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Found 10 results

  1. 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
  2. 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
  3. clanfields in the past version of narose was pretty much useless because they made clan points drop in instance. can we make clan fields great again? by making clan points only drop in clan fields, would make for pretty awesome pvp content.
  4. 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
  5. 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)
  6. I understand that it would be hard to design a way to 100% create a way to level up via PVP only from lvl 1, but I believe giving exp rewards could be a welcomed change for hardcore pvp players who would be able to progress through the few last levels doing the content they actually enjoy doing.
  7. Please add a Decloak to Artisan's tree. Bourgeoise has a 2nd job specific Eye summon that spam casts Decloak, Artisan is the only class in the game without a way to remove hidden enemies from stealth, including PvE. It actually causes legitimate problems and annoyances that aren't necessary.
  8. 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.
  9. I think the Luna Clan Field is way too small, compared to the Junon CF. I think the size needs to be bigger. Also, need Eldeon and Orlo Clan Fields as well. Last I saw, Junon (which 2 aren't used anymore) still showed 3 clan fields in the files, of course only 1 was still used at the end. might look into what to do with those other 2? In the Junon CF, in the old system when you died, you would rez on top of the pillars near the NPC, almost like a protected area, don't know why it was changed later.
  10. This is a rather broad subject but could potentially open up the door for a whole bunch of new features which will make the game better, more realistic and more interesting. I'll start with a basic overview. Has anyone ever noticed that many monster spawns overlap walls, trees, building and the edge of maps where the ground becomes almost vertical? It's extremely annoying to me when I'm trying to target a Woopie and the stupid thing just runs into the wall around Zant town and disappears. Or pumpkins bouncing up the cliffs so you can't reach them. How about when a monster drops a rare item and it drops INSIDE A ROCK so you can't pick it up? That has happened to me so many times. So how do we fix that? Using collision detection in the client doesn't help in the least since the position of all spawned game objects is controlled by the server. This means we need collision detection in the server. But how? you might ask. Well that's a problem that I have already solved. All we need is a collision grid file for each map. Using this we can assign areas for normal land, water, edges that cannot be passed and so on. We can even specify different types of ground. Grass, paths, towns or pretty much anything we like. With a small change to AIP and/or QSD handling we can reprogram monsters to keep them where they belong, stop them wandering off the map or whatever. We can even use the settings to simulate barriers to stop players from going off the map. Creating the collision grids is time consuming (at least the method I used was. maybe somebody else has a better idea of how to make them) but it is a solved problem, as are all the mechanics that are needed to make the system operable. I would be willing to share my solutions to this and other problems. Specifics of what the addition of this mechanism can do: How would you like to see some spawns that are able to move dynamically? How about the possibility of armies of Jelly Beans over-running the village in Adventurers Plains? and triggering a server wide event for all players to come and save the map by pushing them back out of the village? Using this kind of collision detection we can allow a special Scout type monster to spawn occasionally. It will simply run around the entire map (in allowable places defined by the collision grid) and when it finds an open spot it will create a new spawn point (possibly by morphing into a "spawner" type monster, whose AIP allows it to fill it's new spawn with new jelly beans over time before eventually making a new Scout). When a spawn is created in a designated "Town" zone then it can be used to trigger an event as described above. Maybe the NPCs might run away until the spawns are cleared. The specifics can be discussed if anyone is interested but the possibilities are endless. Dynamic events, Even monster types fighting each other, factions? Will you support the Jellies or the Choropies? Whatever. You get the idea right? I can go into a lot more detail and explore further ideas that this system could help to implement if anyone is interested.
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