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Zeror

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Everything posted by Zeror

  1. Of course. You don't want to alienate things too much. But I think most people would agree that any game how old or new undergoes changes whatsoever. So smaller changes, like a new enemies, or even bigger changes, like map redesigns, are totally acceptable if this makes the game better.
  2. I think this is a big one. I always felt that some drops didn't match the mob that dropped the item. Are you considering adding new monsters to match this even better. Like adding a bird enemy that drops the Bird feather.
  3. Basicly anything that give someone who pays an advantage to anything ingame compared to someone who does not pay. Things i consider not Pay2win: Buying a fresh high level character. This is not pay2win as this gives you a boost so you play more quickly with friends. This will only make the game more fun. But it option should be limited though. Only 1 per year or something. Teleportation tickets (teleport between maps/cities from any place). Can't hurt the game as these can be bought ingame as well. Extra storage space or no deposit fee for storage. Can't hurt the game that much. Yes, you could store more items to sell, but a vending shop can only hold that much items each time. Costumes/Visuals/etc. As long it's cosmetic it's totally fine. Party/group buffs (can buff all party in range instead of one by one). You're not the only one that benefits from it, so it's fine. Everything else you mention in the poll is pay2win if you ask me.
  4. Maybe each event (unless the event takes place in own seperate zone) can have a set of quests for each planet to solve this. In case of a seperate zone, like santa planetoid, there could be like different instances based on level (like 1-100, 101-150, 151-200, 200+ or something).
  5. Even if they don't have someone who can do it now, it can still inspire the team to do it later when they do have someone capable of doing it. So don't let that discourage you of posting wild ideas. Your idea might even be the reason why the team wants to expand. Think about that.
  6. That's what I said too. Just post your idea no matter how wild the idea is. I guess some people want the insurance that their idea is actual gonna be used or something.
  7. There was a little discussion about which ideas can be executed by the dev team compared to Rednim's team capacity. You can read the discussion here in the comment section: As the discussion doesn't have anything to do anymore with the idea itself i suggest we continue here in this topic.
  8. You would think so. Completed page is empty though.
  9. In the new Ideas section, which is truly wonderful to have, you see at the top view modes Newest, Popular and Completed. At each idea you see a status of New, Considering or Implemented, but not completed. When is an idea completed? Note: I wasn't sure where to put this topic btw. Hope it's ok here.
  10. If the mods keeps moving you, why are still try to place your shop at 'illegal' positions?
  11. Things like this bothered me in ROSE. It's not only this cap, but more headpieces have this problem. A good way to fix this, i think, is to have a "bald version" with a hair texture on it for each hair color. And then the devs can choose if a headpiece has clipping issues to switch to this "bald version".
  12. Maybe a new currency can be introduced for Clan field where 10/50/100 (i dunno) Clan Field Coins or something can be turned in for 1 clan point.
  13. Anyone who does damage or debuff a King questmob should be eligible to get credit for the kill to complete the quest. No matter if you have first hit or not. Does not count for loot however, only kill credit for your quest or obtain questitem.
  14. Imagine if 17.024.153.725 zulie becomes 17.024 gold, 153 silver and 725 copper zulie Where 1000 copper is 1 silver and 1000 silver is 1 gold.
  15. It would be awesome if the way how loot works on King enemies is changed to loot roll system. For people not knowing how a loot roll could work in ROSE, here is an explanation: You get two options to choose from once the loot roll pops up after a King is defeated. Everybody who participated in the kill gets these options. Dice roll - You want the item Leave roll - You don't want/need it. If you want the item, you can roll for it. You roll a number between 1 and 100. The player with the highest number gets the item. If you don't want the item, you can leave the roll. If everybody leaves the roll then item will be dropped on the ground and will be freebie for anyone else. Note that you must make haste to choose what you want, cause the roll choice is only active for 60 seconds. You will also leave the roll if you didn't make a choice.
  16. The problem is not the high prices. Problem is that the market is not balanced. There is also not enough zulie sink methods. One way to fix it is introducing new currencies for example. Maybe each planet can have it's own type currency and the Ferrel Guild can exchange those different currencies. Ofcourse with interest to have a zulie sink there. Like 1.000.000 zulie on Junon = 1.000 Eucoin (Eucar + coin, i dunno ) on Luna. Ferrel Guild could take 15% interest for example so you get 850 Eucoin.
  17. I was wondering this too. Why haven't there been a NPC that sells higher level Muse offhands? @ devteam: Is this something you like to change in the future?
  18. Would be cool if you have a system to upscale/downgrade every player to the same level temporarily or something so it doesn't matter which level you are when entering Clan Field. There would be only a difference in skills/equipment you got. Lower level player would obviously have less skills/weaker armor then a high level player and so they will have an advantage, but levels/character stats (except equipment bonusses) are normalized.
  19. Maybe it's time for a training grounds in Zant which has no minimum level, but has a maximum level instead. Just to have something different beside leveling in the lower levels as well.
  20. The way the current UI looks is ok. The way the UI is build up is ancient. I think it would be a good idea to rebuild the UI system for the game. Might be a lot of work, but you as developer and us as players will benefit from it. Current UI is clunky sometimes. UI should be one of the most important things that should work properly and flawless. If you can make a UI system where you use border-texture and a background-image for a window. Buttons are just a container and button-content is just a font (including the X of a close button). And have both horizontal and vertical tab systems. Make as much UI elements of a window scalable and adjustable, etc.. etc... All texts should use a font that can be marked up (font size, colored, bold/italic, etc..). And for scalability it's important that all assets are at least 200% in size of what normally will be used. This also includes all of the icons for the items, which is a pain in the ass to do (i know). But doing this way then the UI will be flexible and scalable and can be adjusted for each screensize. I know WoW's UI is build up like this and that works like charm. Maybe you can do it like WoW does it. You can zoom out to the world map. Clicking on a zone on the world map, zooms in to that zones map. And maybe on the zone map you can click on the dungeon to 'zoom in' to the dungeons map. Use a breadcrumb-system to tell the player which map is opened and where they are (example: Junon > Adventure Plains > Goblin Cave). If a dungeon have different floors, use a seperate UI control to change the floors on the map window (with a dropdown for example). Note: I am a UI/UX designer and if you guys need to, i can always give advice if needed.
  21. It would be soo nice if the chat could be it's entirely own system running parallel of the game. ANd only some major things in the game can interact/interrupt the chat. In all other cases you can use the chat at any time.
  22. What is a Firefighter costume doing in Rose? It's not New York city.... Are you, @ devs, not afraid that all those different kind of costumes and such takes away the immersiveness of the game?
  23. I like this idea, but it wouldn't be bad if the amount of alliances you can make with other clans are limited. Just to prevent there will be a one big mega force alliance VS tiny clans kinda situations. Or you could have a setting in the Clan window where you can enable/disable PK for an alliance. Or (wildest idea): Rose gets a clan reputation system where you can advance your alliance from neutral to friendly to honored. Special clan quests which require partying with at least 1 member of both clans can raise that reputation. On neutral PK is still active, but from friendly and up PK an alliance is optional. Highest rank gives the ability to join on the same side in a Clan War or something.
  24. Something that is bothering me is that when you come back to your computer after a while to check your shop for what has been sold you see empty holes where once were an item. I cannot remember always which item was actually sold. So a little feedback on this would be nice. I was thinking that for the 'shop owners'-view a sold item is not removed, but disabled instead with the text 'Sold' on top of it. This way you can check which item was sold. Example:
  25. Zeror

    pk zone

    Oh that pk. I thought maybe something different was meant here. But having pvp enabled in other places then the appointed pvp zones is probably not a good idea. Maybe if the devs find a better way to balance some things then stuff like pvp zones can be extended.
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