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Mizore

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Posts posted by Mizore

  1. At this point i've been gaming for over 20 years, and i gotta say that if your players are running more than one instance of your game for anything other than for fun. That's typically endemic of a larger problem. Even if you don't agree that the buff clerics used were OP. The fact that many players would/are willing to go out of their way to run two copies of the game at once when (in a MMO in a healthy state)  that shouldn't even cross their mind over just finding more players should be concerning. MMO stands for 'massively multiplayer online' after all, not 'multiple monitor online'. So it stands to reason that if the lack of a thriving player base causes those remaining to play a second class at the same time to continue playing enjoyably, you have a pretty significant issue in terms of that class's effect on core gameplay. Whether or not taking that classes buffs and splitting them across the games classes is the solution is definitely up in the air. That there is a problem is not.

  2. On 5/11/2022 at 8:15 AM, Malak said:

    The shop is a mandatory part of the game imho.  That's what binds players together, and brings joy to cities...  Removing those would essentially kill all the MMO part of the game.  Any idea that involves a buyout from a NPC / Auction House should be excluded imho.

    I could see both working if it was a system where the npc searched shops for an item and then either gave you the location or let you buy remotely for a premium.

  3. Now, this is going back over a decade, so i may very well be misremembering or even just thinking i saw it. But i could've sworn there was something like that in the earliest iterations of rose. Specifically the '?' in the goblin cave's leading to some kind of devil boss. As far as dungeons go, unfinished dead ends like that would be perfect places to link dungeons into the game world without having to make major map changes. In that case, all you'd have to is make the portal at the '?' go somewhere. Heck, you could even make the goblin caves a dungeon hub by making each '?' it's own unique dungeon.

  4. On 4/23/2022 at 8:04 AM, Sui said:

    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.

    As long as more common materials are obtainable in some manner i'd be cool with that too. I do however remember certain materials for things such as cart parts only dropping from monsters in certain level ranges (golem's if I'm remembering correctly). Things like that, where the only source of a material is level locked at a point where continuing to level locks you out of obtaining crafting mats, is more of what I'm concerned about.

  5. Anyone who has played an Artisan will know that acquiring materials could often be frustrating.  Not because of scarcity due to drop rate. But because often times a material you're looking for only drops from monsters in a certain level range, and if you were a high enough level, you were either stuck with buying those materials at very often ridiculous prices, or creating a separate character who stayed within a certain level range just to farm materials. I'd hope to see this changed if only so the same economic bottleneck doesn't appear and drive up prices.

    As far as how it could be done, there's probably more than a few approaches. The easiest of which I'd assume would be adding materials to the drop tables of monsters throughout the games level range. My hope is that between myself and other forum members, someone will have and ideal implementation method. Please feel free to share your thoughts. 🙂

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