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Found 8 results

  1. Anyone who has played an Artisan will know that acquiring materials could often be frustrating. Not because of scarcity due to drop rate. But because often times a material you're looking for only drops from monsters in a certain level range, and if you were a high enough level, you were either stuck with buying those materials at very often ridiculous prices, or creating a separate character who stayed within a certain level range just to farm materials. I'd hope to see this changed if only so the same economic bottleneck doesn't appear and drive up prices. As far as how it could be done, there's probably more than a few approaches. The easiest of which I'd assume would be adding materials to the drop tables of monsters throughout the games level range. My hope is that between myself and other forum members, someone will have and ideal implementation method. Please feel free to share your thoughts.
  2. Ed

    gems

    i'm currently playing on the longest running server of rose, so i suggest that please limit the gems drop to 1 and [1] so that their value wont diminish so much like a trash and can still be flexed as long as this game is alive.
  3. My biggest suggestion this time around is to only sell cosmetic/vanity items in the item mall, assuming that there is one. I wouldn't sell anything like XP boosts or other crazy items that give you a big boost over other players, or alters the gameplay in any way. The in-game economy of the old official Rose was destroyed when they started to sell shit that free to play players wouldn't have access to, at least without spending billions of Zulie to get something from a shop. I recommend making all items from the item mall account bound, no matter what it is, so things can't be resold at ridiculous prices. The in-game economy should be strictly in-game items, that everyone has access to. It would be neat if there were monthly events, where new vanity items (maybe in sets or with a particular theme?) are added to the item mall, and maybe an additional thing every-so-often, like a unique quest line, for players to unlock certain things, like special vanity pets, etc. Things to renew interest in the game over longer periods of time would be nice to see. If every item has some kind of value in one way or another, and each class has a purpose, such as; Dealers/Artisans being required to craft advanced items or gems, Muse/Clerics for heals and buffs, Soldiers/Knights/Champions for tanking shit and clearing mobs, Hawkers for dealing big burst damage for boss killing, that's when you have a bustling and thriving in-game community & economy. I hope the balance is just right. I believe the game can still have potential, even today. One helpful thing that could be added is, for each material that can be crafted into something more useful, there could be some kind of UI indicator somewhere that shows players what it can be crafted into if you hover over it, so people can tell if a material is something they want to keep or not. One thing I found confusing about the game in the past is, I never knew what materials were worth holding on to. I think there needs to be as much information available in-game as possible, so people, particularly new players, don't have to constantly look things up outside of the game, like where to level up or something like that. Cheers
  4. Every class should be able to craft something unique to their class to have something to play with on the market. But.. we don't want to make Artisans useless either. So here is an idea where each class can craft something to sell on the market. Soldier: As skilled fighters they can train those capsule pets, which fights with you for a short time, into stronger versions and longer durations. Because these things are still a consumable it will be an ongoing business for Soldiers. Hawker: As adventurer's Hawkers know every square inch of a map. Hawker's can craft Teleport Scrolls of every map in the game. Some of these aren't even for sale at the scroll vendors, so Hawkers will have an ongoing business with this. Muse: As the magic wielders of the game Muses surely knows their magic. They can craft enchantments to put on weapons. As these enchantments wears off after some time Muses have an ongoing business with these. Dealer: Beside the fact Dealers are already the crafty guys in the game there is something they only can craft. Dealers can craft Armor Kits to temporarily make armor better. As these Armor Kits wears off after some time Dealers have an extra addition to their marketgame with these.
  5. Maybe some of these have been suggested. Not going through pages to look............... Copied from discord couple of my thoughts for some of the game: -drops: they need to adjust all the %'s for each tier to undo the P2W aspect. Which then you can eliminate those gems for drops. All mats should be in both the valor/honor shop and drop from mobs. The drops should correspond to whatever is needed for crafting gear for that range. And some overlap would be needed from map to map and world to world. -refine: get rid of the % of chance to level up the gear (just like Owls suggestion). Max the top refine lvl to 9 and just up the %'s for each lvl of the refine. Leave the 4 slots for refine materials. As the level goes up you need a certain amount of a mat. Ex: lvl 10 gear need a bind, 10 irons and 5 pink powders. Refine lvl 9 need a bind, 30 irons, 25 low essence, 10 maple woods, 50 pink powders.. Something along those lines. -crafting: get rid of the % of chance. Make it similar to refining. You need specific amounts of mats to craft what gear you want. Then the only real chance is what stats (based on char Sen) you get and the durability/accuracy (based on char Con) of the item when crafted. --getting rid of all the % of chance would basically eliminate the P2W stuff that WP had ingame. Hairy Infant — Today at 10:23 PM leave it RNG otherwise server economy will die out cause everyone will have max items and wont have to spend as much i get RNG sucks but its in the game for a reason and legit every other game out there (edited) MagicianTrent (Osiris) — Today at 10:29 PM The economy wouldn't be hurt. Cause now you need the mats that drop for refining and crafting. You are also able to get them by doing quests/dungeons/pvp or from PvM. Players will have Max gear either way you go. Eliminating the % chance is better game play IMO. Farming for mats over and over just to see it fail isn't good game play. [10:34 PM] And some of the lower level gears you could buy certain materials (like iron, maple wood) from an NPC. so it would be some type of zulie sink also (edited) [10:36 PM] You could also make each jobs gear use different mats for like the 2nd and/or 3rd slot
  6. The following proposes a small tweak to Alchemy Craft that has continuous benefits for vertical progression as well as some benefits for PvP and other end-game content. Currently, Level 1 Alchemy Craft can craft some HP and MP potions, a basic grenade and flash grenade (single-target ACC down consumable), a box of bone arrows, a box of iron bullets and crates of aforesaid HP/MP vials. Firstly, there's no reason crafting iron shells shouldn't be an option alongside iron bullets. This makes launcher-wielding Dealers a bit more independent and frees up some space in their backpack. Also, please adjust the ACC down debuff from flash grenades to be extended by 1.5 seconds. This would match the time it takes a Dealer to execute another skill or to run out of aggro range. Secondly, being able to craft mines could offer Dealers a very strong addition to their current playstyle. Mines are consumable small invisible ground-placeable semi-permanent units that damage and debuff nearby enemies when self-destructing on contact. The range of contact should be around 3.5m, slightly greater than melee attack range. Units use the Dealer's summon gauge and disappear in PvP when the Dealer dies or leaves the arena instance. Whether this happens when the Dealer dies in the open-world map is up for debate. Availability of crafting ingredients naturally limits the strength of this addition (via loot and zulie), preventing overpowered strats. Ingredients would be similar to grenades. Being able to use mines and even later stationary True Sight items like sentries (an evolution of the basic mines for the endgame Dealer) to detect and counter assassinating katars could also be a unique but not overpowered PvP playstyle, depending on the implementation. Anyone who has ever played in similar ways in games like RUST and Dota should be able to easily understand the mental metagame involved that adds another layer to PvP combat. For players who are unfamiliar with this style of combat, feel free to message me with your questions outside of the forum. Thirdly, could we have another basic crafting recipe to convert gunpowder to gunpowder packets (maybe gunpowder and a cloth-type material?). This gives Dealers even greater independence by converting looted items almost directly into ammo and ordnance. Every potentially impactful decision a Dealer has to make, especially regarding looted materials (toss or keep?) makes their experience more meaningful and enjoyable. Lastly, I'd like to propose a radical addition known as a Fire. This would be another consumable crafted from coal, wood and metal. When consumed, the 'fire' spawns a temporary fire-model unit (the one seen in Goblin Caves and Desert of the Dead, not the Bonfire model of Muses) on the ground that gives a flat and percentage (scaling) bonus to CON for nearby allied units. This relates to an endgame goal for Artisans called a Forge that isn't the currently useless Castle Gear. Please consider the above seriously, especially the iron shells and mines crafting. Thank you for your consideration.
  7. Hello Everyone! I've been following owlchemist_vile on Twitch recently (Loving his streams! Great engagement with the content etc)... I did notice however that today he was just disassembling random items from the vendors over and over again.. sort of like a trial and error - now he was obviously looking for specific materials to make his next item, but he didn't know what he was disassembling from the shop and what they would give him.... I think a reallllly strong feature for the whole game would be to make an in-game wiki or update the disassembly table to see what items being broken down are going to potentially give you and their chance to receive etc... Edit: I think its call an ARMORY - Lists all the maps/drops/zones/info about items etc.. - Having this in game would be helpful.
  8. I always make an artisan and I love gathering items and crafting stuff. But mass crafting can be pretty tedious and this is an idea to make that a little easier. We had this on the pserver that I played and it was really convenient. Add a way to set a specific quantity to the crafting window. Then after you drag the materials over, you can click on "begin crafting" and it will just keep going until that number of items has been made. The first image is what the current crafting window looks like. The second image shows in red where that quantity box could be added. Of course you would still need to have enough materials in your inventory and enough space to hold the crafted items but it would be a lot easier especially when crafting a ton of the same item (like potions or ammo)
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