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About Me

  1. I would like to suggest...you guessed it...pets to auto pick up loot. They could be in the item mall, and they do not affect game balance.
  2. 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
  3. I think it would be nice to add a share quest button, this little QoL would help people or even your second char (dual client) in a party to get the same quest as you. Like for exemple if you encounter someone and you want to party with him but hey he doesn't have the same quest as you problem solved you can share your quest with him
  4. 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.
  5. 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.
  6. 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.
  7. Kai

    PET

    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!
  8. Hi, everybody. This is a proposal for a chatwheel function for common actions and text. Another suggestion proposed integrated voice chat within an area which is very enabling. It got me to thinking of the obverse: those who are less abled and disenfranchised. What if you find it difficult to type text chat and you suffer from an affliction that makes talking difficult to impossible or produces near-unintelligible speech? Enter mouse gestures: a way to use the mouse interface for either a chatwheel of common sentences and phrases ('Summon Mana Flame here, please.' 'Be right back, resupplying in town.' 'Be right back, baby is crying.' 'Logging off, my wife is angry.' and so on) as well as an alternate way to perform common basic actions like Pick Up, Trade, Party, Sit, Vending, emotes and so on. Players could pay for the convenience of adding custom functions like buffs, attack spells, grenades, landmines and such to the mouse gesture functionality. Events could also release additional emotes and chat phrases/voicelines for free or to purchase as part of battle passes. Customizability! Either a dedicated chatwheel interface a la Dota 2 or something more like the old MS Edge Mouse Gestures drag functionality. The mouse gesture technology is now relatively rich, diverse and mature at this point so there are many options to consider.
  9. As with alot of other people I enjoy collecting costumes however they just take up so much storage (& if you have a crafter you already have no storage space). I know in NA they added an IM storage but with all the p2w gone maybe we could change this to a costume storage for all costumes be it IM or Event. Cheers Sloth
  10. I was thinking about it and it could be good to have an option for " Looking for party " and "Party lobby". In the screenshot below i took this from another game, but you get the idea here. It could be easier to find people to play with ingame instead of running around at random and add them to your party.
  11. 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
  12. I would love to see some kind of boss log. A place where you can see which bosses you've killed, how many of a specific boss you've killed and potentially even a drop log for that boss to see which unique items you've dropped. As a completionist player this would add another layer to the gameplay that would hurt no one but add to those of us who are completionists - and a lot of people are which is why these things are so popular in games to begin with, alongside achievements which I'd also like to see. Developers could make these aspects of the game as easy or difficult as they want. Some games have extremely grindy achievements and logs, others focus on more easily obtainable ones. I personally love grinding and working hard for achievements and logs - but that's just me.
  13. So today while I was watching HazDS stream, they brought up experience rates, and the topic included rested EXP. HazDS mentioned that in the game he was referencing, you could say sit in a shop, and accumulate rested experience bonus, say up to twice the normal rate for an hour. This led me to think, how about instead of AFKing in a Shop or Town, you could AFK in maps of a lower level than your character, and THAT would build rested EXP. This could potentially increase the frequency that higher level players are available to assist lower levels or new players with questions, or killing a quest boss they're struggling with, or simply giving them directions to where they need to go. It's a very basic foundation, but it allows for expansion, and could be a way to incorporate helping or being available for new/low level players.
  14. Have no idea how difficult it would be to implement but I reckon it would be quite a fun thing to have in Rose. To further grow communities etc, having the option to voice chat within a set proximity and voice chat in parties over any distance. Include option to turn off.
  15. I know that Leonis was talking about a Monk Class and 3rd Jobs at one of my trips to Gravity. If I recall, there was some stuff being built for the 3rd class jobs, but I could not say what they were. Did any work happen for the new Monk (or whatever name it was going to be) class?
  16. Hi all this is probably my very first Topic i am creating so just bare with me for a minute. I got this idea of clan skills from another thread i was reading and giving my viewpoint. I was thinking of a way to make clans more interesting and valid in this day and age is to make it more viable to use the system itself by adding clans skills like i.e crafting and stockpiling which will work best in clan fields and only materials for clan items gets dropped. 1. Items created from these material have a different color from regular game items to indicate that they are clan items and can only be used by clan members. 2. a set amount of artisans/bourgs is needed to unlock different levels of the skills and the higher the level of artisans the better stats on items crafted. Crafted items will have clans insignia engraved on it or next to the items name as to identify its origin. 3. Market place to sell items to clan members which will make it easier for them to sell unwanted goods. 4. Also thought of being able to sell these items to other players which will help the clans generate money as well or use clan points as a form of currency. Auto 5-10% levy attached to item sales and goes to the clan who made the if sold to another player. 5. Players who resells items back to the clan who made the item get a 30% cashback. Just some thoughts i had feel free to add to the list of skills or give input on what you think of this suggestion. If a similar thread exists please send link and i will remove this thread.
  17. Back in Pre-EVO time Triggersoft was experimenting with Cart Weapons and skills for just those Cart weapons how about adding in cart and cg weapon skills too?
  18. I don’t remember if this was already added at some point. How about adding a requirement where players are forced to face the enemy when attacking. If an enemy is behind you, you should WASD move around to face the enemy before allowing to start attacking and/or increasing damage or crit chance when hitting an enemy from behind. Also, how about allowing objects to block attacks? So I can hide behind boulders or trees to make the enemy come to me. thoughts?
  19. If I remember correctly, and as people confirmed on Discord, there are currently two party distribution systems: - Default: whoever picks up an item gets to keep it. - Equal share: Every time an item is picked, it is given to a player in the party on a rotation. I would like to propose a simple third option "Random distribution" which randomly distributes it by RNG. This would be an ideal way to farm elite monsters and boss drops in my opinion, as "Default" gives an advantage to people who play melee and are close to the drop, while "Equal share" is a turn based system that can be easily predicted and exploited. Pros of an RNG loot system: Fair way of letting the RNG gods choose loot distribution which can't be influenced by players Tested and proven in many other MMOs Party leads still have the option to choose one of the classic two methods above if they don't like the third option Cons: Delays go-live of the game Since this is a "nice to have" option, and Rose did fine without it for years, I do not expect this to be implemented before launch/beta unless it could be done quickly. It would be a valuable addition post-launch as well.
  20. I think it is cool to have a log in point on which you can select a specific coordinates on where you want your character to spawn when you log in (considering only when you logged off on that city e.g. Junon Polis). It is great for players who have their clan who wants to be in their clan spot immediately when they log in.
  21. Kai

    Duel

    Would like to suggest duel as basic skill. Pros: Good features to test builds for 1 vs 1 pvp More activity to do in Junon/other city instead of just standing looking cool/cute Something cool for new "new Rose players" to see Cons: Pvp arena might get less cluttered
  22. Hey all, i was playing another MMO and I tried something, I think, could be interesting in Rose ! It's a window to find other people in the area you are. For example you are in a boss spot and you need people to make party, you just list the people around you and can directly msg them or send a group invitation. In this list of people, you can see the class they are playing, their level, their name .. here it is a screenshot for example. ( sorry dunno if I can publish that .. you surely will recognize where it comes from but a picture is more revelant than an explanation ) What do you think about that ?
  23. Fairly obvious by the title but for further context and detail I'll try to elaborate. The Game Arena currently tracks and displays end of match statistics for PvP matches, however this functionality doesn't extend to the dungeons. I am going off the assumptions the base framework of dungeons will be used with new dungeon content or rebalanced dungeons, but would still like to suggest the minimum following if possible. Total Run Time from load in to final boss KO'd. Total number of: Damage Dealt, Damage taken, Healing Done, Deaths, Dispels/Purifies, Dodges, Critical Hits, Monsters KO'd Valor / Faction Point / Clan Points gained (if any) That would be fairly comprehensive, and assuming the framework of Game Arena PvP can be used, shouldn't be too hard to implement. I'd like to see this request for a few reasons, primarily to give some statistical feedback to players, without needing an API to hook in a damage meter, or to develop a combat log and third party parser. As someone who enjoys casually min-maxing my PvE/M experience or trying new builds and testing their functionality, these statistics would be an ideal middle ground to give accurate information but not boil it down to DPS/HPS which tends to become used in toxic or mean spirited ways. The other primary reason is for doing speed runs, challenge runs, % runs etc on dungeons for a player driven competitive PvE scene. I personally loved a point in time when a few of the clans in ROSE were doing speed runs of the dungeons and posting videos of their best clear times and would love to see that return. The negatives I see are mostly along the lines of costing some development time, though how much I cannot guess too much at. And as with any raw information given in statistical form, it could be used to brow-beat and shame other players «which should already be disallowed but that's a different matter». Seeing as that precedent has already been set with PvP I think the community would be mostly ok with the small chance that someone might need to be blocked, for the benefit of rough information about your dungeon performance. Cheers -Vile
  24. 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
  25. 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
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