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About Me

  1. Would it be possible to make ammunition stacks be 9,999 (or more) to save space in your inventory for drops? alternative idea (which I believe was Leonis’s) make ammunition an item that doesn’t consume, like craft or buy 1 and it never runs out. Pro - SPACE in your inventory for crap you probably don’t need or want, but can sell for more stuff! Con - people who sell ammunition types as a source of money will lose out, crafters lose an item to make ’zulie sink’ is lost (if you buy arrows/bullets/cannon balls)
  2. The purpose of this suggestion is to reduce (if not totally remove) the practice of clicking to learn, clicking to confirm, and clicking a lot when learning a skill, and to gain a preview when learning certain skills beforehand. These suggestions are for quality-of-life features when leveling skills: 1. Hover to preview - This allows you to hover a skill in your skill tree and highlight ALL prerequisite skills before learning it. This will also give you previews on how much SP will be used. When pressing SHIFT while hovering, you will be allowed to pseudo-level the skill as a preview of prerequisites and SP cost for succeeding levels. 2. Skill Leveling Guide - Allows you to map your skill path at early levels, giving previews on prerequisite skills and total SP cost. 3. Skill Leveling Preview - Allows you to level a skill then shows a preview of affected prerequisite skills that must be leveled as well and total SP cost before one-click leveling a skill. 4. Skill Draft - Allows you to save skill path so you can auto learn skills or be guided after skill reset.
  3. I think this is going to be a very welcomed feature. Imagine, alternating character builds anytime you want? For instance, a Sword Champ having a PVM build and then a PVP build where he can choose depending on how he wants to play? Same goes for a Cleric for a 'Solo Leveling' build and then a 'Full Support Build' and how much more with Artisans having a 'Leveling Build/Farming Build' and a 'Crafting Build' which I'm sure all Artisans would love. Now it's up to the developers how to implement this; a difficult quest chain or item mall. Who knows, maybe even the possibility of a 3rd build tab? Now if skill and stats resets would still be available in IM, obviously it would only work on one build tab. I think this way, I think there would be more players who would often experiment on character builds with one primary build as their 'Stable Build' while doing experiments on the 2nd character build.
  4. 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.
  5. 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
  6. Pretty self-explanatory suggestion: Mounts should go into the PAT tab in inventory. Why? They, just like cars, are part of transportation and there's no reason for them to take up an inventory slot elsehwere. EDIT: I noticed this during the alpha test at the last hours when I got a Choropy mount, thought it felt strange and off when I literally lost it in my inventory for a second, lol.
  7. 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!
  8. 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
  9. I would like to recommend that NPCs for each town carry the previous town scrolls besides their own. So, AP would only have a AP scroll Zant would have Zant & AP Junon would have Junon, Zant, AP and Goblin Caves Gorge would have Junon, Zant and AP Something like this would be something I would like to see. This might also be good for the other planets as well.
  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. At NA, annual events automatically begin and end without the need for a server restart but I think it would be good to have some sort of notice in the game about events, I was thinking maybe it could be a system message when you log in. This image is from the test server to show what I mean by system message. The message wouldn't have to be fancy, just the name of the event and possibly directing players to check here at the forum for more info. At least that way you would see when you logged in that something is happening. I do plan to post the annual event list once the game launches and I've got event guides for every event too. I just thought it would be useful to have some indication when you log in since not everyone is familiar with the annual events from NA
  12. Currently, the skill tooltips are pretty new player unfriendly, since it's just a collection of skill attributes, which may or may not be important to know: Personally, I prefer a full English sentence, explaining what a skill is doing. To borrow from another popular MMORPG, a skill tooltip could look something like this instead: If you still want to include the formula (maybe enabled by ticking something in the options or holding down a key), it could appear behind the damage number in brackets:
  13. I think it would be a good idea to have an NPC in Junon for resetting skills and stats. It would make sense to give players free skill/stat resets until level 100, so (especially new) players can experiment without being punished, or they can just reset if they pick the wrong skills/stats. After level 100, I think it would make sense to charge something like 1 million * each level you have over 100, with a base cost of 50 million Zulie, or something in that range. So, if you're level 157, it should cost 107 million Zulie for someone to reset their skills or stats. It wouldn't be free, but it would be affordable enough to be able to get a reset past level 100, if someone wants one.
  14. 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)
  15. Since we will have both returning ROSE players and brand new players when the game launches, it might be a good idea to have some sort of notification if you attempt to leave Adv Plain before you have at least been informed that you can choose a job at level 10. The questline that starts with Arua's Fairy is clear and easy to follow and people who do the quests will have no problem but not everyone likes quests and not everyone talks to every NPC (like I do in a new game). It's probably in a tool tip but honestly when you're concentrating on playing, it's easy to miss the tooltips. Something like when the Fairy talks to you during the Hero Quest is more like what I have in mind. Those messages really get your attention and you are forced to respond before you can get back to actually playing.
  16. 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.
  17. I know the mob levels show when you actually enter a map, but many times a user will forget (like me) what the recommended levels are for that map. So how about under or to the right side of the map name that the mob recommended levels be added there? Comments, suggestions, etc?
  18. This is something I have thought about for many years, In the area where you assemble your cart or castle, you can only have one assembled at a time. It really should be that you can have 1 cart and 1 castle gear (if you have them both) assembled at all times. This way you can choose either to drive one or the other instead of opening it up and assembling either one of them. Of course, it would be for both, but not for 2 carts or 2 castle gear, only for 1 of each.
  19. Player markets have the issue of having to sift through dozens of markets to try to find the one item you want to buy for a good price. This issue is present in Maple Story too. The way they fixed this issue is by having a one time use item that scans the markets for a specific item you have chosen and it would give you a read out of where the item is located and how much it is listed for. I think is would also work in rose online. The only caveat is that this scanning item would have to be limited in uses other wise the player market would turn into a centralized market. So I suggest maybe getting like 5 of them per month from a quest or something.
  20. How about the ability to right click on a character and see their name, level and job?
  21. 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.
  22. There needs to be a way to lock the bars in game so you don't accidentally remove skills or whatever from the 2 bars.
  23. Quest Item [Locked] Vendor. Vendor/NPC that sells you quest items you've achieved [You've already done the quest] for free, and have a re-sell value of 0, and cannot be disassembled. Useful for if you're a goofyboy/girl and miss-click your quest reward.
  24. This one is pretty simple. There could be an option in the settings to always display item details when hovering items without having to right click them. Credit to @OwlchemistVile for giving me the idea, so if the idea sucks blame him https://clips.twitch.tv/SteamyJollyClipzDxCat-6Wt5K6vqFsFfhZqT Pros: It would allow hovering many items quickly in inventory and storage. Right clicking also moved the camera so it would be useful if you're looking for something specific. It could also be toggled on by defaut so new uses would already see the full item description without having to right click, which can be unintuitive. Cons: Development time it might require.
  25. I'm seeing the Alpha testers running out of inventory slot non stop and having to drop items on the ground, which is heartbreaking. I believe it would be good to either have a flat out 2nd tab of inventory which should be too hard to do for our gifted dev team! Or to add it as a premium service.
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