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Zeror

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Everything posted by Zeror

  1. Maybe there can be clan gear as well where the clan symbol is shown on. Like a Soldiers harness with you clan logo on it or Muses magic garment with the clan logo. Or a shield or cape with the logo.
  2. Got another idea. What if we would have a seperate ammo bag? The ammo we use takes space in our bags that non-range classes don't struggle with. So it seems fair we get our own ammo bag instead. The amount of space of the ammo bag can be defined by the Back gear we wear, but by default you should have like 4 slots (no matter what class you are, cause this not something that should be restricted to certain classes. Muses can use bows too if they like. ). Backbags can be adjusted so they can add a couple extra slots, a new quiver back gear can be introduced with extra slots, etc.. In addition you get auto-reload as well. This means that as long you have the same ammo (type AND quality) it will be automatically reloaded if a stack is depleted. In the UI the three different ammo types will be combined to one ammo slot as suggested by Rebus. Also there will be new button to open this ammo bag to see the contents.
  3. I think it's ok to have one dungeon at around level 30. But lower then this is not really needed.
  4. There were other conditions as well in WoW when you could share a quest or not. See this: https://wow.allakhazam.com/wiki/Share_Quest_(WoW)
  5. About that Song of Disenchantment. You can make less trolly if you make that one party-only.
  6. The low level dungeons can be higher level as well and the main quest can have quests to back track to these dungeons for example.
  7. I also like the idea of having a Clan House and the ideas that are posted here. Got one concern though. If there are things that can be unlocked and if there are things to decorate your Clan House. Who gets the fun to do it? Is it only the Clan Master? Or Master and Deputy's? Or can everyone do something with it. A Clan house should be for the whole clan and so does it's features.
  8. Didn't see this post yet. The ideas of Zurn are very good. Exactly what i meant. Here are a few more dungeon ideas: Burned Bakery Lair Story: Woopies found this burned down bakery and started using it's basement as their lair. Theme: Old cellar theme. Layout: Small in size. 1 bigger main room and 1 small extra room. Square/rectangle in shape. Location: On top of the hill top right. Replaces the spawn location of Woopie King cave. Mobs: Woopies only. Min. level: lvl 20 Aqua Shrine Story: Moldies uncovered this old shrine and set loose of all the aqua's that were concealed inside. Theme: Underground water temple. Goblin cave, but with water and temple-like elements. Layout: One big room and two smaller rooms. One small room is dry, the other rooms has lots of water. Location: Behind the waterfall in Anima Lake. Mobs: Moldies and Aqua Min. level: lvl 35 Old Junon City Story: When monsters starting roaming the planet they invaded the city. People had to flee and decided to build themselves a better city to protect (Junon Polis). Theme: Outdoor style, uses town assets of Zant and some smaller Junon Polis stuff. Layout: Has 3 old faction districts (Arumic, Righteous, Junon Order) and a main square with shops. Also a small docks with a ravaged ship. Location: Junon Polis map in the top left corner. Mobs: Porkies, Grunters and Clowns. Min. level: lvl 50 Worm Crag Ravine Story: Before the village in Gorge of Silent was abandoned danger came first to the ravine where some of the villages mines were. The mines were connected by rope bridges and many wooden platforms, because there were not much ledges to stand on. The Doonga's and the Worm Dragons, who already lived there, became too much of a threat there. Theme: Ravine with bamboo platforms (like the docks in Adv plains and Kenji Beach) with rope bridges connecting and some mines connecting multiple floors. Layout: 3 floors dungeon. Players start at the middle floor. Lowest floor is the bottom of the ravine where Worm dragons lives. Doonga live on the top two floors. Mobs: Doonga's and Worm Dragons. Min. level: lvl 85
  9. Maybe it's a cool idea to add another rank above King which stand for a direct descendant of Hebarn himself. Killing enough Kings within a certain amount of time makes this mob spawn during the event. Getting this guy to spawn should be a true challenge and not easy at all. He always drops 1x Hebarn's Gold Fragment, 1x Hebarn's Silver Fragment and 3x random colored fragments.
  10. I have this idea for a new and recurring event in the game where Hebarn invades randomly certain zones with a lot of enemies (like the Space-time distortions in Pokémon Legends: Arceus). All mobs are scaled to your level, so everyone can join in the fight, and are a mix of random 2-3 different monster families. Kings and Captains spawns more often then usual during this event. The area used is only a part of a zone and has a size similar like the center square in Junon Polis. The event occurs randomly in any zone (except adv. plains and city zones) regardless of planet 1-3 times a day and lasts for 1 hour. Each kill rewards the player with a special token called Hebarn's Fragment. Each planet gives another color of the special token to give extra variation to the system. Killing enough Kings within a certain amount of time spawns the Descendant of Hebarn. This guy is much harder then King grade mobs though. Junon: Hebarn's Red Fragment Luna: Hebarn's Blue Fragment Eldeon: Hebarn's Green Fragment Oro: Hebarn's Orange Fragment And if these planets are ever added: Karkia: Hebarn's Purple Fragment Skaaj: Hebarn's White Fragment Hebarn: Hebarn's Black Fragment All Planets have also a chance of dropping: Captains: Small chance of Hebarn's Silver Fragment Kings: Slightly bigger chance on Hebarn's Silver Fragment or Hebarn's Gold Fragment Descendant of Hebarn: Garantueed 1x Hebarn's Gold Fragment, 1x Hebarn's Silver Fragment and 3x random colored fragments These Hebarn's Fragments is a new currency for a new vendor, who is a mysterious figure from Hebarn himself. His name is ???? (yes, his name is unknown). You must find him each day, because his location changes each day (hint: He spawn somewhere in one of the zones where the day before an invasion has taken place). So what's he selling then? He sells recolors of existing armor (from beginners armor to high-end armor) mostly in the colors black, red or purple (colors of Hebarn). These armor comes with a item appraisal on it which still needs to be appraised and require no minimum level. For some items you need only one kind of fragment to buy, for other items you might multiple kind of fragments. He sells also special items like wings/backpacks, weapons, jewelry, cart-parts or CG parts which require the silver and gold fragments. There is a big but with this vendor though, cause he sells only 8 random different armor pieces and 2 random special items in his store. This makes his items truly unique and ultra-rare to get. Also all items bought at this vendor cannot be traded to other players. So it might take a while before you get a complete armor set.
  11. I found this screenshot back. I'm actually the character on the right so this screenshot is technically not mine . This was the first or second day of iRose back in 2004. Me and guys wanted to visit Junon Polis to check how cool that place would be. Every higher zone was still new for everybody. In the early days Zant was the place to be. Another fun one. Trio dressed the same during some Xmas event
  12. I'm personally against a prestige system where you start over again from level 1 (like the reborn-system that is used in that one private server). The reason is that it's a cheap and boring way to extend gameplay. I think there are better ways to achieve to improve end-game gameplay. Like having a harder versions of the dungeon maps when you reach max level. For example a level 250 hardmode version of Forgotten Temple with same gear drops as before, but recolored and upgraded for level 250 characters. Or there could be done a lot more with Clan Fields and Union War. ----- Btw, here is an interesting article to read about this subject: https://massivelyop.com/2016/09/15/massively-overthinking-prestige-systems-in-mmorpgs/
  13. Maybe those skills needs to be converted to Muse 2nd Job skills instead so both Mage and Cleric can get them.
  14. Regarding UI scalability. I just read that World of Warcraft is starting use Slug Font Rendering Library (https://sluglibrary.com/) for their new expansion. Slug uses the GPU to render fonts and emoji's into a crisp readible text. Maybe this might help the devteam too for ROSE to make a new UI?
  15. What i am trying to say is that the moment when monsters are attacking you when you are nearby is pretty late in the game. I think that can be moved to an earlier point.
  16. I like the ideas. You can really go wild with it. Like having exploration quests. Go visit every POI in a zone to complete the map exploration. And complete all maps of a planet rewards you with full planet explored reward. Defeat a boss (King) in each map would be another fun one to do.
  17. Eldeon and Oro are fine, but on Junon and Luna the aggro might be a bit higher if you ask me. Let the danger start from El Verloon Desert and so on. Make the mobs a bit more aggressive from that point. It should not be based on difficulty in camparison to level, i mean. If your level 200 and you are in a Gorge of Silence. The mobs should still be aggressively attack you.
  18. At first lightly and when you get in higher level zones it should become harder.
  19. I'm aware there is already an aggro system, but that system is too peaceful. It should not be based on difficulty. At some point the mobs should be aggressive and attack you no matter what.
  20. I think the game is too peaceful if you look at the aggro of the monsters. Aggro should be build up from the first couple zones. I agree on that, but when you're past Zant the introduction of the game is over and the real danger can begin. Mobs should be much more dangerous from that point. No more passing or skipping certain mobs for speedy leveling or something, but being attacked by the mobs cause they are a threat to you and you are on their kill list. Levels of aggro (should not be based on difficulty): Peaceful - might attack sometimes. Will attack you if coming too close. Will attack if nearby. Will attack if in targeting range. Will attack and alert nearby mobs to assist. Level 1 and 2 are perfect for the first couple of maps, Adventure plains to Zant. After Zant level 3 should be active. The higher level zone you get the higher aggro level the zone should have.
  21. I understand what you are saying. Of course there could be faster animal/monster mounts as well, but you shouldn't be able get those earlier then around the zones that match with the level requirement for carts. So around halfway on planet Luna i guess. Mounts you can get before cart-level should be slower or else Carts would be a joke. Everyone would try to get animal mounts instead. So maybe there could be rare versions of the animal/monster mounts that are slightly faster then carts, but the regular animal/monster mounts should slower if you ask me. Keep in mind that ROSE Online ads from back in the days are selling the game showing the Carts and CG as the superior vehicles. So i think Carts and CG should be that way. That's the theme of the game, not the animal/monster mounts, they came later. Those are not part of the original idea of ROSE Online.
  22. I still go for removing ammo from the game. I played World of Warcraft for long time beside ROSE. WoW removed ammo from the game in 2010 when their 3rd expansion Cataclysm released. They wanted to replace the ammo system with something that would be more a compelling element of game-play. When that didn't work out, they removed the ammo completely and the classes that uses the ammo didn't have get ammo again for their ranged weapons. It surely did improve the game if you ask me. In Rose ammo can be removed too and just have 'unlimited ammo'. The ammo visual effects can be added to the weapons itself or the different kind of ammo's could be changed into costume-options instead So you can still swap out different visual effects.
  23. I kinda agree on changing those names. Islam has nothing to do with ROSE Online as it's not involved in the storyline. I dunno if there are more item names that should be renamed.
  24. Here is another one. Ammo-system automatically reloads ammo of the same type. Not just per stack. If you have 10 stacks of bullets. The ammo slot shows 9990 (10 x 999) bullets.
  25. I am not seeing any problems by having mounts following the PAT rules to require the Ride skill. Maybe the Ride skill can be changed to be acquired at level 20 or something. You get Ride skill level 1 then. To use Carts you need to upgrade to ride skill level 2 (maybe at level 70) and for CG you need to upgrade to Ride skill level 3 (maybe at level 120). For speed: Animals/monster mounts are a slower then Carts or CG. So it does pay off to upgrade to a Cart. For abilities/weapons: Whether it's a animal mount or a cart mounts. Ability items or weapon items should be available for both of those. Specials saddles for animals for example and the abilities/weapons we already have for the carts/CG's. For Fuel (Energy): Fuel gets renamed to energy. Mounts need to energy to use. Animal/monster mounts uses fruit to regain energy. Carts/CG needs to use fuel to regain energy. For the UI: UI gets upgraded (see my photoshopped example below). Animal/monster mounts can be used immediately if you have the Ride skill. Carts and CG needs to be assembled first at a PAT Engineer. Mildun in Junon Polis can be a PAT Engineer for example. Bring the body part, wheels, engine etc... to make the Cart or CG whole.
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