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#1 ShazamO

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Posted 19 June 2014 - 10:18 AM

Watch the Live-Stream we did with the Developers regarding this policy change and the future of ROSE Online on our Official Twitch.TV Channel. If you don't quite understand what's is detailed below, be sure to watch the Stream! It might be easier to understand it when you hear it.

 

Why is this happening?

 

The Development team has noticed over the years that the concept of "Free Trade" has had a negative effect overall with the interactions in-game involving events, quests, and general Economy. That negative effect has been a loss in appreciation for the effort to obtain an item through game play and a depreciating value for what that means, especially for new players who have never attempted to go through the effort to obtain them.

 

This makes it especially difficult to come out with new content that can be appreciated, when the first sets gained can be openly shared and the desire to own one's own set diminishes. It causes it to be less an acheivement to gain.

 

What to expect from this change?

 

The development team wants you, the community, to have a more unique experience with each character and increase the sense of accomplishment when experiencing game play. With these changes, we're looking to the community to return to some of the "old ways" (for those who remember) where helping someone meant joining their adventures, partying to obtain an item and their goals. We look at this as a means to help the mentality of what an MMORPG was meant for, bringing people together to enjoy what the world of ROSE Online has to offer you as a group and community.

 

What we are also doing with this change, as a follow up feature change, is a new drop system, that will better cater to the expectations of finding and farming for rare and epic items. As discussed in the stream, we have a new drop system that will be build from scratch to completely give us the flexibility and control we've been wanting, and the community has been expressing a great desire for improvement on. This new system will allow for multi-drops per kill, the return of skill features like "Stockpile" that will actually work as expected, and new farming stats that can actually affect specific types of drops!

 

When will this happen?

 

These changes being implemented will NOT happen all at once. They changes will be implemented in stages. Each stage will be put to a schedule, starting one week after the Database has been updated, and each stage will be announced, so you may know what to expect to happen. The implementation will begin withi high level items and equipment first, being converted over to the new system, and we will work down from there, where event and Item Mall costumes will be the LAST done. Giving you pleanty of time to organize and prepare for the final outcome.

 

Basic Restriction Types
 
Most of the more obscure restrictions have been simplified down to a new set of restrictions.  Items which do not have a "Restriction" designation in their tooltip can be assumed to have no restrictions.
 
Possible restrictions an item can have are:
 
Tradeable
  • The item is able to be traded and vended.
  • Generally, this item cannot be sold to the NPC or dropped on the ground.
    This is typically used for Item Mall consumables to ensure that they are not accidentally sold to the NPC.
Account Bound / Account Locked
  • The item is restricted to the current account.
  • Can be placed in to Account and Premium Storage.
Character Bound / Character Locked
  • The item restricted to the current character.
  • Can be placed into Character Storage.
  • Cannot be placed in to Account or Premium Storage.
Quest Locked
  • The item cannot be moved off of the current character's inventory.
    This is typically used for mechanical items that are part of a quest so it has to stay on the character.
Bound Items
 
Many items may initially be tradable/vendable/giftable/droppable/etc, however a few actions may cause an item to become bound to the character or account that used the item in some way. A Warning message will be displayed before it becomes bound. 
 
Bind on Equip
  • An item will become bound to the character or account when an equipment or costume item is equipped into an equipment or costume slot.  This is typically applied to equipment items.
  • Typically displayed on the item tool-tip as Character Bound on Equip or Account Bound on Equip.
  • A message will pop-up once you try to equip a Character Bound Item or Account Bound Item.
  • Equipment already equipped when converted to the new trade system will not automatically become bound. You will need to unequip and then reequip it, and be given the pop-up confirmation that you wish to have it bound.
Bind on Use
  • An item will become bound to the character or account when an item is used or consumed.  This behavior is typically applied to consumable items and mounts.
  • Typically displayed on the item tool-tip as Character Bound on Use or Account Bound on Use.
  • A message will pop-up once you try to use a Character Bound Item or Account Bound Item.
  • Items with this condition when converted to the new trade system will not automatically become bound. You will need to actively use it where you will be given the pop-up confirmation that you wish to have it bound.
Bind on Acquire
  • An item will become bound to the character or account when an item is obtained through any means, resulting in the item being placed into the character's inventory. (example: purchasing from an NPC store, taking out of the Purchase Tab, etc).
  • Typically displayed on the item tool-tip as Character Bound on Acquire or Account Bound on Acquire.
  • We never intend for this feature to be placed on an item you will not be able to preview in some manner before putting in your inventory and "surprise" bind it to your character or account.
  • No existing items will have this restriction during the implementation process.
Locked Items
  • Locked Items are similar to bound items, in that they are restricted to an account or character when acquired/used/equipped, however locked items cannot be unbound using the Item Unbinding Coupon.  Locked items are generally not intended to be moved off the character or account after being used in some way.

Unbinding items that have been bound.

  • Items that are "Bound" can be Unbound from their trade restriction with a new item called the Item Unbinder Coupon. This will reset an item back to it's original restrictions before the item was bound. So you can have full use of the item as it was prior to becoming bound, until it meets its condition to become bound once again.
    • For example, an item which was originally Account Bound on Equip, will become Account Bound once the item has been been equipped in your costume or equipment section (A message will appear when you try to use/equip the item).  Using the Item Unbinder Coupon on the item will return the item to being Account Bound on Equip.
  • The Item Unbinder Coupon will be available initially only through the Valor shop (priced at 100 Valor each).
    • Each Item Unbinder Coupon is good for unbinding one (1) bound item per use.
    • If in time, the community wishes there to be a direct Item Mall purchase version, we are prepared to provide one. Until then, we will enforce that this feature be kept through in-game efforts alone.
    • Reminder: Honor can be converted in to Valor, at a premium cost of 2 Honor for 1 Valor.
  • Please note that the Item Unbinder Coupon obtained from the Valor shop will be Locked to the Character, as it is not intended to be a marketable commodety.
    • Again, the intention is that if after an item becomes bound and you have finished your "use" of it and you wish to return it to the market economy, you give back a little effort in play time when doing so. In a way it is as if you "farmed" for the item, but you get exactly what you already had for the 100 Valor Points.

 

Which item types will be affected by these changes?

  • Most Item Mall consumable items will continue to be full Tradeable.
  • Item Mall Mounts will become Account Bound on Use
  • Mounts obtained from starter packages, which will be Locked to the Character.
  • Mounts obtained from Dungeons or in-game rewards, will be Character Locked on Use.
  • Most Item Mall and Lucky Spin equipment /costumes will become Account Bound on Equip.
  • For equipment obtained through Dungeons, and equipment that has a level requirement of 100 and above that are Monster Dropped or Crafted, will become Character Bound on Equip.
  • For equipment that has a level requirement under 100 that are Monster Dropped or Crafted, will become Account Bound on Equip.
  • For materials, most Monster Dropped and Disassembled materials will continue to have no restrictions.
  • Basic equipment (NPC and crafted yellow items) will continue to have no restrictions.

Again, we will provide a comprehensive list of what items that will be affected by the changes, per stage and in advance, so you will have the opportunity to make preperations to either place the items where you wish them to be, or obtain additional items.


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#2 Leonis

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Posted 22 June 2014 - 03:15 AM

Thank you ShazamO for the repost.

 

I hope this helps redefine and clarify the intentions and expectations behind the update.

 

We are of course still open to answering any questions that you may have regarding the update.

 

I want to thank many of you for giving your feedback, as you did help shape how this is going to be introduced and thank you for your tremendous understanding behind why we went with this decision. We're looking forward to what this means for the future improvements for ROSE.


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#3 lovileva

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Posted 22 June 2014 - 05:10 AM

Sounds nice  :no1: This gonna be interesting~  


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#4 angeltje

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Posted 22 June 2014 - 07:51 AM

why no unbind coupon for sets? :sob: :hmm:

at im or more valor points? :p_swt:


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#5 Genesis

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Posted 22 June 2014 - 08:16 AM

why no unbind coupon for sets? :sob: :hmm:

Mainly because there's no simple or intuitive way to select which "set" you would want to use the unbinding coupon on (for example, if you have multiple of the same set in your inventory at the same time with different refine levels, which item would you have to use the coupon on to unbind the set, and which items in your inventory would be affected?).  If you want to unbind a set, you can use an Item Unbinder Coupon on each piece.  If there is enough demand for it in future, it may be possible to offer the option to purchase Item Unbinder Coupons in bulk at a discounted cost - for now though, we will see how things go with single purchases.


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#6 cloud1221

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Posted 22 June 2014 - 08:22 AM

what about you can put a set of armor in a box before you use unbind coupon hehe just weird idea.  :heh:


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#7 HoneyBunz

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Posted 22 June 2014 - 08:33 AM

This post is much clearer and easier to understand. 


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#8 angeltje

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Posted 22 June 2014 - 09:25 AM

Mainly because there's no simple or intuitive way to select which "set" you would want to use the unbinding coupon on (for example, if you have multiple of the same set in your inventory at the same time with different refine levels, which item would you have to use the coupon on to unbind the set, and which items in your inventory would be affected?).  If you want to unbind a set, you can use an Item Unbinder Coupon on each piece.  If there is enough demand for it in future, it may be possible to offer the option to purchase Item Unbinder Coupons in bulk at a discounted cost - for now though, we will see how things go with single purchases.

 

butbutbut i thought it will come :sob:  maybe a coupon that can unbind 4 items after you selected them :questionmark: :p_swt:


Edited by angeltje, 22 June 2014 - 09:27 AM.

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#9 ganjen

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Posted 22 June 2014 - 10:18 AM

Well sorry, Im still against this idea.... And don"t ever put those coupons in the item mall . It would be too obvious if the coupons are placed in the item mall, that players are forced to spend real money in the real game. I don" t think free trades have negative sides on the game, what really hurts the game is your IM items ( sorry the truth hurts ) just offer something better in rewards for premium accounts . Therefore, players will pay happily for the premium accounts . Oh , and please delete those reroll from the game, it ruins the game so bad ..... Well thats just me ... i hope the dev team will consider to make this game fun to play again, and not pay to play ...
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#10 Rooster

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Posted 22 June 2014 - 02:01 PM

I think changing the way the Dev Team is introducing the uodates to binding of items to the game (by doing it in stages) is actually quite simple and brilliant at the same time. You have time to organize and adapt to what you want to put where, and on what account (assuming you have more than one). Doing it all at once, from my experience on Pegasus, was very frustrating. The Devs are being fair with the changes and allowing you to adapt over the next few weeks. You can either participate or fall behind and be even more frustrated later. Skip a day from the pool and come contribute the survival of the game, organize your storage and give someone a buff or two. They Devs appear to be spending a lot of time on implementing this because it is essential for the survival of the economy and overall the game.  I also think upping the drop rates and experience this weekend was a nice gesture, although I had to attend and wedding and was unable to participate (Good timing :thumb2:).  


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#11 DrunkinMonkey

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Posted 22 June 2014 - 02:45 PM

is there any way we can add equipment breaking on refine 13,14 and 15 like the old days this would also help remove Eq  from the game as well as increase IM sales on the refine runes and lets face it PVE you can get by easily enough on refine 8/9 Eq in a party environment.

I think this would be the more appropriate time to bring such a thing back into play with the binding changes.

 

that aside I didn't get a chance to test Pegasus out when Leo data was on their unfortunately I will just have to wait


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#12 pdfisher

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Posted 22 June 2014 - 03:21 PM

Mainly because there's no simple or intuitive way to select which "set" you would want to use the unbinding coupon on (for example, if you have multiple of the same set in your inventory at the same time with different refine levels, which item would you have to use the coupon on to unbind the set, and which items in your inventory would be affected?).  If you want to unbind a set, you can use an Item Unbinder Coupon on each piece.  If there is enough demand for it in future, it may be possible to offer the option to purchase Item Unbinder Coupons in bulk at a discounted cost - for now though, we will see how things go with single purchases.

 

What about creating a UI similar to the crafting one, or the disassembling one, or even the refining one? You would have up to 7 blocks. 6 would be for whatever piece(s) of equipment you wanted to unbind, and the 7th one would be for the coupon. This way the character would have a choice in which set they wanted to unbind!


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#13 DrunkinMonkey

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Posted 22 June 2014 - 03:24 PM

I like that idea pd and you could make it slightly cheaper then if you had bought them all separately so you get say 2 free unbind coupons

 


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#14 DestinyDeoxys

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Posted 23 June 2014 - 12:00 PM

So the reason why such trade restriction is implemented is because you want the players actually have a rewarding feeling after gaining an item on a character, some achievement related stuff which has absolutely nothing to do with pushing for more IM sales.

And so by this logic, does that mean some time in the future that you will be taking away the ability of dual-clienting as well? Because dual-clienting is promoting bot leveling, use cleric as a buff slave instead of actually playing it as a main, and because the number of players are flooded in the game, once player log in the game, they will start afking and never leave the game ! It is also the reason why players are consuming the content faster than how much developers can produce as well !

On a serious note, people are actually botting for TG wars where they put knight taunt, champ AOE and cleric heal at the group entry spot.


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#15 pdfisher

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Posted 23 June 2014 - 12:27 PM

I am curious. You say you are doing this to provide what is basically an item drain. But doesn't allowing an unbinding coupon do away with the item drain concept? Once this is implemented, yes I imagine more people will be doing dungeons, but since the energy requirement on dungeons was relaxed, soon those people will have all the unbinding coupons they could want. How is this going to help the situation?


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#16 MaxMan

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Posted 23 June 2014 - 12:30 PM

i wonder on this folowed one

 

 

 

  • Mounts obtained from Dungeons or in-game rewards, will be Character Locked on Use.

as it is right now on live server arent thay account bound right now ? or did i not bin ingame for a will and forgot what it was lol 

 

and am still agenst the bind on equip on the costumes i get from lucky spin,its not the way to go if you ask me i dont care abaut equipment in general but the costumes shuld be free do do what ever you want, 

 

reason i say this is that i have played mmorg games that have this restriction on costumes to and it is the worst thing ever that can exist in a game and thats something i defently do not use my money on, i rater go town and buy beer insted i have more fun in that hehe :)


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#17 lovileva

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Posted 23 June 2014 - 01:09 PM

Hm, one idea? You can refine your armor till 15+ but why not degrade it form 15+ to 0+ without sending tickets all the time?  :hmm:

Would be really nice! 


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#18 bl0b

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Posted 23 June 2014 - 01:14 PM

Hm, one idea? You can refine your armor till 15+ but why not degrade it form 15+ to 0+ without sending tickets all the time?  :hmm:

Would be really nice! 

Was thinking about the same thing. You could add like a degrade coupon thing to IM.


Edited by bl0b, 23 June 2014 - 01:17 PM.

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#19 cloud1221

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Posted 23 June 2014 - 06:41 PM

Hm, one idea? You can refine your armor till 15+ but why not degrade it form 15+ to 0+ without sending tickets all the time?  :hmm:

Would be really nice! 

 

 

Was thinking about the same thing. You could add like a degrade coupon thing to IM.

i like this idea hehe


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#20 3722121031200347517

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Posted 23 June 2014 - 07:16 PM

So the reason why such trade restriction is implemented is because you want the players actually have a rewarding feeling after gaining an item on a character, some achievement related stuff which has absolutely nothing to do with pushing for more IM sales.

And so by this logic, does that mean some time in the future that you will be taking away the ability of dual-clienting as well? Because dual-clienting is promoting bot leveling, use cleric as a buff slave instead of actually playing it as a main, and because the number of players are flooded in the game, once player log in the game, they will start afking and never leave the game ! It is also the reason why players are consuming the content faster than how much developers can produce as well !

On a serious note, people are actually botting for TG wars where they put knight taunt, champ AOE and cleric heal at the group entry spot.

this^

 

botting is a bigger problem that has to be solved than item drain since in the binding stuf i dont see how you could drain items in that o.O. and botting you say is a crime(if left unattended)? and then you take away prison? prison needs to have more attention while leveling that ruins 


Edited by 3722121031200347517, 23 June 2014 - 07:19 PM.

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#21 lovileva

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Posted 23 June 2014 - 09:45 PM

Was thinking about the same thing. You could add like a degrade coupon thing to IM.

 

Yes me too! It would save time for us all!  :ok:


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#22 maldini

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Posted 24 June 2014 - 12:06 AM

on a serious note, if not wrong players were promised new content like new planets and etc for the past few years...

but all players gotten was all these updates which is IM related.

We know you need income.. but without new contents, you are driving away customers as well.


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#23 RoFoN

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Posted 27 June 2014 - 10:07 PM

Sure, new content is nice and exciting... But it does take a boatload of work to add things like a "new planet," which is just simply a new planet to the player. To the developer, it's an entire arsenal of completely new maps and terrains, BGM's, NPC's and quests, Mobs / Mob behaviors, Items, you name it. And they would have to re-balance all of that out with the already existing arsenal of things. And also, it isn't like they haven't been working on new content over the past few years. Im sure things like the skill update and the new ver. 509 were not easy at all. For the size of the team working on these things, it's overly impressive as it is.

on a serious note, if not wrong players were promised new content like new planets and etc for the past few years...

but all players gotten was all these updates which is IM related.

We know you need income.. but without new contents, you are driving away customers as well.

 


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#24 Ramesses

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Posted 28 June 2014 - 02:55 PM

i am with blobby! and his degrading idea, the option should be there for those who need it, if not for anything at least for costumes.

and i been dying to hear about that new planet i was told it was "coming soon" when i got back to the game few months ago, just to see the rest of the skill tree :D


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#25 pdfisher

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Posted 28 June 2014 - 06:46 PM

I am curious as to who told you a new planet was coming soon. I never saw or heard anything from the devs to indicate this.


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