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About Me

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  1. I had briefly mentioned a quick thought that had come to my mind on Discord, about a new feature or process of evolving the storyline of ROSE Online in this new release. What I propose is incorporating a new style of gameplay that would add to the excitement of playing the game- especially for those of us who are already used to the ‘same old, same old’ way that the game has been played for years. This new potential update is called, “Champions of Arua VS Guards of Hebarn.” Relevance to the ROSE Storyline Arua is seen as the goddess of ROSE, who created the planets. Most of the maps have this fun and cute, bright and nature-filled setting, probably based on the nature of Arua. Hebarn, seems to be the villain in the story who is seeking to disrupt this change. (Rose is like two decades old, and we have not really seen any significance in these two beings, or how they have changed gameplay) The Proposal: Using this information, I propose that the Devs consider something along the lines below, which I will explain. It does not have to roll out for release, or in the exact manner, but it would be nice if this was looked at for new content and continuing the story line. Much of what I mention here should not be too difficult to implement, and I will explain why in some steps. Players when they create their new character will now be able to choose if they would like to side with the Champions of Arua OR the Guards of Hebarn. (There can be a brief history or explanation about what those mean, for new players who need help deciding). Once you choose a side, your character is then influenced by their decision, and their gameplay style is somewhat reflected in that decision. (Neither decision makes a character stronger or weaker than the other. But they may both have their pros and cons) Example 1 Hebarn is seen as the villain, that is associated with darkness and destruction. This choice could influence the type of gear that the character wears (it could just be a darker themed gear set or overlay over existing gears.) This Easily distinguishes who is on what side, when travelling and playing in the world of ROSE. Arua is seen as the hero of light and all good things. The gears of a character on this side, would remain the same as they are now- bright and.. cute idk. As a result of this new system, when you go to refine these gears, the sets that the Guards of Hebarn have will have a darker or reddish glow to them as they increase in refinement. Whereas, the Champions of Arua, will maintain this bright and luminous glow when they are refined- further distinguishing the two bodies of characters. Example 2 This could further allow for the Devs to use Item Mall in a creative manner. Some items (none of which would make a character stronger or make the game Pay to Win), can only be used by either the Guards of Hebarn, or the Champions of Arua. There could be crazy and dark looking spiky Item Mall costumes and weapons for the Guards of Hebarn, or Shinier and more holy looking overlays for costumes and weapons for the Champions of Arua. More Item mall examples, could be a coupon that allows you to switch sides, if bought in IM. This should not be considered Pay to Win, (although persons may think it is lol) Example 3 This decision ALSO influences, say, your Ammo type that you are able to use. Scouts, for example, who associate with the Guards of Hebarn, will only be able to use darker arrows such as maybe dark night arrows, nymph arrows, or fire arrows. Whereas, those who side with the Champions of Arua, will be able to use more holy arrows like Storm arrows or lightening arrows etc. Same for other Ammo types (Poison bullets, fire shells etc.) Example 4 Certain maps may also be only available for certain characters. Those who side with the Guards of Hebarn, will have access to Desert of the Dead, Sikuku Ruins, and other dark and deadly looking maps, whiles Champion of Arua, will not have access to them. On the Flip side, Champions of Arua will have access to more holy maps like Forgotten Temple, and others. (Note: This is only for a select number of maps, maybe two or three, out of the entire game. Also, it does not have to be a hard restriction, but maybe there is a daily or hourly cooldown for when different sides can enter these locations. I understand this may have its cons, but it may also have its pros) How Can This Be Further Implemented in the Gameplay of ROSE? I propose that many of the activities in ROSE be impacted by this change. I would like to see a new system where the Guards of Hebarn and the Champions of Arua battle it out in a PVP style Event. This could be a bi-weekly, or monthly challenge. It can be a 25 vs 25, or 50 vs 50 event, with different rounds. The outcome of this battle of the Guards of Hebarn and the Champions of Arua will decide the way things seem in ROSE online. IF the Guards of Hebarn seem to win these events often, then the theme of Rose will change, as the power of darkness wins- 1) The environment will get darker (like how it is at night, or like a Halloween event which should already be in the code) 2) We will be seeing a lot more candle ghosts in levelling areas or around the map 3) Mobs may get stronger, or become cursed (kind of like the spiders in Ruins when darkness comes) 4) Character log-in screens will have a dark theme overlay, etc., etc. IF the Champions of Arua win these PVP events often, then the theme of Rose will remain as it is now, in the current bright and lively setting which we know as normal gameplay. How Can This Be Beneficial To The Game? 1) It increases game immersion and dedication. Currently, it feels likes everyone in ROSE has their own agenda. There is rarely any “fight for a common cause” unless you’re in a clan. This would allow bodies of players to fight alongside wider communities and increase engagement. 2) This opens up the door to a wide range of new end-game content, as the game is now able to fork into many different directions, in the creative vision of the Devs. 3) Players now have the power to shape and influence ROSE. This will increase the likelihood of players WANTING to play and they will feel like their input is meaningful in the wider game. 4) If the darkness is winning, persons can decide to step up and make a change. They can create a new character and join the side of Arua, in an effort to revert things to the way they once were. And vice-versa. This increases the number of players and makes persons want to make more characters. I understand the obvious CON of this system, that persons may take it too seriously, and say, not party or level with the opposite side and so on and so forth. However, I would like to see your thoughts and of course any pros and cons you see coming from this. Peace.
  2. Some people suggested this idea on discord, and I loved it so i thought i would post it on forums to be able to have a better conversation about it. It would be so cool to be able to have the feature to duel people from anywhere, outside of towns, and also bet however much zulie you want on weather you will win or lose. I think this is a really awesome idea and would incentivize even more pvp, even to people who normally do not ever pvp, and maybe PVE and just have some freetime and in between doing whatever they are doing, they could just pvp from anywhere. I think this would be really cool and incentivize alot more people to pvp. Let me know what you think! Thanks
  3. Could help fund the game without necessarily being too predatory. Make them tradable only for other cards so it doesn't become a rmt bypass. Make dripped out mayor Darren an ultra rare.
  4. Like my title said I think a clan house or private housing would be a good money/cp sink and can add some more features to motivate people. As a clan house you could get a TP skill/scroll to a existing map, like the treehouse or the ball room. That way the maps get more love and variety. AFK'in in any house is both con and pro, depending on which point of view you're looking. Pro Clan house: --> CP can be used in more than just one way. Also permament --> Scrolls could be bought in towns --> Buying new NPC's with Zuly and/or CP to give the house a more "living" feeling. Also gives the Members a possibility to get special NPC's or a Clan Warehouse. The NPC's shouldn't be too strong with Items but at least give Junon-grade ones. --> A place for Clan meetings, relaxing and trading faster --> New furniture for Dealer/Artisans to craft Con Clan House: --> Need to be implemented --> It makes solo players a bit more pressured (but honestly, it's an MMORPG not an RPG) --> If unbalanced it could be a too strong existence Pro Private housing: --> Money, Union Points, and maybe Achievement Points could be used --> New furniture --> flexing without castle gear --> sense of accomplishment --> could add a title "house owner" --> can be used for test dummies (dps test), upgrade tables, and an identifier Con Private housing: --> Need to be implemented --> it's expensive --> I dunno Maybe even give rights to a clan alliance for visiting your clan house (via invitation) or friends to visit your private house. They also can be linked together for other mechanics like a marrying system, cooking system, fishing system and more. With Test Dummies showing the DPS of all players in a Party the Member could give suggestions how to get stronger
  5. I have this idea for a new and recurring event in the game where Hebarn invades randomly certain zones with a lot of enemies (like the Space-time distortions in Pokémon Legends: Arceus). All mobs are scaled to your level, so everyone can join in the fight, and are a mix of random 2-3 different monster families. Kings and Captains spawns more often then usual during this event. The area used is only a part of a zone and has a size similar like the center square in Junon Polis. The event occurs randomly in any zone (except adv. plains and city zones) regardless of planet 1-3 times a day and lasts for 1 hour. Each kill rewards the player with a special token called Hebarn's Fragment. Each planet gives another color of the special token to give extra variation to the system. Killing enough Kings within a certain amount of time spawns the Descendant of Hebarn. This guy is much harder then King grade mobs though. Junon: Hebarn's Red Fragment Luna: Hebarn's Blue Fragment Eldeon: Hebarn's Green Fragment Oro: Hebarn's Orange Fragment And if these planets are ever added: Karkia: Hebarn's Purple Fragment Skaaj: Hebarn's White Fragment Hebarn: Hebarn's Black Fragment All Planets have also a chance of dropping: Captains: Small chance of Hebarn's Silver Fragment Kings: Slightly bigger chance on Hebarn's Silver Fragment or Hebarn's Gold Fragment Descendant of Hebarn: Garantueed 1x Hebarn's Gold Fragment, 1x Hebarn's Silver Fragment and 3x random colored fragments These Hebarn's Fragments is a new currency for a new vendor, who is a mysterious figure from Hebarn himself. His name is ???? (yes, his name is unknown). You must find him each day, because his location changes each day (hint: He spawn somewhere in one of the zones where the day before an invasion has taken place). So what's he selling then? He sells recolors of existing armor (from beginners armor to high-end armor) mostly in the colors black, red or purple (colors of Hebarn). These armor comes with a item appraisal on it which still needs to be appraised and require no minimum level. For some items you need only one kind of fragment to buy, for other items you might multiple kind of fragments. He sells also special items like wings/backpacks, weapons, jewelry, cart-parts or CG parts which require the silver and gold fragments. There is a big but with this vendor though, cause he sells only 8 random different armor pieces and 2 random special items in his store. This makes his items truly unique and ultra-rare to get. Also all items bought at this vendor cannot be traded to other players. So it might take a while before you get a complete armor set.
  6. Some games I have played in the past have offered a prestige system that rewards the player. A prestige system prolongs a character and therefore lets people enjoy their character longer. I believe that a prestige system could work in Rose Online. A prestige system that gives you extra stats to spend, changes the colour of your name to the colour of the rank and gives you a title would be pretty nice. The user could visit an NPC that offers the prestige at level 70, for example, and then it'll reduce the level by X amount. Now, this could be completely up to the user if they want to prestige, as the user should be allowed to ignore the prestige system and max out if they'd like.
  7. It's come up in quite some discussions and I've always been a strong proponent of non-linear games. What does that mean? It means that it's a game that doesn't make you "finish" an area and simply never return. At the moment ROSE is very linear, once you out-level a map you very, very rarely go back to it. I believe it would be highly beneficial to look into ways to make it less so. It would make the player base less disperse (i.e. not only level 10 character in zant and max level characters on Oro), which I believe would help player retention rate as well. A few things have been discussed here and here already, so I'd like to summarise my thoughts on the matter. Here is a list of previously mentioned and not mentioned ideas with a short summary of why I think it would help. These are all ideas that will open for sideways/horizontal playing, rather than pushing max level in 3 days and skipping most of the game. And sideways gaming is important for any MMORPG to survive. Aside from horizontal gaming, completionist gaming is also a huge thing for a lot of people. Completionist items would be things that would take a long time to finish, and that can be done at the leisure of the player - not something that makes or breaks gameplay itself if you don't want to care about it. Boss Log A boss log would entail almost like a pokedex, best way to describe it. It would be an area (a window) with a list of bosses you've encountered (seen), whether you've defeated them, and what their boss drops (special drops) are. It could either list all bosses openly, or like a pokedex only show the ones you've seen. Achievements This would be a collection of tasks and accomplishments, such as "Defeat a Jelly Bean" (that's a great first achievement). There is an endless stream of things that could be made into achievements. "Finish 10 Quests", "Gather 5 Animal Furs" - really whatever we want. Menagerie (Yes, I shamelessly got this idea from Guild Wars) This would be a map, unique to each player, which has one of every mob you've ever defeated roaming around the map. They're friendly and can't attack, nor can you attack. So for example, if someone is new and have so far only killed a Jelly Bean and a Choropy, they will see a green grass field with those two mobs walking around. This is a great part of completionist gameplay. Other Completionist things include Collection logs/achievements such as "Collect all Launchers" or "Collect the full Dimple Set". Easter Eggs Find all 17 stars hidden in the game These are just a few examples I can think of at the top of my head. The main reasons for this being a good things are It gives a huge boost to the amount of things you can do outside of purely leveling. It makes the distribute of players of different levels much more even throughout the maps. All of these things would yield cosmetic rewards at best, no actual stats or benefits other than being what they are as a mechanic. I personally wouldn't need much more than seeing my log and menagerie fill up, it's very satisfying. Would love to see some opinions and the developers' take on this.
  8. Kai


    We need cute pets! I hope we can get a system where players are able to capture and adopt certain mobs to keep as pets. IDEAS: FOODS: Making the pet eat certain foods, which players can buy from NPC (way to push zulie out of the system!) PET TAMER: are either purchasable form NPC or dropped from other mobs. AUTO FEED system ON/OFF Depends on dev team, maybe it's a good idea to give pets ability to give a little bit of status boost. Maybe 1-3 points. For example Moldie gives +2 int. Which isn't too much of a big deal but not super duper bad either. When the hungry level is low, pet will stay but would stop giving extra status. EVOLUTION SYSTEM!
  9. I've already sent Lazy some stuff on this but now that we have an actual forum, it seems like a good idea to mention it here too. Many games have player achievements and they add a fun dimension to game-play. I know Leo and Genesis were interested in adding an achievement system to NA but sadly that never did happen. It's kind of difficult to be specific since we really don't know what changes are being made to the game yet but the achievement system I am talking about would have some for doing normal things like reaching a certain level and getting your first job, joining a clan, learning to drive. Then there could be achievements for killing certain monsters, participating in events, getting a unique weapon etc. There would be pvp achievements. There could also be secret achievements that you unlock when you complete an action or get some item. The possibilities are pretty endless and new achievements could be added as the game expands to more planets. I'm sure setting up a system like this is not easy and is probably not a priority right now but I think it's worth considering for the future
  10. When I played Rose in the past, one thing I did was explore any corner of the maps to find Easter eggs or something no one had found before... Specially at Junon, because the many assets that had those simbols and cryptic inscriptions... I was always thinking, what if those things have a real meaning and lead to a really nice spot with a really nice treasure?
  11. You have to activate the castle war, which also exists in its original form, the flags of the communities with their own symbols are waving in this castle, there is an example in the new world, and in another pvp system, like knight online, racially fighting in the cz fields and the Letters M added to the character with the earned points -- Everyone loves privileged symbols like H -- S or next to their name
  12. Another suggestion inspired by neighboring official server. Ideas: Players will be given one (or maybe multiple space/room/house) where they can use zulie/IM to purchase furniture and other goods to decorate their personal room. Mutual interactions with the real ROSE outside the housing system, making special furniture/item available after players reached certain levels/achievement/rank/etc. Housing upgrade -> get bigger room after certain conditions are unlocked. This can be a great way to exhaust zulies too.
  13. Would be really nice if we can get improved in-game marriage system. Players should pay certain amount of zulie to NPC Have at least 2 wedding dress/tuxedo design. One as item mall, the other one can be bought from NPC (make it expensive to exhaust zulie out) (optional) wedding covenant, bought from NPC/IM Maybe dev team can utilize this to keep the zulie inflation at bay. I would also list some possible in-game features that can keep zulie circulation healthy.
  14. How about adding a whole lot more variables (from craftable or dropped items) that can be used to tune up carts for maximum performance? I don't mean to say brand new variables as such, just more variability on custom wheels, engines, accessories, fuel types and so on. Ways to make all the carts that people own more unique and variable. Then we can have automated cart race features to see who has the fastest cart and who can drive it the best. Add to this a league table where we keep track of the best drivers and we can have our very own ROSE Formula 1 series.
  15. I designed the very basic TD system over 10 years ago now. I think it could be an incredible addition to the official server if implemented correctly. for anyone not familiar this is the basic concept. Every map has a "defense crystal" or equivalent. When it is healthy then everyone on the map get some enhancements. Slight stats buff, a little more XP, higher drop rate. Whatever is decided on. If it is destroyed then it gets infected by the devilpest and all the benefits are reversed. at certain intervals (maybe once per hour) a random map is attacked. An attack consists of a series of waves of monster that are spawned at a designated spot on the map. They follow a set path defined by a Waypoints table in the database. if a monster reaches the defense crystal then it despawns and takes away one health point. If 100 points are lost then the map is lost and the crystal morphs into an evil crystal. The start of the attack triggers a server wide announcement calling for defenders. Everyone can then come and help defend the crystal on that map. the kicker isthat TD monsters cannot be killed by AOE attacks so each one must be targetted individually. They don't fight back. They just keep running towards the defense crystal. CAN YOU STOP THEM? if a map is lost then a local NPC will initiate a server wide quest for collection of ingredients to regenerate the crystal. Some sort of reward points can be given both for killing TD monsters and for taking part in the regeneration quest. Spend them later on special items. if an entire Planet should fall then xp and drop rates will drop to close to zero and you will get to find out a little more about the mysterious antagonist who is behind these attacks There is a whole section of Rose oriented lore behind all this stuff. I'm an amateur SciFi and fantasy author in what little spare time I get so I've worked this stuff up pretty thoroughly over the years. Mechanics will certainly require a little bit of hard coding but can mostly be handled via QSD I have worked out a basic outline for expanding the good old TD concept into a full game feature
  16. A question arose not long ago on how to get high level players back into beginner fields, such as max levels hardly ever go visit desolated areas because there is no reason to do so. What advantage do they gain to be in these areas? I am curious what members, and maybe a staff member may think on the idea. An NPC is located in each city, or in secret locations (not known to us yet, up to the developers) Each npc will have a special task for you to complete, on the task you may need to hunt a certain amount of materials (like... 200 of this item,) or kill a certain amount of monsters to complete the slayer task. The reward can be in points. points can contribute to special items like a inventory bag that can contain up to 10 extra spaces, 1 inventory bag for items, 1 inventory bag for edibles, 1 inventory bag for materials. only 1 at a time can be taken, and not all 3 can be used at once. the item is permanent. but only 1 can be used at a time. pkers may like the inventory bag for gear switches, long term teams may like edibles to stay alive longer, and scavengers may like material bags for extra holding spaces. To obtain certain items, it takes points rewarded on completion. just dont make it like 5 points to obtain that bag, make it like 2000, or something really high, so it can be grinded out for. because we do want to make this game harder, not simple and easy. it keeps the motivation high for items. and easy to where this system is no longer used after 2 hours of completing all the rewards. just throwing out a idea to help bring high levels back to beginner areas. (The tasks can be assigned to ANY monster. its a gamble basically every time you accept a task.)
  17. So I have mentioned faction a few times in the last day or two. I suppose I had better elaborate on my meaning a bit. What I propose is a kind of reputation system with certain monsters. Not necessarily all monster types but certainly a few of the major ones. Imagine this scenario. Jelly Beans and those little Golems don't like each other so when they meet in the wild they might fight each other. Players can take sides in their war by choosing a faction to support. If you choose to support the Jellys then they will appear friendly to you (friendlier as your reputation with them increases) Killing a Jelly decreases your reputation (it can become negative) This reputation can be read and used via AIP to change the aggression level that these factions feel towards you. If you spend your life murdering every jelly bean that you meet then they will begin to attack you on sight whereas if you avoid killing them, take part in quests to build your reputation, sign onto their faction and kill their enemies (the golems) then even the most aggressive Jelly will view you as a friend and will not attack even if you go right up to them. This is just a concept but from reading the client source I see definite hints that this kind of thing was initially intended by the designers. I think this kind of thing might be well worth exploring further. The Down side: In order for rival monster types to actually fight each other there needs to be a complete overhaul of the way that teams are designated. Currently all monsters are designated as being on the same team so they cannot fight each other. Except for summons who are automatically assigned to the team that their owner is a part of. In most cases that is just "player" except in PVP zones. My proposal would mean a rewrite of this whole mechanism. It's not all that hard to achieve though. Just needs a decent manager class to be written so that it can spool up new "team ids" for any team in the game. Parties, Clans, monster factions and other potential groups would all need unique identifiers. Since the current party code is rather horrible, something like this could simplify the entire system and bring it all under one central umbrella. Well those are my thoughts anyway.
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