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Wondertje

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Everything posted by Wondertje

  1. You would find it almost impossible then to provide the game in Europe, because it would be a lot of effort to comply with GDPR regarding those voice recordings.
  2. There's no issue in making vending a non-afk activity, that's all up to the developers of how afk is to be measured. Vendors obviously shouldn't be afk disconnected.
  3. Yeah, I know it's 2. That was more in reference to the on-going discussion about increasing that limit, where the arguments have always been that if people can just play by themselves it's unfair I clarified my message.
  4. This just made me giggle. But I agree, consistency is nice.
  5. It would be awesome with more data and statistics in the game, because ROSE always lacked it. Would be great to be able to open all maps from within the game. Interactive minimap which shows basic enemy spawns, level ranges. Someone new in Adv. Plains could open the world map, click on Zant and get information on which mobs spawn there and what the general level of said mobs are - thus being able to tell if they're ready to move on. Also good for when you have to find quest enemies, if you haven't played the game before, or if you've forgotten.
  6. So we don't want people multi-clienting (with more than two clients) because it's 'unfair', but we're fine with a system where someone can invite people to leech on their experience, potentially opening up the flood gates for a great business of people charging for others to be carried through the game by party leeching? Most games have server time outs for people who are afk, which minimises stress on the server, minimises griefing in instances/dungeons, and negates the ability to be completely leveled by someone else. This is a good thing.
  7. I would personally be fine with 5 minutes. The server where I experienced it, it was meant as a safe guard from being disconnected due to internet lag, server connection issues, etc. Not meant for people who willingly went afk/offline for half an hour to have dinner. Either or is fine though, it doesn't really make a difference as long as the person can't leech on the system.
  8. This is done in pservers already, so I second this completely. People will stay 'connected' in party for, I think it's 2 minutes. They won't get any drops or exprience, but once they get back online they're still in there and can instantly keep playing and partying. Much more convenient.
  9. It could have implications on a lot of things, most importantly the economy. They're making changes to the game to make sure it has an economy that will withstand the test of time, and yet people don't see how giving people unlimited access to all aspects of the game at any given time with a single unlimited character can have an affect on the things around it. I'm not saying it will have, I'm saying it might have and that it needs to be considered. Ultimately, the developers will read this and they will consider it. If they deem either direction, for or against, I will take it because I trust their judgement. I will still not agree with it from an ethical point of view, but that's less important to me. If it doesn't affect the game adversely I can play a game that's fun even if it doesn't perfectly align with my opinions on what a game should be - I don't need perfect.
  10. That's not really the question, but that would be up to the developers. People are failing to see the big picture here, the entire ecosystem of classes, skills, gamestyles and stats. People are honing in on one little detail in a big environment, blind to what changes to it might mean to the rest of the game. Stat resets are not as simple minded as a flick of the switch. At the very least a good developer has to entertain the thought of what it might mean and how it might affect the game - wouldn't be a good developer otherwise. And I have a belief that the team here are good developers. I'm absolutely certain they can come up with a good middle ground. There are people on the development team who are more iROSE leaning, and some who are more EVO leaning - they'll figure it out.
  11. If we only talk about unlimited stat resets and not about the ones that should obviously exist: I grazed on it earlier, that the balancing of classes strongly tie (or can strongly tie) in with stat resets, depending on how the developers choose to continue with their balance of classes. There's already talk of making classes, for the most part, equal and versatile - unsure if they included stat resets with that. Also, the more distinct a class becomes the less do you need stat resets. If the classes are clear from the beginning "This is a farming class, not for PvP" - then offering stat resets so they can PvP regularly makes little sense. Less distinct classes = more reason to offer unlimited stat resets.
  12. A feeling is, by its very definition, subjective.
  13. I strongly disagree, the systems are what builds everything else that creates the spirit and feeling of a game. Not being able to fly is part of a system, and it's integral to the feel of many games, ROSE included. I agree that games should be smooth and not have a lot of resistance - I just don't agree that these things that are discussed are necessarily part of such resistance. I'm sure they are to you, as you've described. And I'm sure many people agree with you. But I also know some people don't, and I'm one of them. I mean you no disrespect, your opinion is equally valid as anyone elses. To bring a more relevant example: The developers are not planning on adding a follow player function because it is not in the spirit of the game. Another system mechanic that's integral to part of what makes the game what it is.
  14. Then maybe we like different games and we'll have to see where this goes. The developers have themselves said they want to stay "in the spirit" of the game, so clearly they also have a connection to how it used to be and the feel of the game. The things I'm passionate about are fundamental things, yes. But there's no restriction on freedom on top of that. I've played, alpha/beta tested and helped develop several games and there needs to be a non-player invasive fundament to build on, otherwise it's just a big sandbox and isn't really a game at all.
  15. I'd disagree it's archaic - a lot of games don't have resets at all or limit them somehow. Their goal is to make every character equally good at everything anyway, so that's a weird argument. Nostalgia has nothing to do with not wanting free, unlimited resets (at least not in my view, can't speak for anyone else). It's about a choice of gamestyle that I don't think should be promoted. --- Building a character should take skill and time, and should require focus. A character should be a character, not a constant blank canvas ready for 'order of the day'. There are better ways to balance classes so that people can build characters that are reasonably suitable for multiple things. In fact, there are already classes that are better at more things, and classes that are better at fewer things. This should be taken care of in the class balance - not by constantly resetting characters. I also still, strongly, believe that choosing a class and building a character should be a trade-off. I know of no other game where they offer different classes and character builds while also just giving you all of them for free because they think it's unfair if they're different/not every build is the same. EDIT: To clarify, yes there should be resets - they just shouldn't be free and/or unlimited.
  16. Yeah, movement speed glitch. It was similar to the sit and double tap to shoot forward glitch. Luckily I think all those small glitches will be fixed during alpha and beta so most small exploits should be weeded out.
  17. You were the one who initially called it a complete overhaul and the way you described it was a fundamental change, bottom up. I do agree that diversifying is important and 3rd job classes could definitely be a thing further ahead in development. But unless they have ideas for it already, it will take immense focus to build skill trees, balance all classes with the new ones and have to decide what the actual purpose of the classes will be. Adding 3rd job classes as the game looks right now makes no sense, the game isn't developed enough at higher levels for there to be a point in doing so. It will need an overhaul of areas, new levels, new job gear, etc. It's a major undertaking and shouldn't be done lightly.
  18. I don't think anyone mentioned anything about letting new players suffer. Anyone who has a max level character and who daily respecs it to fit their minute perfect details of what they're about to do (no one was talking about during a PvP game) is literally the same as just having full GM tools - I've done that on several other servers. It's a sandbox mode version of the game and it negates the whole point of what building a character is. Respeccing should not be free and encouraged (in that way), it should be available in a case of need and it should be controlled. But that's just my two cents, I don't want characters in the game to become "It's a bird, it's a plane" type of things.
  19. I think resetting should be limited, either by level (only at level x or below | only at max level (like a reborn system)), time (only once per x time) - or something else like a hard cap, maximum amount of times. Having resets available 100% of the time promotes a gamestyle that just hinges on "recreating" your character to be optimal for whatever you need at that moment. Doing PvP against x character? Throw some stats into y. Doing this dungeon? Throw some stats into z. It doesn't encourage actually building a character and making choices when building it. This is partly also true for the zulie limit, it's a rather arbitrary limit that I'm absolutely sure a lot of people will have more than enough money to just do just what I described whenever they want. I agree it should be possible, but I think the premise around it needs to be towards letting new players learn the game, not letting old, max level veterans use the game in sandbox mode.
  20. Sounds like prayer flicking, I like this. We covered this on the Discord and I mentioned already then that I totally agree. Balancing classes like this for PvP would be a hugely beneficial move for this game!
  21. I totally agree that the camera work in ROSE could use a good deal of workings. There was also that frustrating thing where the game would load with the camera facing your front when walking through map portals, so you'd regularly accidentally click "in front of you" and go back to the map you came from.
  22. I can tell you've got a lot of ideas, but personally (I'm not a developer), these are more suitable for the development of a new game, rather than as an addition/changelog to ROSE. Even if diversifying from other ROSE servers/versions was the goal, the developers have been very clear with the fact that they this is the originial and will be considered and viewed as such, and they still want to stay in the spirit of what ROSE is and always has been. Overhauling the fundamentals of a game is difficult at best, detrimental at worst. The crafting idea sounds more in line with the game as it is. Trying to bridge the gap between "I buy from NPC because I'm low level" and "I farm for uniques/end-game because I'm high level" with something Artisan related is definitely a good idea. I think they've made some changes already, but I'm not sure - I could be wrong about that.
  23. This is the best description I've ever heard of this, lmao
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