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Found 14 results

  1. When playing with friends, buddies and other cool folks you find in the game and want to play together in one big clan it's kinda stupid that the game limits the amount of clan members. So the system of clan ranks to raise the member limit is kinda stupid. If wanna play with a lot of friends and buddies in a clan you should be able to. No more raising clan ranks to be able to invite more people. It's a totally unnessecary system. Do this instead: Set a fixed maximum limit of at least 256 clan members. More is better. Use Clan Ranks for something different. Maybe some Clan Perks, Clan Items can be unlocked by leveling up the Clan Rank. Clan Roles should not be limited as well. If you want everybody have a Clan Leader/Master role you should be able to. As long there is at least 1 Clan leader/master (no matter who) then it's fine. Encourage people to play together with removing ridiculous limitations.
  2. the Breezy Hills map I love, but I don't like how someone could just run though and never be able to level in it or even use it. What is where I drew the red line it is a deep canyon with no way through that people would have to drive or walk/run around. Could be like the grand canyon more or less? The blue lines could be where the characters would have to run to get around Just thinking outside of the box here with ideas.
  3. Spoiler: I'm basing most of my thoughts here from WoW (Older expansions), so please don't hate. we all love mmorpgs after all. I love WoW but I love ROSE Online more, specially the memories! I read a thread here about finding a way for Zulie Sink. - I'd say make End Tier items as Soulbound. Binds when picked up, so non-tradeable when picked up. This allows players to not think of zulies that much! Instead, they will think of raiding, boss hunting more than just farming gold. - This idea requires a loot roll system of course, that many of mmorpg are using and we are familiar about. So players can greed or NEED it (only if it suits their class). - So when is zulie valuable then? welp cosmetics! Cosmetics is the true end-game and that's not a joke. Who cares if you are strong when you all look the same as others. - This idea must come with a trade window though, it may not be tradeable to others but can be traded let's say 1 hour after picked up to those you were party members with, when killing the said mob. This helps when someone "accidentally" rolled for it and win. Ninja looters will always be there, you think of the sanction for that. - Zulies can also be used for Artisan crafted materials as well. I don't think Artisans should be able to craft end tier items is what I'm saying. they should only be able to craft pre-raid/pre-boss hunt items that allows players to kill a boss but maybe on a longer time. - Zulies would still be important in creating potions, ammos as well. my thoughts about refining: OLD school refining system sure sucks! It's P2W no doubt. An Idea that still came from WoW, it to make end-tier items just have the strong base stats that it always needed! No need to upgrade, but we can still refine at 100% rate! with rare-epic mats. Example, I have this excalibur purple grade sword! Is strong! No need to "upgrade", but I can "refine" Like add +300 atk power at a 100% chance success rate by using very rare mats! it's basically just another GEM socket idea but another refine idea on top of it. Shop Ideas that can make the server keep running: - cosmetics, they already know that. - epic mounts, but please allow mount drops in-game please! just the basic-rare mounts. Please make all mount speed the same even if its from shop. - Weapon cosmetics. I hope we can still transmog weapons though in game with normal weapons. it'd be cool if I can use my bokuto "wooden sword" on high end areas. Feels like I'm in anime! (Yes I'm a weeb!) - I hope that the premium members get's like an "Arua" effect around them, like they'd be glowing some color representing them helping the server run. I hope there's no exaggerated stats. - I think premium should get, 10% discount on all purchase in shop for that month's subscription! A week before release allowed to buy some items, convenient items like auto-switch gear box or somethings (that's not broken right? since you can still do it manually from your inventory) - (might be a bad idea) NPC pet that allows them to "Buy" consumables but not sell items to them. To prevent idle farming without going back to town to sell misc gears for zulies. - custom emotes and dances! - custom afk emotes Let me know your thoughts about this stuff I wrote. I'm in work while writing so maybe some typo are there but I just cant wait to get off work just to share my ideas.
  4. Quest system in game has always been somehow unbalanced. This post is primarily related to KEY quests (first/second job, cart/cg drive) In general i think JOB/CLass quests should be specific to job you pick, and shouldnot be depend on some rare monster/etc where it majorly limits chances, especially if its close or in some popular farming/level area. This can create frustation for new players as i have seen in past many being stuck for weeks in Krafy or another place, simply as they need to have it done and its not easy if you dont have much help from others. Job specific quests could be the related to earning your class specfic passives. Most discussed quests are now "kill N monsters in X location" style what should be diversified, some had little variations but not exactly. Doing PAT related quests are same annoying, no clear time estimation, and new players often mix up texts meaning/map. With reworking many other things in game (e.g. much slower leveling/etc) some of this problems will be fixed, but many remains. Based on developers comments game will be more focused around working on slowly your key character, and not having 20 of them at max level, with slowing things done quest balance is even more important (especially for new/inexperience players) ---------------- Recapp: Quests texts should be VERY clear what has to be done, even if your english isnot 10/10. Job/Class jobs should be more specific for class specifics Quest locations/logic should make sure it is guaranteed to complete in certain time, not to frustate players by dragging it for many days Huntable job quest "Random" drop rate should be "RATE" drop rate, as it would quarantee that even if you were unlucky after 5-10 kills you still get it. I recall having one character what couldnot get krafy drop for weeks as it was "randomly unlucky" Programmic random isnot really random/fair. We can create class-spefic threads about job classes if Devs has interest, as adding classes/etc all ideas in one post here would be way too long
  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. Glow color I don't exactly remember the order or glowing level each refine level had. But I do remember that when max level was 9, it had an awesome gold-glowing effect which was completely butchered when level 15 was introduced and afaik level 15 didn't glow as much as 9 did. Also it wasn't even gold. It was some blue-ish color I think? What are your thoughts on this? Can it be better implemented this time so the level reflects their actual tier? Max level Level 15 was maximum refine level before naROSE closed down. I think that was way too many levels and each level didn't feel like they made any difference compared to the levels between. Can the maximum level be lowered, and make each level feel more like an accomplishment?
  7. Item mall items are nice but not everyone is finds it worth the price for one item. So, maybe the team could come up something with a pass? play more and level more to get skins
  8. So I've been trying to wrap my head around the development and future of ROSE, specifically around gearing and endgame for the last few weeks. I've been taking in opinions, comparing them to my own, and trying to find a solution that contains the least amount of concessions but the best compromise so everyone wins. So far, this is what I've formulated theoretically. Step 1: Already been done to an extent, but remove the Honor & Valor gear from the Honor & Valor shops. [This doesn't mean don't bring back the SHOPS with the materials etc in them, those are crucial in some regards, and are the foundation and main interaction of Game Arena and it's reward structure at present, along with a myriad of other gameplay]. Step 2: Bring back Factions. [I'll touch on the 5th and potentially 6th never implemented factions later in another thread or separate part of this post] Step 3: Give each faction a shop/vendor. Step 4: Remove all armor and weapon drops from Dungeons. Step 5: Remove all PvM + PvP Offense + Resistance from gear. Step 6: Take all Honor Sets, Valor Sets, Exalted Sets and place them into the Union Reward shop, contained in boxes <Coffers> that yield single pieces you select at the time of purchase. [This is so that when created, they generate sub-stats, since re-rollers are also now gone] Step 7: Edit the Disassembly table of all these armor sets, to yield 34% of the purchase price in Union Points. Step 8: Add daily quests to Factions, which you select a list of quests from a bigger pool, to do for Union Point rewards. [You can choose PvP or PvM tasks, or even mix them if you want] Step 9: Clan Fields <This requires it own post, I'll post a link here later> Step 10: Add some type of badge, or seal or item from Dungeons that can either be exchanged for Union Points, or Directly reward Union Points upon completion of a Dungeon, Arena, or Union War. What does all this accomplish: You've removed the barrier between PvP and PvM gear [some people have been wanting this to happen in some regards]. You've removed incentive/requirement for people to be forced into doing the types of content they don't want to: removing an irritating situation. You've expanded the pool of options for gearing choices and builds You've reintroduced and immediately integrated Factions into the core loop of the game and endgame activities. You've introduced a way to quickly get a base set, then farm for BiS <best in slot> gears via manifested sub-stats on gear coffers. and You've given a daily log-in incentive that will feel rewarding for anyone casual to hard core as the daily tasks should be fairly fast and simple, whilst there remains benefits to repeatable content runs. There are still many questions regarding things like, Runes, Elements, PAT's, Story, Dungeons etc and more. but from a foundational point, I think this offers potential to be bet best, most stable middle ground possible for everyone to enjoy. I also posted it in the public view, because I would like to encourage as MANY people as possible to consider this, and hopefully not allow personal sentiments or agendas/interests to prevent us from all hammering out /something/ that works. That something I'm hoping is this idea. Cheers: Vile
  9. This is more of a general idea than a specific one. When leveling and changing weapons and armor, refining gets very expensive since you change gear frequently. It would be nice to have a way of using a refined item to refine another. Maybe a couple refinement levels could be lost, maybe it could cost more zulie than just refining, maybe you could only transfer refinements between items of the same type (weapon, shoes, back items, etc.) or of the same item grade, for example. It could be an extra option at the NPC that allows refinement, it could be a skill like dissassembly too, I dunno! I'd like to know what alternatives there could be to this or if you guys have any idea what other conditions or limitations there could be. Another point to consider is that this could just be a very bad idea because it would remove the economy aspect and rotation of items, meaning that, instead of buying and selling things you need and no longer need, you'd just consume what you no longer need for your new items.
  10. I would like to suggest to unify valor points and honor points into 1 single currency. We have to get out of this horrible idea that a game may force its player into engaging into an activity he does not like. Of course the time / reward value of both activities has to be balanced. I would also like to suggest the removal of pvm / pvp bonuses to all gears : 1) I do not think creating hard segregation in-between 2 communities of the same game is nothing point toxic. 2) Balance can be done via the item's stat directly. 3) This increase greatly the pool of gear stat combinations to be picked up for all game activity... I like that. 4) It replaces crafted gears / dropped gears as part of the end game gear pool. 5) It fixes an issue that will pop up eventually as I believe you guys are looking to make Clan Fields a thing again. (I can see PVP players completely anihilating PVM players in any PVP/PVM mixed content)
  11. This is hardly a suggestion. Back in iRose, both weapons and shields had sockets for gems, but naRose only had sockets on weapons (or was it shields? I can't recall). I was so disappointed when I realized that, because characters ended up half as sparkly. Please consider allowing for dual gems again. I'd even be happy if one of them were purely cosmetic (no stats). That's it, that's my "suggestion".
  12. 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.
  13. I did not really play EVO, so I am speaking from an iRose POV. I think it would be a great idea to scale the monster levels on Junon Planet a bit better, to get better use out of all the maps (if possible). I love Breezy Hills, Forest of Wisdom, and Anima Lake so much and think they do not get used as much as the other maps when leveling because all of the lower level maps seem to be around the same level/not worth traveling to. pros: more usage of maps; spreads players out more (not sure if this is a pro, but I think it’s good since then there wouldn’t be like 50 people at Woopies in Zant the first day), cons: could be harder to have to scale each map; maps may be too big and still not worth running to, since only certain areas have dense population of mobs (and those tend to attract the most people) Even if this isn’t the best suggestion, I think doing something to have people go to these type of maps would be a good choice all around.
  14. I played some other MMORPGs and some of them are using so called effective levels. It means your level is reduced according to the map you are currently in. That reduces your stats by some %, but not your skills. It allows high level players to farm materials at low lvl maps and also help lower level players with kings, suggestions... Community develops. The good thing is also, that there are practically no empty maps. I don't know if engine allows such manipulations, if not, just delete my post.
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