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Found 14 results

  1. While some want the exact opposite of this I think it would be better to focus on keeping players in the shared game world while they are still leveling. Also, consider the average active pool of players available for when dungeon/raid size is decided. It shouldn't take half an hour or more to gather enough people to do an instance that takes about as much to complete. Active guilds with hardcore players won't be the ones having those difficulties and shouldn't be the measuring stick for it. Maybe keep the group minimum as low as possible with the option to scale the difficulty and reward up to some max amount for each additional member.
  2. 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. I suggest to 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.
  3. I think to balance all classes, the cleric buff should be reduced in duration. for a couple seconds for example. that way all classes will have strengths in each line. and the game won't feel too fast. The Carts and Mount will have its value again, due to the absence of the unsustained dash buff, so player will choose to have mount and Carts. Cleric has 2 different focus, between enchanter or healer. And i think heal skill need longer Cooldown, and add the Mobs area skill with timer that deals massive damage so player must dodge it. With that change... players can't auto lvling again (Boting) or leecher, and will be harder to get caps lvl. without Boting player will have real experience and memories each level went up. (Item Mall double exp medals will have more value again)
  4. Nothing worse than playing "click to move" and you can't get anywhere because you are constantly clicking on player shops. Sure early on this wont be a problem but as the server fills it will become one. It would be nice to have "allowed zones" for placing your shop. Basically NPC area's and "main walk-ways" should be kept clear. Place your shop elsewhere. Also make it so you can't place a shop too close to another player. I remember them overlapping and that is such a pain in the butt. Its a small quality of life change that could really enhance the overall feel.
  5. Ed

    gems

    i'm currently playing on the longest running server of rose, so i suggest that please limit the gems drop to 1 and [1] so that their value wont diminish so much like a trash and can still be flexed as long as this game is alive.
  6. 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
  7. My biggest suggestion this time around is to only sell cosmetic/vanity items in the item mall, assuming that there is one. I wouldn't sell anything like XP boosts or other crazy items that give you a big boost over other players, or alters the gameplay in any way. The in-game economy of the old official Rose was destroyed when they started to sell shit that free to play players wouldn't have access to, at least without spending billions of Zulie to get something from a shop. I recommend making all items from the item mall account bound, no matter what it is, so things can't be resold at ridiculous prices. The in-game economy should be strictly in-game items, that everyone has access to. It would be neat if there were monthly events, where new vanity items (maybe in sets or with a particular theme?) are added to the item mall, and maybe an additional thing every-so-often, like a unique quest line, for players to unlock certain things, like special vanity pets, etc. Things to renew interest in the game over longer periods of time would be nice to see. If every item has some kind of value in one way or another, and each class has a purpose, such as; Dealers/Artisans being required to craft advanced items or gems, Muse/Clerics for heals and buffs, Soldiers/Knights/Champions for tanking shit and clearing mobs, Hawkers for dealing big burst damage for boss killing, that's when you have a bustling and thriving in-game community & economy. I hope the balance is just right. I believe the game can still have potential, even today. One helpful thing that could be added is, for each material that can be crafted into something more useful, there could be some kind of UI indicator somewhere that shows players what it can be crafted into if you hover over it, so people can tell if a material is something they want to keep or not. One thing I found confusing about the game in the past is, I never knew what materials were worth holding on to. I think there needs to be as much information available in-game as possible, so people, particularly new players, don't have to constantly look things up outside of the game, like where to level up or something like that. Cheers
  8. Here is a thought on water. If you go into it, your mspeed slows down, no matter walking, running or driving. Also, how about if your head goes underwater, and if you don't have a snorkel on, your HP will start going down? Why should be be able to run or drive fast through water when it will actually slow a person or vehicle in real life. No one can breath underwater either, so a snorkel would need to be worn on the character to keep breathing.
  9. I would like to suggest to update save town and remove it from the pop up box on death, to only let the option "current field". I think the current meta of letting yourself be killed to quick travel to your save town is absurd, and the horrible bug where you would spawn in your save town if you were to lag out -> die -> log back in is annoying all of us since more than 15 years! Instead of that, I would suggest to make "save town" an active basic skill with a 20 minute cooldown.
  10. since cp still drop from mobs outside the clan field. so in order not to waste such a good map why not have mats that are needed to upgrade clan grade only drop in the clanfield. and remove the lvl cap to enter
  11. 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.
  12. Own summons (and pets) are in general pretty basic (and often doesnot even do what you expect them to). Skill-based summons and pets are different, but in general both can cover about same things. It would be nice and more realistic if they had a little more self behavioural sides Examples Mountable ones could have movement small speed bonus difference (so even even if 3 people has 3 same summons, they do have abit different speed) Certain summons are having speed penalty or bonus based on terrain (e.g. water or forest or mountains, depending on their own class/heritage?) Could have some stats % random based (e.g. more or less hp or ap) on summoner proficiency and luck Combat summons could have penalties/bonuses versus specific enemy monsters, based on day or night time (e.g. night ones has bonuses in the night) Mountable summons speed could get permanent but small speed bonus over time from every distance passed, making long/frequently used summons faster
  13. End Game or Prestige Items I would like to suggest Character Bound items to the game. Having End Game Gear or special Prestige Items in game that are Character Bound massivly increases the replayability of said content. Of course there should be plenty of stuff to trade /craft etc etc.
  14. I don't understand the reason to why most of the items were suddenly changed into account bounds. Yup I remember you can buy trade keys with points you get from dg/war but this is a great disadvantage for new players, and it's just plain annoying. I get the idea that the previous developers want us to be active, getting valor pts etc but I don't think forcing gears/item mall into account bound one was a good decision. Many other old mmorpgs are doing fine without this account bound system. For example one of the oldest, most famous mmorpg, also from Gravity, is still doing fine without this system. Please reconsider this, thank you!
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