we would need an accountwide collection, storing the account IDs of commendations received / given. Then, the skill would only need to check against that data and either add a social point and the ID into each account's collection or give some feedback about already having commended the player. If you want to get more fancy with leaderboards and such, you might also want to keep track of the timestamp etc. I do like the idea of introducing newbies to the forum. But that commendation system is way too impractical in my opinion. Once you have to go all these extra steps to commend someone, you might not want to do it. It also put way more focus on the max level getting rewarded for being nice, than just taking them being nice at face value. Just having to click a skill is probably the most I would want a leveling player to think about, when they are trying to thank a stranger for interacting with them. Not to mention the enourmous time investment of someone having to manually check these . I would want staff to have as little interaction with this system as possible - it should be a community thing. When I mentioned this being a "self-moderating system" in an earlier post, I meant, that it will be known who the main people engaging in this activity are. And thus, cheaters should easily be exposed and shamed. Imagine someone randomly having one of these helper cosmetics and showing them off in Junon Polis, even though no one knows them or has seen them traveling low level zones. It would surely get those, who honestly earned the prestige of being a pillar of the community, asking questions very quickly. Staff do not even have to take their rewards away, since the cheater would be known as an impostor.
  2. Let me preface this by saying, that I acknowledge this suggestion is coming from a good place. This is not a personal attack on anyone, just my opinion and the reasoning for it. I personally really dislike this. The people we would be polling here are the die-hard fans of the game, who will play the game regardless of whether any of the suggestions will make it in or not (even though there might be some complaining going along with that). And even if we had a bigger and more heterogeneous sample size, suggestions should not be a popularity contest. Every single suggestion should be decided on based on its merits (and practicality of implementation). There is a reason most of us are not game developers. It takes experience and foresight. The game needs a coherent vision and coherent design and every game system needs to make sense within that. Now, let's just assume a suggestion gets more "I like this" than "I don't like this" votes. Regardless of the fact, that our sample size is both small and not representative of the eventual playerbase of the game, there will be some people feeling entitled to demand the implementation of these suggestions based on the polls. I am not saying, that it would be any of you or even the majority. But certainly enough to cause drama and headaches.
  3. The idea was, that it would help completely fresh players the most, since they might not be able to afford or not know to bring plenty of food and drinks. But you are right, that there is a variable in the difficulty of leveling. Since it is supposed to allow only one commendation from account to account, it should require a lot of unusual account creation activity to cheat the system. You could also lock commendations behind level 5 or 10. Just throwing the idea out there. No expectations from my side.
  4. My suggestion does not force anything, it just incentivises. If I go around with the sole intent of "farming" social points, I will likely not get them. Leveling players will sense, whether someone is really looking to help or not, and reward (or not reward) them accordingly. This is a self-moderating system and in large part in the hands of the community. That might have been the most common interaction, but there were still a lot of instances where something more arose out of that opportunity. I understand, that not every single one of the interactions on the back of this system would be worthwile, but at least it would create a lot more opportunities for worthwhile ones.
  5. Suggestion: This suggestions consists of two parts, which are supposed to work in symbiosis: Add a "Hero's Presence" aura to max level characters, which increases the out-of-combat regeneration of HP and MP for leveling characters by a significant amount. Add a social point system, which lets a leveling character commend a max level character once per account for being a tutor, friendly, welcoming or helpful in any other way. These could be either a currency for special "social" cosmetics or accumulate as a number for cosmetic rewards at specific milestones or for a (weekly/monthly) leaderboard. I personally prefer a system you cannot "finish", i.e. something like a regularly resetting leaderboard (at least as a part of it). Why: With the rework of the Cleric, concerns have arisen, that the main interaction between low level and high level players - going around and buffing leveling characters, while having friendly and helpful chats here and there - is going to get lost. This was something, that was unique to ROSE and albeit not perfect, still something very positive. The second suggestion is aimed at giving max level players of any job an incentive to seek out leveling players to engage with them and be helpful. The first suggestion ensures, that there is always some tangible improvement with a max level character around. Though, it is specifically not supposed to be an in-combat bonus and no power increase, to prevent it from being mandatory (to bring a second client). Potential Implementation Difficulties: If dual-clienting is allowed, it will be hard to stop someone from creating as many accounts as it takes to keep commanding themselves. I am unsure, whether an aura as described is possible to implement without major rewrites. "Once per account" might also not be a thing right now. Commending would probably have to come in form of a new skill (like Party or Trade). Pros: provides welcoming environment for new players brings recognition to helpful max level players makes "helping low levels" into a more official end game activity removes a concern about the Cleric rework helps populate old zones Cons: possibly too much time investment to implement. exploitable, if not implemented right (though it could be obvious if someone did not earn their social points the honest way), but then again, it would be about a few cosmetics at most
  6. The plan is not to spread it out, but to reuse those items for level 100 alternatives. As of right now, the 1-99 armors and weapons should stay the same.
  7. Thank you for your suggestion. We are up to 21 language channels on the discord right now and most of them are pretty dead most of the time. I fear, it would be the same on the forum right now. This is certainly something to consider closer to launch, but we might just keep it at sections for the biggest communities and refer everyone else to discord or the English sections.
  8. Thank you for so many suggestions @Ephesians4fourteen. Since they are all lumped into one post, it is very hard to work with. Could you please try to create a separate forum thread for each one and elaborate a bit more on the specfifics and why they should be added? Thanks in advance and looking forward to reading them!
  9. Awesome to have you back on the new official forums. May this be the start of another 10k posts. As you know, I really appreciated looking at your old (unlisted) videos, when I first stumbled upon this new project. Great insight into the old version and its journey. Recommended to everyone, who does not know them and can find them.
  10. This something @Flowan would have to look into. Currently it only allows us to sort the custom categories among themselves.
  11. I am sure a lot of people would love to see CG be put to better use. And this sounds like a good starting point. The questions I have; what purpose do you see for CG (with weapons)? Is it supposed to be good in PvP? If yes, will it make you stronger than a normal player without CG? That would likely ruin the fun for everyone without CG. And if no, why would you even use it? I think it needs a dedicated use-case, where it's not as simple as "I have the money to buy CG and therefore I win every fight". Some time ago on the discord someone made I suggestion I really liked: Make castle gear into a way of replacing missing roles. That way, it is fine for it to be worse than an actual player fulfilling that role (which would still be preferable). But someone rich has the luxury of always being able to fill workable groups, no matter what. And having different weapons making the CG modular would fit right in with making it into different roles. While I like @rayun's suggestion in general, I think castle gear (which is clearly made for combat) not seeing any combat use at all would be silly, too. Really curious what you think the purpose of CG (with weapons) should be be!
  12. I understand where this request is coming from, but it really should not be needed with all the reworks that are planned. Not everything needs to be finished quickly. MMORPGs are not meant to be played through like a singleplayer game. The devs will make sure, that the journey is fun and enjoyable. This game will not end up being one big grind like in the olden days. Furthermore, the audience for a high rate server and this game as a whole is just not big enough to make this sustainable. Hopefully the lack of "high rates" will not stop you from trying it out once it comes out.
  13. Rebus

    PET SYSTEM

    Having collectibles is always great to keep the completionist types busy. Also, having variety of something to display use alongside your dress is great to keep the (ingame) cosplayers busy. Pets and summons (combat pets) should certainly stay seperate, if they are to become a thing. I personally do not like the idea of looting being fully automated. They did consider reworking the loot system in some form anyways. If the loot system were to stay the same, I would only support pets picking up some items occasionally (to help, not to do all the work) or possibly just something specific like money or an item of your choosing.
  14. Absolutely agree with this. It does not have to be limited to just the map itself and needs to be done for all UI elements. This is already mentioned in the FAQ. Though, I do not know what he meant with "at some point", either. This certainly important to take the game into 2022 (and beyond). (from the FAQ)
  15. Welcome Noel! Cool, that you still remember stories like that one about the full bags. When games leaves these kind of memories, they're special. Maybe your offspring can join the world of ROSE one day too and experience their own memorable moments.
  16. Hello Neph, nice to meet you. So, I was just wondering about your stance on stroopwafels and bitterballs.
  17. Hello Cupid, great to have you here. Looking forward to those mighty heals!
  18. They were already in at 4. Good effort though.
  19. Nice to meet all of you. Glad you're willing to share a little something about yourselves! Great initiative Kai and belated best wishes DerpPrincess. Name: Rebus / Miran Gender / Country / Age: Male / Germany / 29 When did you start playing ROSE Online? forgot, but I can say 2006 or earlier with certainty What do you like the most from ROSE Online? exploring the world, making friends and helping eachother What's your favorite class to play? Cleric on principle. I like to play support characters, I just wish it had more tools and was more engaging. (just buffing every few minutes is not that) Favorite memory: Unlocking the first cart with my friends. Favorite monster: Choropog Things you hate the most in ROSE: people being self-sufficient and not engaging with the community Anything you want to say? A dead MMO getting this chance to be revived and reworked under an official license without monetisation being the driving froce is something very special and we should treat it like that. Rednim Games have my full support in what they're doing
  20. Rebus

    hi

    Hello Justin, nice to meet you. Hoping you can overcome your shyness, so we can learn a bit more about you.
  21. Welcome to the forum and nice to meet you! Glad we share the same excitement!
  22. Welcome to the forum. I see you've already made yourself quite at home here. Awesome! Let's hope many more follow your example and engage with us. Great to see long standing members of the community make a return.
  23. I wasn't thinking about solo content here. It would all depend on how the loot distribution works anyway. Also, I would not touch the current unique items for that, since they have too much history in ROSE. But there are plenty of item sets from level >100, where an item here or there could be a bound drop somewhere (or from PvP in some form). Those items are not supposed to be more powerful, maybe just have a unique stat distribution and look. And if they were not bound, they wouldn't be special (and therefore not "worth a lot of money"). Let's just see if my point of view would even fit with how the game turns out. I am open minded on this, just pitching my idea.
  24. Just a personal opinion from my side on this one: I think IM items should be account bound, because otherwise you effectively allow buying Zulie, which in ROSE directly amounts to P2W, since gear has such a massive impact. I agree with you, that the majority of items should not be bound. A character should be able to get at the very least a workable starting set and possibly some great crafted items (but not in every slot!). However, there is room for sensible binding (to character even). If there is a special named item, which drops at a specific location (e.g. a dungeon boss) and is thus realistically obtainable through a reasonable amount of gameplay, I don't see any reason why that item needs to be tradable. Obtaining an item that way can be very rewarding, especially if it was a challenging boss. I don't think, that being able to buy the entire best in slot gear from other players is the answer. And obviously I wouldn't want a way to circumvent the (limited) binding either.
  25. Great suggestion. Flowan just added it, so get typing away in here!
×
×
  • Create New...