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R.O.S.E. Online Suggestions by SteveOmaha


SteveOmaha
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I have some early game suggestions here.  Not many game mechanics in this initial list but I'll add more at a later time as I progress a few toons through the game.

The game is old which goes to say that the code is old as well.  Sure, some of it has been 'updated' throughout the years and more has been added but its still a relic.  I know not everything the community suggests will be easy to implement or even be possible.

As far as players are concerned the downloading of the client, logging in with a created account, creating and naming an avatar works well enough to be a backburner issue if at all.

*Spawn into Adventure's Plains*

Now...in a mostly familiar setting what can be done here?  I don't really have much for this location other than I'd probably toss a couple random SUPREME King variants around the coastal areas.  For the job change quests and to put some fear into the noobs running around.  There's plent of space on most maps for such additions/adjustments.  I'd also suggest multiple Jelly King locations and have him spawn in either of those locations randomly.  As a further addition maybe a lower level Queen Bee or a Pumpkin King or something for map.

Cruising on to Valley of Luxem Tower...the version we currently have is pretty solid in my opinion but again there is room for certain lower level Queen Bees or something that fits with the mobs already on the map.  I'd look into additional quests that utilize the other mobs that are overlooked by the repeatables and the main quest line just to get people to spread out a bit more.

The Canyon City of Zant...early game maps tend be okay as they're some of the oldest we've played through since the game originally released.  I'd apply the same random and multiple spawn logic to the Woopie King and Prince as I suggested for the Jelly King.  

With the brigde access to the Desert being removed everyone must go through Breezy Hills and I dig that as it was once a majorly skipped over area.  Breezy Hills could use some King/Queen type mobs for parties to engage with but that's about it.

The Desert of El Veroon...additional King/Queen types and spawn in multiple/random locations.

Anima Lake...additional King/Queen types and spawn in multiple/random locations.  Would probably start to add at least one special mob that had a low respawn rate but still could spawn in at multiple locations (making it more difficult to farm/camp).  Something like a Jewel/Gem Golem that might acutally (low rate) drop a jewel/gem.  The level 40/45 epic gear quests here are fine to stay.

Junonpolis...another map that has had a couple different looks to it as far as the center goes but either way seemed fine.  The mobs outside the town could use some spreading out as well as the addition or shall I say re-addition of the Grunter King.

Forest of Wisdom...definitely need to spread out the mobs that are primarily hunted for quests.  Apply King spawn logic previously mentioned and I think an entrance to the caves from here would be dope.  Make it connect to B3 so it isn't exactly easy to navigate as too low of a level.  Although I'm not sure the world map would reflect accuracy with such a move but it can be done.

Kenji Beach...the map terrain is pretty similar to Adventure Plains so a transfer entrance between the two on the coastline could make sense.  Mobs are okay but the King spawn logic should be applied as well as more of a blend between mobs so as to include more of them into the basic gringing sessions most players play through.

Gorge of Silence...not quite a forgotten as Breezy Hills but definitely a map less traveled.  More quest for this map.  King spawn logic.  Some super King/Queen/Boss mob as this is quite literally the last map of the planet.  Junon God or something would be cool and a global announcement that it has spawned would be awesome.

EXP rates for mob kills and quests should be adjusted because I think with a game that has (an implied) 7 planets spending just a little more time on each is fine.  Scaling to fit the changes wouldn't be too difficult.  Let's hit Luna at lvl 85 rather than 70.  That splits the original requirement and the lvl 100 job change time frame.  Going to Eldeon, Orlo and beyond can certainly be adjusted as well.

For all maps and mobs DROPS need a major adjustment.  Personally, I never liked killing a pumpkin to receive a feather of any type but that's me.  I like a little more realistic logic applied to those aspects of a cartoon game.  Zulie should definitely drop from certain but not all mobs.  Things with wings should drop wings.  Furs from furry mobs.  Etc.  Additionally, to get more mats out there a simple rename of a mob or two would suffice.  Rackie Thieves (thieves implying they steal stuff) could drop things like metals, woods, liquids...Stacks should be limited to 1-2 and maybe on a RARE occasion 3 per drop.  The dealer stockpile skill could get more use in this situation.

While speaking on DROPS lets discuss EQUIPMENT drops...sheesh!  Add back in the dropping of regular items.  Getting blues+ for all drops is crazy.  Plus this would bring more into the disassembling scene as I'd like to add that skill back to dealer/artis and a NPC (for a price) but only for higher tiered gears.  All players would be able to disassemble the regular items.

For economy control I'd also have a NPC that does basic crafting.  Player crafters would be still yield better crafts but this addition would help those that run through the game solo.  The NPC would have a zulie cost and the recipes would be slightly different (typically more mats).

As far as stat and skill changes/balancing there's quite a bit I have but I'll update this post at a later time with that.  I might also have some adjustments to what I have above.

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I like it, very wordy though ! Haha 🙂 but i love the feel. Easier navigation across the maps would be nice. But that would require a ton of design and art to redo...  ( the art isnt much work but its more of a tech thing)

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4 hours ago, redinis said:

I like it, very wordy though ! Haha 🙂 but i love the feel. Easier navigation across the maps would be nice. But that would require a ton of design and art to redo...  ( the art isnt much work but its more of a tech thing)

Easier navigation across the maps means rebuilding the maps, cause the flow must match on the story, quests, level req of mobs etc.. In that case the devs better can fullfill their wish to convert the game to Unreal Engine 5 and rebuild the maps from the ground up. A lot of work, but that do give the better result.

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8 minutes ago, Zeror said:

Easier navigation across the maps means rebuilding the maps, cause the flow must match on the story, quests, level req of mobs etc.. In that case the devs better can fullfill their wish to convert the game to Unreal Engine 5 and rebuild the maps from the ground up. A lot of work, but that do give the better result.

well remaking the game in unreal 5 would be sick, but it would take an excessive amount of time. Though it is copying from already existing "ideas" and some companies like benox redid crash team racing in another engine, so it is possible. But last thing i heard was there were no plans to remake it into a another engine, but if they do, devs pm me 😉 haha

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1 hour ago, Redinis said:

 

well remaking the game in unreal 5 would be sick, but it would take an excessive amount of time. Though it is copying from already existing "ideas" and some companies like benox redid crash team racing in another engine, so it is possible. But last thing i heard was there were no plans to remake it into a another engine, but if they do, devs pm me 😉 haha

It's not a plan set in stone, but it is actually a wish they like to do if they have the time for it. The team want to focus on this game to run first.

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