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FrameXdrop

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Everything posted by FrameXdrop

  1. By far my favourite is the first version. RuffRose used that one until they shut down, and it's the one i have the fondest memories of. For some reason i get lost quickly in the newer iterations of AP, and in my opinion the newer versions are very user unfriendly because of that. I really hope they're going to use the old map
  2. Thanks for the heads-up. I couldn't find another topic about the issue but apparently i haven't searched hard enough.
  3. I haven't seen this topic until someone pointed it to me, so i'm deleting my own and post my thoughts about it here: A healthy mmo always need a healthy stream of newcomers because almost all players eventually quit for one reason or another. I got a few ideas that could help. Updated models, graphics and post-processing: The game breaths a lot of nostalgia, and for its age it still looks pretty okay due to its stylized look. It also does look very outdated. To attract newcomers and a younger audience it would be wise to eventually try and update the visuals of the entire game. (I also heard there already are plans to do this after they fixed the most problematic parts of the codebase). Stable economy: I said it before and i'll say it again. The biggest problem Rose had was the unstable economy and the ridiculous inflation. The economy in classic Rose supported people who played early and penalized the players who started playing years after release (just like real life, lol). Ways to fix the economy would be putting items behind account locks and add a lot of money sinks where players can put all their money in. Marketing: I stumbled upon the rerelease of Rose by accident. Not because i saw a news site covering it, or heard it from someone, but because i was wondering if anyone still thought about the game and took a look at the reddit page where i stumbled upon the post. That's terrible, especially since now i'm aware this is already in production for quite a while. Marketing does cost a pretty amount of money, but it is neccessary one way or another to attract newcomers. (I also have a direct contact to a game marketeer if anyone needs it). Modern MMO game mechanics: The gameplay of Rose is simple as it is difficult, which is perfect for any mmo because newcomers can learn how to play while old recurring players can focus on more difficult systems. Everything however does feel outdated. The implementation of WASD movement will already give the game a modern mechanic, but we're not there yet. Due to the engine's lack of Y-tracking there's no way of creating elevated gameplay. That would personally be a great second step of trying to implement (Also the map design should need a big overhaul to not let players get to the edge of the map. It would also be an amazing addition to add small party dungeons that you can start and end without monsters respawning. That would be a list of suggestions i have to try and attract newcomers to the game. I can't press enough on having at least a marketing plan because if people don't know, they won't come.
  4. (Edited: Spelling) Hi everyone. I think everyone here has dear memories of the game and wants to play again due to nostalgia. But i think for a game like this to thrive is to attract newcomers as well. A healthy mmo always need a healthy stream of newcomers because almost all players eventually quit for one reason or another. I got a few ideas that could help. Updated models, graphics and post-processing: The game breaths a lot of nostalgia, and for its age it still looks pretty okay due to its stylized look. It also does look very outdated. To attract newcomers and a younger audience it would be wise to eventually try and update the visuals of the entire game. (I also heard there already are plans to do this after they fixed the most problematic parts of the codebase). Stable economy: I said it before and i'll say it again. The biggest problem Rose had was the unstable economy and the ridiculous inflation. The economy in classic Rose supported people who played early and penalized the players who started playing years after release (just like real life, lol). Ways to fix the economy would be putting items behind account locks and add a lot of money sinks where players can put all their money in. Marketing: I stumbled upon the rerelease of Rose by accident. Not because i saw a news site covering it, or heard it from someone, but because i was wondering if anyone still thought about the game and took a look at the reddit page where i stumbled upon the post. That's terrible, especially since now i'm aware this is already in production for quite a while. Marketing does cost a pretty amount of money, but it is neccessary one way or another to attract newcomers. (I also have a direct contact to a game marketeer if anyone needs it). Modern MMO game mechanics: The gameplay of Rose is simple as it is difficult, which is perfect for any mmo because newcomers can learn how to play while old recurring players can focus on more difficult systems. Everything however does feel outdated. The implementation of WASD movement will already give the game a modern mechanic, but we're not there yet. Due to the engine's lack of Y-tracking there's no way of creating elevated gameplay. That would personally be a great second step of trying to implement (Also the map design should need a big overhaul to not let players get to the edge of the map. It would also be an amazing addition to add small party dungeons that you can start and end without monsters respawning. That would be a list of suggestions i have to try and attract newcomers to the game. I can't press enough on having at least a marketing plan because if people don't know, they won't come. I would love to discuss these points, as well as hear other people's opinions and ideas to attract newcomers. I hope with all my heart that Rose Online can flourish once more.
  5. A change i would actually like is to still give the cleric class all the offensive buffs, but make them an AOE that lasts for only a minute or so, while also giving the cleric more damage related skills. This way you can join in on dealing damage, but you also need to actively buff, paying attention to all party members and their buff state. To remove offensive buffs from the cleric is to strip its identity completely, so i think it's a bad idea to do that. To change it into a support character of the likes of WoW, ESO and FFIV would be a better decision imo. Also we really don't need another damage class, because we already have 6 classes who do that.
  6. Name: Koen Preferred name to call you: Frame or just Koen Gender/country/age: Male / Netherlands / 30 When did you start playing Rose Online? I started playing Ruff-Rose with friends somewhere before 2005 Who introduce you to Rose/ What brought you to Rose? A friend of mine found a private server and wanted to play with me. What do you like the most from Rose Online? I love the Chibi aesthetics, the class roles and the overall economy system. Also cars. What's your favorite class to play? (and why) Cleric & Bourgeois. A lot of times where i didn't want to level i just sat in front of Junon or Zant and help all the new people out. I loved how out of place the Bourgeois was in a fantasy setting. (Launchers do help aswell). How did you discover Rose Online for the first time ? In the Runescape glory days a classmate of mine told that he didn't like that game, and played Rose online instead because that game had really good graphics. I loved the concept, but as a poor 14yo i couldn't afford the subscription. Share your favorite memories from Rose Online! A lot. Starting off in Adventurers Plains, Getting your first class gear, Entering Junon for the first time, farming essence and ether in Goblin Cave. Grinding at mount eruca. Meeting a lot of new friends. Favorite monster: Little Reindeers are the cutest! Favorite places in Rose Online: Zant always feels like coming home Things you hate the most in Rose: Even tough i really like the player market system, i hate how much inflation Rose has. This means that people who play the game early have an advantage over people who jump in years later. Anything you want to say? I just wanted to say how glad i am that a new fresh development team took on this project. I really hope the promises they make on improving the core game and limiting the cash shop to cosmetics will come true. I wish them best of luck.
  7. Nowadays there are great solutions to server input lag, but it is a terrible practise to let the client be responsible for input processing and it's guaranteed to be abused. A better alternative and best practise nowadays is server authoritative movement with client-side prediction. In this case the client will predict how the server is processing the input, and if both align, nothing weird happens. If someone tries to abuse their position the server is still aware of their actual location and resets the client position. This way the server is still responsible for processing the input, and the client responds immediately.
  8. Hi all. Just want to introduce myself to everyone who is eager to play this gem of a game again. Back in the days i played countless hours of RuffRose (i know it was a private server, but i was a poor small kid who just wanted to play). I can't wait for the game to rerelease! I hope i'll see you all soon in Adventurers Plains :D.
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