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Rµben

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Everything posted by Rµben

  1. Seems like a moot discussion. You cannot compare an MMO to any other type of game. Obviously games like Fortnite or LoL aren't going to be pay2win because the whole entire point of the game is to be competitive. Introducing p2w in such a game would defeat the whole purpose and kill it immediately. For MMOs the story is very different and p2w is extremely prevalent in these types of games, mostly because they are time sink games which means spending more time = having a better character. I don't think I can name any MMO that does not have either a subscription fee or p2w elements. The only one I can name which is somewhat close is Path of Exile but even they offer significant time saving with storage upgrades. No offense but failed promises from a game in Early Access/Alpha/Beta/Whatever you want to call it is par for the course. I've played many games since Alpha phases and I don't think a single one has kept its promises. Looking at the games you seem to be currently interested in (unknown early stages MOBA/FPS clones, I've been down this road before, most of these games die by the way) you will undoubtedly suffer the same fate with them. No company values truth, they value money and/or survival. Every newly released game or server has extremely naive developers and representatives, especially a game like ROSE which will keep getting rebooted by old nostalgic players. They will make promises, years later they will come to the realization they cannot keep them without shutting down, and then they break them. It will happen many more times on this game too. However you shouldn't attribute to malice what you can attribute to incompetence.
  2. As a pretty hardcore iROSE player for like 17 years now I would also like to give my 2 cents. About a month ago I heard about the restart of the official game after playing private servers for over a decade and decided to give it a try. I understand that some of the things I talk about will not be unique to this new version compared to other naROSE versions since I am comparing everything to iROSE. I have had a pretty hard time accepting and adapting to this completely different style of ROSE, but I knew what I was getting into as I have played some naROSE before and was interested to see how old problems (like refining at lower levels or buff slave clerics) are being solved. Some things are done well, for example it's nice to see people actually play in parties to level, and you actually get quests that lead you through the game and teach you stuff about it. The lack of information was always something that held iROSE back for newcomers. I also love the fact that PvP seems to be held in such high regard and you can make money from it although I have yet to participate. But there are some obvious problems to me: Progression A large portion of people in this thread are complaining about how they can no longer progress, they have unlocked everything they need/want and there is really no point in playing unless they enjoy PvP. Even though I have not maxed yet I can easily see how you would be able to get your optimal equipment way faster than back in iROSE, since there are items and ways of editing your gear to max it out after you get the gear piece, and they are mostly safe methods which function as zulie sinks. There are blank stat scrolls, drills, reinforcement can increase durability, refining is a lot less punishing than in iROSE, etc. It's baffling to me that there are things such as Blank Stat Scrolls, now you can easily get any stat you want onto any gear piece you want. Not only that, but you can pretty much get any possible stat variation whereas before this would be very limited. Want AP/CRIT? No worries. MP/CHA? I got you. With all of this being true, it's no wonder people are complaining they cannot progress anymore. Everything is given to you far too easily. In iROSE if a new rare item is released, it would take years for anyone to get a top stat and max durability on it, and many more years for it to become affordable to most. People complaining they have nothing to do was not a thing in iROSE. I see a lot of people suggesting to bring out new content to solve this problem. But making new content is one of the biggest time investments for very little outcome, as the content will be completed by players in a few months and this problem will repeat again. Changing some small things around, however, would have a far larger impact at a far lesser time investment. I'm not saying to do this, but imagine if Blank scrolls were removed from the game? Or if refining could destroy your item? Getting your dream set would take a LOT longer all of a sudden. Buffs I know these things are probably not new from older version of naROSE, but nonetheless this is a source of frustration for me. As I understand it buffs were divided among all jobs in an effort to stop clerics from being purely buff slaves, and clerics were given extra heals/damage to compensate. However, all this seems to have done is turn clerics into bonfire/salamander/heal slaves and most people still dualclient a cleric with their preferred job. Due to how weak potions are in this version of the game, a cleric is still an almost required second client for many things especially with how strong Salamanders are. And with this, the problem of buff slaves is still not being solved, as you can now level a character with every job, max their respective job skill as well as CHA and always buff yourself that way. It's simply been made a bit harder. I do understand this works as a deterrent but the deterrent would not work as well if buffs were better. Which brings me to another point which is that buffs are extremely weak compared to what they used to be in iROSE, and you cannot get buffs from anyone unless you go through the effort of grouping/partying with them. Buffs in iROSE were flat values which meant buffing a low level would provide an extremely significant boost. Now all the buffs are percentage based which makes buffs at low levels very weak, and even at high levels extremely underwhelming and unsatisfying due to the low percentage. This makes leveling far less enjoyable than it was in iROSE in my opinion, even though everyone is in a party all the time now. It also seems like playing solo is no longer much of a viable option, at least for leveling. AFKers and botters Being an active player and partying with others is very frustrating as it seems everyone is only putting in 10% of their effort. The combination of Salamanders/bonfires being overpowered with a shitton of AOEs in the game just leads to people being extremely lazy, standing in one spot and AOEing with minimal effort. It's actually acceptable to just stand still and only press AOE, which is crazy to me. The only reason it is accepted is because players are desperate for parties since there is no downside to partying even when half your party is leeching. Tab targeting is another problem in this. People in this game are no strangers to programs like AHK, and tab targeting allows them to bot extremely easily. A few lines of a simple script can mean fully automated farming and leveling. However, if you remove tab targeting this will become a far more difficult feat to achieve and 99% of the people currently doing it will not be able to circumvent it. Client restriction A restriction for players to only play on two clients at a time is asking for trouble. People will use their extra computers or virtual machines to get around this restriction very easily, creating an advantage for those who are willing to circumvent the rules. It also appears there is no follow through for enforcing these rules when I am confronted daily with people who abuse this system and aren't even secretive about it. Also, for a person who would usually try to avoid farming and make the bulk of his money through vending, a 2 client restriction simply means this avenue of playing the game is unavailable. It also means the market will be far less regulated as there are almost no regular vendors that dictate market prices through competition. Clan passives This isn't a huge issue but I certainly don't like clan passives which lead to players just joining a clan based on the advantages they can get from it. I am glad to hear they have been nerfed before and personally I would like to see them get nerfed further. Clans should be built out of loyalty to friends with a common purpose, as a badge of honor. The way it currently works you are simply going to be weaker and slower than others who blindly join a giant clan for the benefits. Being in a clan loses its meaning if a quarter of the server is in that clan.
  3. Damn, is this your first time playing a video game?
  4. It seems like we're getting a bit lost in semantics. I was referring to base stat as the bold blue text on an item, and substat as the thin blue text on an item. I have attached some pictures to illustrate. The first picture shows my base DR without having my chestplate equipped at 835. The second picture shows my base DR with chestplate on is 976. The dodge rate of the chestplate is 110, but 835 + 110 is only 945. However, when counting the DEX I get from the chestplate, the numbers add up. I get 16 DEX + 5 DEX from the set combo which adds up to 21 DEX. 21 DEX translates to 31.5 DR. Now when I add up 945 + 31.5 I get my actual base dodge rate, which is 976.5 rounded down.
  5. Are you sure Garnets don't count the base DEX stats (not substats) on your gear as well? I find it curious that, when looking at base DR, not only is the DR of the equipment itself included in the base, but also the DR I get from DEX as a base stat on the equipment piece is included.
  6. I know this is an old thread, but for 'normal' stats like DEX, STR, INT, etc. there is no mouseover tooltip that shows the base stat. How can we tell exactly how much a Garnet is affecting my DEX? Is it counting passives and equipment base stats/substats or is it only looking at the DEX I have added to my build manually? I'm asking because when comparing Garnets to Jades or Diamonds, the Garnets seem extremely underwhelming.
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