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Jova1106

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  1. I have no issues with dual clienting. I dual client myself. It makes solo leveling faster.
  2. I think auto looting should be a thing. Picking up loot is a pain, and way too many items all over the place that have to be networked to so many people, because apparently nobody picks anything up. It's also irritating that picking things up doesn't prioritize items that you can actually pickup, rather it just goes for the nearest item.
  3. i'm not up for storing my password as plaintext anywhere
  4. Regarding a future option for saving login authentication for an account to the launcher, I'd appreciate being able to save multiple accounts, so I could select which one I want to authenticate to before I launch the game, and have it automatically select the last account that was logged in. That way, whether or not someone is dual clienting, it becomes easier to swap between accounts.
  5. Yep, you're right. It would be nice to have, but it's probably a bit much for them to do at the moment. Still wanted to drop the suggestion.
  6. Is there a chance that you guys would be able to add support for automatically authenticating in-game with an SSH public/private key pair, or maybe just the use of an authenticator code, perhaps the one we already have linked to our accounts? I was thinking about kind of system where we can link the public key on the website and the private key to the launcher, to skip the need for password input. Unless there's going to be an option in place to remember passwords, or skip the password by using an authenticator code, I don't want to open my password manager every time I want to login. Forgot that SSH and key pairs aren't always used together. I used "SSH key pair" as one thing, weirdly assuming that SSH was just a class of key pair, but they're different
  7. With the default control settings, I can't figure out if there's a hotkey to change which hotbar number I'm on. I'd rather not have to click it if I want to change it. It's also unclear as to whether shift is the only form of secondary hotbar, or if we can still use control for that as well. Does the shift hotbar have multiple different numbers as well, or is the one we get the only one? With WASD movement, I'd personally like a movement mode where the player is always facing forward, or the direction of the camera. In this mode, W and S would always move forward and back, relative to the player camera, and A and D should always move left and right, perpendicular to the camera's direction, while the player always faces forward. There doesn't appear to be a button, like with the legacy controls, to just hold to view the item labels on the ground. Unless I don't know what the current control is, I can only see the toggle option in the menu, to either always or never see item labels. Please add an option to constrain the mouse cursor to the game window. Tool tips for graphics options would be nice. Basically just a little tip when you hover over each graphic option, to briefly explain what the option does. Like smoothing, I'd like to know what that does. I'd like to see a separate option for locking hotbar movement, and a different option that locks the skills, rather than having the lock option lock both movement and skill placement. Please add an option to reset the hotbars to their default positions. It would be nice to be able to change the position/size of the info box on the top left, and change the size of the bars over players' heads. My resolution puts the info all the way on the top left and I have to turn my head quite a bit to look at it. The mana bar above my character is also super small. I'd appreciate if escape didn't close my inventory when I want to open the main menu. I like leaving my inventory open at all times. It would be nice if there was a target mode that searched for targets in a small-ish radius around your cursor, rather than only directly what your cursor is hovering over, so targeting smaller targets would be easier. It would also be nice if it ran a ray trace from the player to the cursor, so it would detect things, perhaps in a small cone, from the player to the cursor, in case you aim past your target. Please make items that aren't visible from the player's perspective/the player camera origin not display item labels. Please sort item draw labels by distance to the player camera, so label placement actually makes sense. Item labels should also draw behind other objects if something is in the way, especially if item labels are always on. Please add an option to remember password for logging in. I use a randomly generated password and I have to open a password manager every time I want to login to rose. It is somewhat annoying. Please add an option to move the quest box around, and resize the text. It would be useful to be able to resize any of the ui elements on the screen.
  8. I'm hoping for there to be 1v1 pvp with a leaderboard. That's what I wanna play.
  9. I don't think there should be a ton of new classes added. I think the way it is now is sufficient enough. If they were to add more classes, I'd rather them do away with the first and second job system and just add more base classes with skill trees that can branch in different directions.
  10. Because, people still like rose 1.
  11. good solution for this would be to add an option, like shift + left click, to move without interactions.
  12. Account sharing shouldn't be allowed. I doubt it will be. Although, people will probably still share accounts under the table, it shouldn't be encouraged, and any issues that arise from having shared an account won't be the responsibility of the developers to fix.
  13. This is generally how I think most of the second classes should be balanced, in terms of general strengths and weaknesses, which would mostly be the skills that they have access to. I can probably go into further detail in the future, but this is how I'm going to do it for now. This list is going to be assuming the setting is a PVP 1v1. The two classes that I'm not going to be covering, because I think their roles aren't really suitable for 1v1s, are Cleric and Artisan. Although, I don't have enough experience on Artisan to say whether they're actually good at damaging anything. My assumption is that their primary purpose is for crafting, and Clerics are for healing and supporting, not dealing damage. I'm also going to assume that each class is neutral against itself, disregarding minor build differences. For the sake of this thread, also going to exclude Bourgeois in their current state, and instead list them as I would ideally like them to be, because it seems that they primarily rely on their summons to get stuff done, which would not be easy to balance for PVP. This stuff could most likely use a lot of refinement, but this is enough for now, and just about as well as I can do, until I can see the skill trees, to build more informed opinions. The classes in this list are: Scout, Raider, Mage (no summons), Bourgeois (no summons), Champion, Knight Scout: Ranged, typically with some kind of bow. Primary Strengths: High Attack Speed, High Accuracy, % Physical Defense Penetration Primary Weaknesses: Low Magic & Physical Defense, Low Max Health Raider: Melee, typically with dual wielded weapons, like katars. Primary Strengths: High Movement Speed, High Attack Speed, High Accuracy, High Dodge Rate Primary Weaknesses: Low Magic & Physical Defense, Low Max Health Mage: Melee, typically with a staff. Primary Strengths: Medium Magic Defense, High Magic Damage, High Burst Magic Damage, % Magic Defense Penetration, Crowd Control (Single Target & AOE Stuns, Slows, Snares, etc.) Primary Weaknesses: Low Physical Defense, Low Max Health Bourgeois: Ranged, typically with a gun or a cannon. Primary Strengths: High Physical Damage, High Accuracy, % Physical Defense Penetration Primary Weaknesses: Low Attack Speed, Low Physical Defense, Low Max Health Champion: Melee, typically with a two handed weapon, like an axe or a spear. Primary Strengths: Medium Max Health, High Physical Attack Damage, High Burst Physical Damage, Medium Physical Defense Primary Weaknesses: Low Magic Defense, Low Movement Speed Knight: Melee, typically with a one handed weapon and a shield. Primary Strengths: High Max Health, High Physical Defense, % (Physical and/or Magic) Damage Absorption Primary Weaknesses: Low Damage Potential, Low Movement Speed -- Synopsis: Scout: Scouts should be good at dealing large amounts of damage, from somewhat far away, in a short amount of time. Given that they should be attacking quickly, and with high accuracy, they will be able to get a high number of consecutive hits on targets that don't have a high dodge rate. There should be a way for Scouts to be able to increase their physical defense penetration as a passive percentage debuff per attack, as well as abilities to temporarily increase their damage, hit-chance, and physical defense penetration for a few consecutive attacks, in addition to abilities that can slow/share their target for a brief moment. Raider: Raiders should be good at moving around more swiftly than the average movement speed, but not TOO swiftly that nobody can ever catch them. There should be a couple of abilities on every class to slow/snare/debuff opponents, especially quick a opponent, like a Raider. They should also be good at hitting accurately, and with a passive percentage-based physical defense penetration, along with other abilities that help them beat up heavily armored opponents, and tear up opponents that have low physical defense. Against a Champion or Mage, Raiders should be required to be on their toes, otherwise they'll get a good chunk of their health taken away with a single ability. Mage: I think a Mage should be treated like a magic version of a Champion. They should excel at dealing large amounts of magic damage in short bursts, but also have the ability to CC individuals and larger groups, which should make them stand out from other classes. The down side, however, is that they will be vulnerable to most of the other classes, due to their low max HP. They will have to skillfully shut their opponents down, before they take too much damage. In a mirror match, it should be down to who is more skilled and who has the better build, since both players will likely have decent magic defense. Bourgeois: Since this is basically a version of Bourgeois that I made up, it likely conflicts with how it currently is, but that's okay. I think Bourgeois should be a version of Scout, but with guns/cannons, and a focus on low attack speed and high physical damage, rather than high attack speed and low damage. Scout and Bourgeois can both share the ability to penetrate physical defense, for the sake of countering knights. They'll be able to tear through classes with low max health as well. Champion: Champions should be able to deal large amounts of physical damage in bursts, and per auto attack, but not have high physical armor penetration, and be restricted by their low movement speed and magic defense. They should be somewhat unfavored, but not too much, against Raiders, due to their medium physical defense, and somewhat favored against Knights. Due to their low physical armor penetration, but high physical damage potential, and a Knight's lack of ability to deal a lot of damage in a short amount of time, Champions should come out on top in that matchup maybe 60-70% of the time, on an equal-skill playing field. Against Mages, in most cases, I think it will be a matter of whether or not the Champion can get close enough to deal crippling blows to the Mage, before they're locked down by CC and defeated by a lot of magic damage. Knight: Knights should be the class that can appeal to defensive players. I think they should have some passive abilities to deal thorns damage, which returns some damage to the attacker, for both physical and magic damage, as well as have high resistances to both physical and magic damage. Their main weakness should be their lack of ability to deal a lot of damage over a short time period, and their low movement speed. They will have to rely on absorbing and returning damage over time, and dealing smaller amounts of damage with some of their other abilities. Knights could have some physical damage CC, like the ability that slams into the ground and stuns in a radius. I think slower movement speed classes should have ranged abilities that can slow/stun their target, to help them against stronger opponents. They could also have some abilities that they can spec into, which would reduce their max potential resistances, but increase their damage potential to a somewhat medium range, to be maybe 60% of a champion's damage potential. -- Conclusion: Other than these strengths and weaknesses, each class should also have abilities that help them in some minor way against their weaknesses, but not enough to significantly turn the tide of a battle by themselves. If used skillfully, you should be able to win against a hard counter maybe 35-40% of the time, if both players are equally skilled. In a game like ROSE, I think all classes should have one ability that you can skillfully time to avoid any incoming ability, and either be immune, take reduced damage, or maybe revive with a small % of your max health if you are killed (which could probably be best utilized as a passive ability). This would allow classes to fare better against stronger opponents, both skillfully and balance-wise. This post isn't perfect, and likely has a few holes that people will point out, but I think it points to the beginning of a good path for class balance. * I think it would be a good feature to slightly increase miss chance on all attacks/abilities if a target is moving perpendicular to their attacker.
  14. I think it would be a good idea to have an NPC in Junon for resetting skills and stats. It would make sense to give players free skill/stat resets until level 100, so (especially new) players can experiment without being punished, or they can just reset if they pick the wrong skills/stats. After level 100, I think it would make sense to charge something like 1 million * each level you have over 100, with a base cost of 50 million Zulie, or something in that range. So, if you're level 157, it should cost 107 million Zulie for someone to reset their skills or stats. It wouldn't be free, but it would be affordable enough to be able to get a reset past level 100, if someone wants one.
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