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Zeror

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Posts posted by Zeror

  1. 32 minutes ago, hjvg said:

    i think thats a other problem then we are talking here about atm. 

    here we are talking about the quest that got changed are requested to get changed because it gives to much exp or money just when normal lvling. but some (me included) got the feeling the high lvl`s first use this quest and when they can not use it anymore they ask for a change so they got the benefits but the people that are still trying to reach that quest are not having the benefits

    what you are saying here is in the party group system they are able use(abuse) atm you dont need to have the quest to give items to other people in the party/group. So you put a high lvl in party with a lo lvl and you do the killing with the high lvl (grey mobs) but your lo lvl gets quest items and can easy lvl /earn money that way its mostly used to lvl new chars faster then normal

    But then the problem is not the amount of zulie the quests rewards. The problem lies in the party system in relation to quest objectives.

    • Like 1
  2. The repeatable quests are not the problem. It's the lack of a proper restriction to what level range the quest is available to. A high level player doesn't have any business in Kenji Beach for example. Maybe restrict repeatable quests from [<zone's level requirement> - 10 levels] to [<zone's level requirement> + 40 levels] or something. This way you have a range of 50 levels. Which is still quite a lot, but lower level repeatable quests cannot be 'abused' anymore by high level players this way.

    • Like 2
  3. 5 hours ago, OwlchemistVile said:

    Is there a way to have more than 1 line of text next to an image that you guys can enable? It makes it really hard to have a nicely formatted post when any image you insert takes off an entire line with only 1 line of text next to it.

    Don't even know if you guy can do that, but it'd be nice if you could.

    This is the way how inline images work on the web. What you're asking for is to have a floating image to the side. I don't know if this option is available in the WYSIWYG editor of this forums software.

     

  4. It's time to update 'derpy face'. His face is soo derpy, while his portrait in the quest dialog looks actually cool. It would be great if his 3d model reflected his 2d portrait instead of the derpy face he has since iROSE was released in 2004.

    Who is this 'derpy face'? It's this guy (this character model):

    derbyface.jpg.def96bb0f6b04df040860ada22b5110b.jpg

    • Thanks 1
    • Haha 2
  5. I would call them Special Bindrune/Talisman/Apotropes instead. Basic in the name indicates that it's usable for everything and that's not the intention. It can be however. That Basic can be used on every item including IM items with a lower change, but the level X version has increased change of refining like it is already.

    • Thanks 1
  6. 2 hours ago, Avatar said:

    I do also like the idea of using regular Apotropes to refine these wings. Someone on Discord mentioned level 1 Apotropes as (like you said) they IM wings don't have any stats, so it hurts no one. 

    Maybe even add a level 0 Apotropes(/Talisman/Bindrune) that's random dropping anywhere or is another item that can be bought in the Item Mall or maybe even bundled with an item. When using level 1 Apotropes for Item Mall items then the level 1 Apotropes grow instantly in value, because they can be used with IM items. This is a problem for low level players as they have not much zulie yet (alt characters not included).

    • Like 1
  7. 7 minutes ago, Avatar said:

    Some people, such as myself, really appreciate how nice armor can look shiny. There isn't anything wrong with it. 

    I understand that, but shouldn't this be solved in another way then?
    That the costume uses the refine level of the item it replaces. With also the option to not use that shiny effect if you don't want it.

    Ofcourse the method of Sjoerd is fine as well. But multiple solutions are possible here.

  8. 1 hour ago, Askeladd said:

    Actually that's a good suggestion. The Area loot might become a Clan skill that can be added to the clan skill option.

    Level 1 = 3 loots per pick up
    Level 2 = 5 loots per pick up
    Level 3 = 7 loots per pick up
    Level 4 = 10 loots per pick up
    Level 5 = 15 loots per pick up.

    What do you think? 😄

    No. should not be a clan skill. Or would not even need levels. You just loot everything that you can loot within a certain radius. That's all.

    Looting the way it is now is not a fun mechanic. And something like area loot is a quality of life improvement to the game. This way you can focus on what the nicer parts are of the game.

  9. Here is another idea:
    Bring back zulie drops, but only to specific enemies. Only the humanoid enemies (acting like a human) could drop zulie. The animal or plant enemies not.

    Examples humanoid (will drop zulie): Jelly Beans, Pomics, Woopies, Rackies, Aquas, Moldies, Grunters, Clown, Doonga, Kaiman, Goblin.
    Examples non-humanoid (wont drop zulie): Flaneas, Pumkins, Honeybees/Hornets, Dalpings, Beetles, Turtles, Smoulies, Bloodbat, Krawfy, Stone Golem. Worm Dragon
     

  10. 6 minutes ago, Sneaux said:

    Agreed, all basic Ammunition should be automatically and infinitely used with no Ammo equipped. If you want better ammo you equip it in limited quantity. I also agree with Zurn that an equippable Quiver/Ammo Box item or bigger ammo stacks would be a great addition too.

    This indeed.

    Maybe even add a basic skill (for all classes) to switch between basic ammo or equipped ammo.

    • Thanks 1
  11. A New UI is  'desperately needed'!

    Like half of the threads in this suggestions forum and more in the bug report section are all related to fixing the user interface. And all these stuff can be solved with one big task for the development team, namely that this game desperately needs a modern UI!

    The UI of ROSE is very outdated. It may look good, but the way the UI works is not in keeping with modern times. From the interface windows, like inventory, quest journal, to the smaller ui elements like playertags all needs an modern upgrade.

    Some wishes for this new UI:

    • UI needs to be scalable.
      • Bigger monitors require bigger interfaces as well. A scalable UI solves this.
      • And if done right then stuff like playertags, vending signs, NPC/enemy names etc.. can also be sized based on the distance (further away is smaller, close is bigger), which will solves a lot of things already (no more vending sign clutter in the cities for example).
      • Most UI elements should be movable.
        • This is already a part of the current ui, but could be extended.
    • Adjustable keybindings should be a thing.
      • A great loss and a absolutely must come.
    • Interface windows could be flexible to increase/decrease screen space usage.
      • Part of windows could be collapsable or expandable. Doing right and you might even consider combining some interface windows together.
    • UI should be more intuitive.
      • Some actions/functions could have multiple ways to do them.
      • A whole new flexible UI system which makes it easier for the team to introduce new features without having to use cringing windows and such.
        • One example is the current merchant shopping windows. Often large empty windows with a few items means a lot of unused space. A new kind of merchant window could solve that issue.
        • Another example of this is the current item transfer window (at a merchant) and the numberpad when transferring stacks of items. Cut out the middleman here. These systems can easily be modernised.
        • Third example is the quest dialog window. This window uses the full width of the screen which makes the text lines way too long. Ideal would be 15 to 20 words at maximum. This means the lines shouldn't take the whole screen width and the Quest Dialog can be made more compact and flexible.
        • Fourth example is the buffs/debuff element. Currently the icons are very small and show info only with mouseover. Bigger icons are showing a timer underneath makes this ten times better. Also seperate buffs and debuffs would be better.

    A lot of more things can be called here, but many stuff people call a problem is related to the outdated ui of the game. Fix that first i would say. It's a big task, but can solve many things at once.

    Note: if the devteam likes, i can be an advisor to make the ui better. I am a UI/UX designer in real-life.

    ----------------------------------------------------------------------------------------------------------------

    Example Improvements

    Here are couple of example how to improve things:

     

    • Like 2
  12. Since iRose of find the naming of Little Devil Wings and Crow Wings a bit off. I mean Little Devil Wings has feathers and Crow wings looks like bat wings instead. It doesn't match at all.

    Wouldn't it be better if the items swap their names?

    In addition Little Devil Feather could be renamed to Crow Feather or Black Bird Feather to also match the item.

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