Jump to content

Jova1106

Member
  • Posts

    45
  • Joined

  • Last visited

Everything posted by Jova1106

  1. Price caps in shops Similar to how NPCs have recommended item sale values, I think it would be beneficial for the game's economy if all items in the game were capped at some artificial maximum price, relative to its value/tier. Not too low that profiting is too difficult, high enough that players can still make profit, but capped to prevent people from price gouging and exploiting other players. Granted, players can simply choose not to buy overpriced items, but one instance where it becomes a problem is when someone buys out all/most of something on the market, then resells them for ridiculous prices, just because they have the money to do so. I think safeguards should be in place to prevent this kind of predatory behavior. This especially applies to items that can be purchased from an NPC somewhere. There should only be a small markup allowed when a player sells something like a town scroll, maybe relative to the distance (# of maps away?) from the nearest NPC that sells that item. Another thing that could be good is for the maximum price for each item to fluctuate based on the in-game market conditions, particularly in localized areas. For example, if there are over a certain threshold of an item, like 2000 Junon TP scrolls for sale in the main streak in Junon, within some arbitrary distance, like 1000 engine units (whatever distance that would be), the price cap should go down, possibly even lowering the price of the item in NPC shops if it hits that point, down to a minimum value that probably shouldn't be too far below MSRP. It might be somewhat complicated to design a system like this, but I think it would be the healthiest route to take. More or less, it's just a code-enforced supply and demand kind of deal. Player-unique drops from all mobs, especially bosses To have an environment where nobody feels like they're getting screwed over too badly, especially in boss fights, items should be generated per player. This way, each player has a chance, however small that chance may be, to get something. In this case, bosses could have a low chance, something like 3%, to drop a great item, and maybe something like a 10-15% chance to drop a less good, but still decent item. I remember when the game was in its infancy, dozens/hundreds of people would be gathered around the Aqua King, or the Grandmaster/Junon's Golem (I forgot which one spawns in that one area that used to be very popular). There would be maybe one good item that drops (I don't know because I never got anything or saw what actually dropped), and hundreds of people would be spamming their pickup key to try to get whatever dropped. I think that environment feels toxic to play in, and very unfair, especially for newer or more casual players who don't have all day to sit there trying to get the a decent drop. I believe that it used to also basically assign the item to the person who got the last hit (?), if I recall correctly. This system also allows players in parties to not have to worry about who gets which drops, so there would be no need for a system that distributes items/zulie. One way to prevent the game's economy from having too many items could be to balance how and which items drop, or make certain things account bound upon modifying/equipping them, like putting a gem into a socket or equipping a higher tier item. Cheers
  2. Jova1106

    gems

    Lower level gems should drop, but Artisans should be required to craft higher level gems, although I think high level gems could be nice drops from bosses. Gives people an excuse to kill bosses. I think there should be a price cap on items though. Nobody should be allowed to charge 999999999 for gems if they're the only ones selling it. Most/all items should be capped at whatever max price the devs deem is appropriate for the economy to function.
  3. Hello! It's good to be back.
  4. Hey everyone, I'm happy to see that this game is returning, and I'm looking forward to playing again. I remember playing 17 years ago, when I was 8. I have so many fond memories from playing this game. Hopefully I can make many more soon. I hope to see you all in-game, when the time comes. Cheers
  5. Name: Nick Preferred name to call you: Jova Gender/country/age: M / USA / 25 When did you start playing Rose Online?: When I was 8, 17 years ago. I think that would be 2005. Who introduced you to Rose?: My brother and his friend. What do you like the most from Rose Online?: It's a generally relaxing environment. What's your favorite class to play? (and why): Soldier, because I like soldiers, and it was my first class. How did you discover Rose Online for the first time?: I saw my brother and his friend playing it, and I decided that I wanted to play too. My brother got upset because he didn't want me to play on his account, even though I'd have just made my own account anyway. Share your favorite memories from Rose Online!: 17 years ago, when I was 8, I met someone who I still speak with to this day. At the time, I "married" her in-game. The wedding was on Dolphin Island, which is why it's my favorite place, and I invited a bunch of people on my friends list to attend, and a friend who I called my in-game "bro" at the time, JackAttack212, was my best man. She was my e-wife for a little while, until she broke up with me for someone else and made me cry, because I thought we were going to be married forever and ever. Poor 8 year old me. Favorite monster: Pomic Soldier. I don't know why, they always just looked cool to me. Favorite places in Rose Online: Dolphin Island Things you hate the most in Rose: Pay to win. Anything you want to say?: My first character's name was Nickd8. My logic behind that was; my name is Nick, my last initial is D, and I was 8. Nickd8. EZ. I bet you can't guess what I named my next character when I turned 9.
×
×
  • Create New...