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  1. Hi all, I have often heard the devs say that they don't want to make it a super long journey to max level and want to help people as much as possible. In a way, yes, it's probably demotivating for people to restart from scratch and have a slow journey back to max level. However, personally, I think this slower leveling experience is one of the core principles of what makes Rose so unique. Nowadays in MMOs you rush to max level in 2-3 weeks, and then it's all about running dungeons/raids or farming up for BiS gear. All the gear you farm before max level is basically trash loot that you won't wear for more than a few hours or a day and you sell it back to NPCs, and features like mounts are something you get after an hour of gameplay instead of something to work towards for a few days or weeks. Although some people enjoy this, I personally miss the oldschool feeling from games like Rose and WoW classic where getting to max level was a journey with lots of rewards and progression along the way. Rose does this really well, you get carts at level 50, you get a 2nd job after that, then you unlock a new world, another new world after that, every few levels you switch to a new area or mobs to get better exp and so on. And during all this, you constantly get rewarded with better gear and cool items like wings that are level locked. "Do I buy little angel wings at level 90 or save up my Zuly for large angel wings at level 120? The large ones look so cool, I can't wait to get to 120 asap!" I haven't felt this kind of experience anymore since quiting Rose Online 10 years ago, and this is one of the main reasons I'm excited about a relaunch. So please, don't change the experience too much from what it used to be. Pros: By sticking with the original experience, it's more likely to feel like the old game and attract the old player base Sets Rose apart from private servers and other newer games which do exactly the opposite Cons: Some people will quit for not reaching max level fast enough Best, Sui
  2. Another server, (not channel) along side with the low rate server, some people prefer higher rate servers to go at a faster pace through the game, not by much maybe 5-7x rate higher. The reason I mentioned server is so that the high rate characters can't be played on the low rate server. Having them completely separated.
  3. Hi there, It's been quite the ride to know you guys assembled this great team to breathe new life into this game. Here is a suggestion I'd like to shed some light on. On the last two years that the official version was active it was a let down that the refining items where only obtainable either through bossing and dungeons which was quite limiting for the average joe who likes to go around the worlds Rose farming what they have to offer. As an individual player it was quite enjoyable to sit in Eldeon, Sikkuku ruins spiders to farm this specific materials from the Arachnids & Warbiz monsters. Once the dungeon system came out all these drops rates specifically lisents were sent right into instance drop tables which forced you to do these two things causing burnout and giving birth to insatiable boredom that came with it. Downsides from this change -Multiclient to get your own instance due to lack of players willing to do it. -Wait tremendous amount of time to get into an instance with other players. -Availability of this items was tarnished and made the refining process very expensive and in some cases unaffordable. Suggestion My suggestion is to basically implement this drop rates in different parts of Rose, for example Oro and Eldeon for the players to not limit their experience to doing instances 24/7 to progress their characters and equipment. Now, why would I suggest this? It's certainly because Rose has beautiful landscapes to offer, soundtracks and monster designs that are not something the high end of progression side of players got to enjoy because they had to be stuck farming dungeons or killing bosses which came to be the meta by the end of the day. Upsides from adding these drop rates to Sikkuku Ruins - Promotes different builds for farming characters. - Blends in the risk/reward scenarios in which the player was to be wary that other players might kill you in this zone, adding a certain spice to the game. - Promotes interaction between players through means of pvp exposure. Downsides from adding these drop rates to Sikkuku Ruins - Potentially makes the availability of these specific items too common(This can be managed through drop rates). - Individuals camping other players for example like the Desert of the Dead experience. - It might degrade the attention from bossing and new instances which can cause distancing between populations. ~ ~ ~ Upsides from adding these drop rates to Oro - Populate the areas with mobs and make the planet more attractive to farmers and the like. - Promotes a sense of necessity in which merchants will look to be closer to cover supply and demand of players through their stores. Downsides from adding these drop rates to Oro - It might degrade the attention from bossing and new instances which can cause distancing between populations. - an overflow of farmers due to no risk involved during farming. - That same overflow of farmers may cause the prices to fall considerably due to increased supply. Once again thank you for putting in the work for this game, can't wait for you guys to release new planets to be honest!
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