HazDS Posted January 13, 2022 Share Posted January 13, 2022 Please use this FAQ mostly to get a sense of where the team is headed and not as an established development plan. The answers are a snapshot in time of the general plans and ideas of the team at the time of being asked. Any concrete features, content or changes mentioned are merely examples, which may or may not make it into the game in one form or another. Table of Contents 1. Game Release 2. Technical Info 3. Changes & Improvements 3.1 General 3.2 Pay to Win 3.3 Quality of Life 3.4 Extra Content 3.5 Economy 3.6 Gameplay 3.7 Leveling & Endgame 3.8 Miscellaneous 4. Helping 5. Miscellaneous 1. Game Release How can I stay up to date about the development? The website is currently under construction including a wiki which will come at a later date. We are now live with our forum where we plan to keep you updated progress. You can also check out our discord here. When will the game be released? At this time, we cannot give a timeline for the new release. There are a lot of things, that need to be addressed in the next few months and therefore, a lot of work is ahead of us. However, we are streaming our play tests and have plans involve the community in our development. Hence, there will be things happening well before the full release! If you have experience playing the last versions of NaROSE, then we will need your expertise! What version of the game will this be? We will be continuing development from where NaROSE previously stopped. However, we cannot guarantee, that the game will be 100% the same as it was when it was shut down as we will be making changes. What changes will be made to the game? We do not plan to just bring back the old version, especially as there were many design decisions made, which we do not agree with. However, the old version is the basis for our development, so many of the core features will remain. While we cannot provide concrete plans or details about our development at this time, we can say, that we will be doing a thorough evaluation of the game and revising the bad parts. Where can I download the game? The game is not publicly available yet; we are currently in alpha testing. Stay tuned for updates! Will I have access to my old account? Unfortunately, we do not have access to the old database and thus, are not able to restore old accounts. 2. Technical Info Will multi-clienting be allowed? Our current stance is, that we will allow a maximum of two clients simultaneously. How many accounts can I register with a single email address? One. Will hotkeys be remappable? It is already a work in progress and will be implemented. Will I be able to play from my country? There will not be any IP locking. So whether you will be able to play depends only on possible regulations or rules in your country. What will the latency be like where I live? The servers will be based somewhere in the US. During alpha and beta testing, expect your ping to be as good as your connection allows it to be when connecting to a server based in the US. For the official release we will add relay server for regions with a significant amount of players. These will provide a better ping for slower connections from those regions. Will you update the game engine at some point? It would take at least a year to remake the game in Unreal Engine, we will instead work on the code and optimise it for now, maybe add better effects and lightnings for a starter. Are there any graphic reworks you are planning to do in the near future? The most immediate upgrade will be done through post-processing effects. Further down the line, an upgraded engine will allow for newer versions of DirectX and even further in the future we might upscale the textures. Are you going to improve some of the clunky animations? We have noticed some of those and in the long-term they will get an improvement (e.g. the mammoth mount). This is not an immediate priority and will not happen anytime soon. Will you add support for higher resolution displays and different refresh rates? We plan support different resolutions. Changing refresh rates might require too many engine changes to be a priority. Will there be UI scaling to improve the experience on large monitors? At some point, yes. The problem is, that all UI elements are fixed images. Will ROSE Online be on iOS/Android/Linux/Mac? Bringing ROSE Online to other platforms is something we are interested in doing at at some point in the future. Will ROSE Online be on Steam? Bringing ROSE Online to Steam is something we are interested in doing, we will look into this after the Beta ready for the full release. Will the game be available on mobile/console? We want it to be available on Linux/Mac first, but we would love to bring the game to mobile and console platforms. Will you get kicked out of the game after being AFK for too long? No, unless there is a queue to get into the server (due to high popularity). What is the maximum population of a channel on a server? The technical limitation is 4000, but it might be less due to server load, connectivity, etc. 3. Changes & Improvements 3.1 General What will the maximum level be? The maximum level will be 250. Will you have increased drop and / or experience rates? No changes are made to the drop rates. We are considering increasing the experience to decrease the time investment to get to the endgame. What will happen to stat and skill respecs? While we want to give players more freedom, we do not want them to respec so easily as it being done on a per fight basis. Further discussion in the future. Are you going to increase the maximum party size? If you have a lot of friends, you should be able to play with them. So we're open to increasing the size to e.g. 8 players per party. Will there be advanced AI for mobs? There is a lot of room for more interesting AI behavior (e.g. mobs that heal each other). We think implementing this kind of AI on a new planet would help distinguish it from the others, encouraging you to go there to check it out. 3.2 Pay to Win Do you plan to continue the previous ROSE Online business model? We are well aware, that the game started to suffer from pay-to-win rot over time and we will not be repeating this pattern. Our goal is to make ROSE a fun game with a great community, not to exploit our players. Gravity is our business partner, but we are a new company and a new team independent of them. This means, that we can and will do things differently as stewards of ROSE Online. The most important of which are transparency and the inclusion of our community in the development process. What will you be able to purchase from the Item Mall? There will only be cosmetic items and quality of life perks for sale on the item mall. Costumes will not provide extra stats. Will there still be premium accounts? There seems to be demand for a way to support us on a regular basis, so we are going to keep premium accounts in the game. A premium account will only get a couple of quality of life features (e.g. remote storage or the option to leave your vending shop behind) and never anything that would be considered pay to win. If remote storage makes it into the game as a premium feature, will it come without a storage fee? Any premium features would only add convenience. For this example in particular it means, that you would access the storage in exactly the same way as you would at the NPC (including a fee), just from anywhere in the world. 3.3 Quality of Life Are you going to improve the quest UI? We already added a quest tracker, so you no longer have to keep opening the quest log to look at your progress. The minimap will also be improved, as it currently only provides very limited information. However, we do not want you to just follow an arrow, there has to be some level of exploration and player initiative. Will you add more info to the stat UI? Stat tool tips explaining the effect are already a work in progress. The whole window will also get an overhaul at some point. Will the target's HP and level be visible? Most likely yes, as another unit frame at the top of the screen. Will auto-loot be a thing? Probably not, but things can always change. Will you increase the inventory size? We are considering to e.g. allow for more inventory slots with a backpack equipped. We are also discussing expanding the base size and/or removing the categories, allowing for 90 general slots rather than 3x30 specific ones. Do you have any plans to rework the storage? We want it to not be limited by slots and pages. There will be unlimited slots on one page, limited by weight (similar to the player inventory). Any plans to make vending less impractical? We currently have no new system in place yet, but we have certain ideas. Offline vending is one of them. Another option would be a separate shop that will still allow you to move your character and leave your shop 'behind' so to say. Removing the need for a second account purely for having a shop up. Will you implement a follow player function? We believe, that relying on carts and extra mount seats is more in the spirit of the game. What will the initial mod support look like? There will not be any modding API to begin with, but the restrictions on modifying specific assets in the client directory will be lifted. 3.4 Extra Content What is your design philosophy when adding extra worlds? A new zone should not have the sole purpose of providing an area to grind more levels. Therefore, we will not increase the level cap with the addition of more worlds. The new worlds are supposed to add variety - new items, new experiences, new AI for mobs or new quests. We want it to be content driven. Will there be flying mounts? ROSE on a technical level does not support z-axis movement. In the very far future after an engine swap this could be a thing. 3.5 Economy & Loot What are your plans for the loot tables? Items should drop where it makes sense for them to drop; e.g. feathers from mobs, that actually have feathers, and item levels corresponding to the mob level. This way, you would be able to target specific zones and mobs to farm specific items. Since loot tables go hand in hand with craft tables, those will be revisited as well. Will loot drop tables be public information? Yes. There will be some kind of wiki with that information. In the long run we might add in ingame wiki as well. Possibly, this ingame wiki would only provide information about monsters you have already defeated. Will there be any changes made to the drop mechanics? We are open to suggestions. Would you consider a tax system as a Zulie sink? We are not convinced, that it would be enough of a Zulie sink, while also not feeling good. We would rather rely on other Zulie sinks like repairing and refining. Are there any plans to keep maxed out players an active part of the economy? We are discussing the possibility of characters requiring the same piece of gear as a material to do refining and/or repairs. Will items bind to accounts/characters? No, we want to remove a lot of that account bound stuff. Will there be a marketplace or an auction house? No. Will you remove <this item> from the NPC vendors? We are taking a close look at all crafting materials being sold at vendors. We do not want Artisans to be useless. Will refining still be done with Talismans and Bindrunes or migrated to a system from a different version? The main materials for refining will stay the same, but refining is subject to some reworks during testing. 3.6 Gameplay Will you rework and / or balance every class? We are mainly working on the Cleric at the moment, such that leveling and farming without constantly being supplied buffs is a viable way of playing the game. Are you planning to change any skills? Except for the possible changes from cleric (removing offensive buffs), there will not be any changes to skills for now. What are your plans for the cleric? ROSE needs a little bit of innovation. We think, that cleric should be an active class someone is playing. You should main cleric. Cleric should not be a buff slave, that everybody has as a second window. The initial plan going into alpha is to remove offensive buffs from the cleric and compensate them in other ways. Our alpha testers will test it out and they will give us feedback. And if it is really terrible, we will undo that change. We have to try these things. Just because our idea sounds good, does not mean it feels good. We would like to ask you to have an open mind and we will see how it goes. Have you made any changes to movement speed? The basic movement speed for all characters has been increased to 700 making running around significantly faster. Will you bring back dexterity increasing attack speed? Probably not. But we are considering buffing the base attack speed. 3.7 Leveling & Endgame What measures are you taking to populate the lower level areas? Lower level zones will have some section(s) changed. Those sections will contain one or more higher level mobs, allowing higher level players to come back to level or farm there - right next to the lower level players. Will soloing still be an option with the changes you have planned? We are trying to strike a balance between encouraging group play as the preferred way of playing and leaving the option to play solo. Both the level squish as well as the class changes are geared towards enabling both. Will leveling still take as long as it used to without medals and costumes? We do not want leveling to be a grind. It should not take too short or too long. There will still be a lot of grinding for rare loot and materials as an endgame activity at maximum level. Will you restrict the amount of dungeons and game arenas one can part-take in? We will likely not restrict game arenas, but dungeons are still open for discussion, depending on the rewards available through those. Will there be castle gear? We love castle gear, but it needs more of a purpose than showing it off. We might make it stronger or faster. This is something we will figure out through testing. 3.8 Miscellaneous Is there going to be a way to stop gaining XP? As of right now it is an open discussion. Whether there is a good reason to have a way to stop XP in the game will largely depend on how the loot tables turn out. Would you guys consider making a system where people can choose to flag up for PvP in any zone? We are more likely to just have dedicated PvP zones. These zones should have some kind of reward for taking that risk, maybe some special material that drops there or faster. But we do not want to punish people, who do not PvP, either. Will you make the stat / spell formulas available to the public? If those were public, it would be much easier for people to figure out the ideal setup. This is bad, because it pushes everyone towards that ideal, removing diversity in builds and play styles. Anyone putting in the time and effort to figure those out by themselves is welcome to do so and should be rewarded with that increase in power. Will there still be unique skill drops? We might consider unique skills for role playing purposes (e.g. a dance). But we are worried about the balancing of these kind of special skills if they impact combat and are not readily available to everyone. What do you have planned for mounts? They need some attention and will temporarily be disabled until we can integrate them better. The animations can be weird, it's odd, that they are faster than a cart and having them as an item rather than a spell is awkward as well. 4. Helping & Alpha Testing Can you add a Suggestions channel? Please post any suggestions you have on our forum here. I want to be part of the team! Sorry, we are currently not hiring, but you are welcome to apply as a tester and get involved in one of the community teams post release. How can I get involved past testing? In the long run we want to work with teams within the community, separate from the official Rednim Games staff. Those will include moderators and support. We think it would also be very cool to involve the community in writing and elaborating the story, creating events, working on ways to customise the UI or even design assets. Since the game is not out yet, there is no need to fill these positions yet. Whenever we need a specific function, we will make an announcement. Can I still apply to be an alpha tester? As of December 15th the applications have closed. You can get into the next phase - closed beta - though. When will the closed beta start? As soon as some technical issues like duping have been fixed, beta invites will start going out. There is no fixed date, but we are hoping for it to be as soon as possible sometime in the first half of 2022. How can I join the closed beta? Make sure to have an account registered at https://roseonlinegame.com/register, note this account is the same as your forum account. 5. Miscellaneous Will you translate the game into my language? The codebase supports localization, such that most text can be translated. Several people have already contacted us, offering to make translations. It would be great to get community translations, but we yet have to setup the processes to make that happen. Will there be customer service? There will be a support team, which you can reach through a ticket system. Initially, this will not be available through the game client. What about private servers? We will not be commenting on private servers at this time. Can we talk about private servers? Discussing old private servers is fine (Ruff, Shin, Titan, etc.) -- Discussing servers that are currently active and violating copyright is forbidden. How are you planning to incentivise reporting bugs? There will be a bug bounty, granting rewards relative to the size of the bug uncovered. Will you do any merchandising? It would be cool to have ROSE merchandise. First, we need to finish establishing our own brand as a new version of the game and then find someone to help us bring merchandise into reality. How many people are on the development team? As of right now, there are seven developers and two artists. Will ROSE Online have NFT? No. Last updated: 04/12/2022 25 4 Link to comment Share on other sites More sharing options...
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