To respond to the thread's subject, we are not reducing the value of ROSE. How you see this is a little confusing to me, because we do see the big picture and have been working towards it with the recent several updates the past two years.
Typically with each update we have expressed the goal and reasons for their implementation.
For the trade restrictions, it was covering a recognized game play issue where players were taking the in-game earned currency of Valor and Honor and transferring them to the equipment purchased, which would go to the market and the equipment was no longer looked at as something that needed to be earned by an individual, but purchased by the wealthy. We wanted to return to the intended design of what it was created for, which was for personal goals to work towards and achieve.
The reduction to catalysts impact, was because the rate it was providing as a bonus took away the sense of accomplishment for the risk and reward, not to mention nearly secured a guaranteed maximum refined item if you had the money to support doing so. It put another further gap between those who could afford it and couldn't. Being one of the last remaining aspects to Item Mall exclusivity with the additional refine success and protection items, we're very much aware of that and as with other aspects that have been implemented to an in-game availability, there are concepts and plans being worked on that would remove this from being an Item Mall exclusive availability.
"Item Mall to win" essentially, "pay-to-win" is something we've been working to reduce for a while, and this latest update took out one of the major remaining aspects to it, while adding various long term considerations to game play to work towards.
As for what the Item Mall is, I have expressed before that the Item Mall is how we are able to support ROSE's services, support and development. The idea of a "free to play" game, means you are free to play it without having to spend money. You are capable of being able to play throughout the entire world as it is currently, without needing to make a purchase or provide any kind of currency. However, we offer services and shortcuts for those who may not have the time to dedicate to game play but want to keep up on their advancements, increase their playing experience for the limited time they do have. That is where the experience and drop medals come in, specials foods to help recover quickly with to continue game play, and even allow players to customize their appearances with for personal enjoyment.
However you might perceive what our "current strategy" might be, here's some facts for you to consider.
You've made these statements:
- If you want to be top-end-game competitive (refining, max stats, .... the list is endless), you HAVE to use the IM in some way.
- You do not. The recent implementation of the Enchantment Scroll makes it possible for players, as they find stats, to keep them on hand, and transfer them to equipment they wish to upgrade or change to. Obtaining the stats that are most ideal or most powerful, is not impossible, as many crafters have discovered and have been making good use of with the Enchantment Scrolls. To state you "HAVE" to is false. What you're making out to be a forced venture, is opinionated by the fact that using the Item Mall, only makes it easier. But it is certainly NOT forced.
- Lack of endgame content & wrong development priority list (more gems for same content ?)
- It seems you have a very specific definition of what "end game content" should be. But what "end game content" is, is anything that you continue to work for, when you are unable to level further. In which case, we've implemented the expanded appraisal stat list, and additional gems to allow for players to further improve their abilities in-game, through various channels they can obtain different strengths now. Wrong development priority, you say? We saw it as a way to add a longevity to an old and existing feature of game play that was underused and under-appreciated.
- Missing a Super Uber Boss which is almost impossible to kill
- I take it this is a suggestion, as players have been able to gain in strength, monsters have not been adjusted accordingly. Well here's the thing, we can't just start increasing all the monster's strengths, because we've added the potential to become stronger as a player. There is still a base line that everyone has to experience, and grow through in order to become stronger. That being said, we do have plans to make more difficult content in due time, but we're not going to arbitrarily increase monster strength and make it difficult for those who may not be a long time, highly geared player. Also, you make the statement "impossible to kill" I can do that, but what's the fun in that? The fun is making something that's challenging, and for the longer time players your equipment and skill exceeds the current setup for what was difficult. So it's time for us to move the notch a bit up the belt as well with future content.
- Farming (the BASE of this game) is NOT rewarding at all
- It's interesting to me that you believe the "base" or "core" of ROSE is to farm. I don't see it as that at all, and I don't think everyone would agree with you on that fact either. ROSE is an MMORPG, with many various points of game play features that many can invest in to, aside from farming. The PvP aspect has been a strong pull for the competitive type. There's also quests, which some do for the story and to learn about the world, explore and be more immersed in and enjoy. Crafting, as a form of creation to help others with becoming stronger, or another form of support, the Cleric. There's also the social aspect of just hanging out with your friends in a fantasy world each enjoys. It's not just about farming.
- Develop more unique, long-term events en quests
- Easier said then done and you are welcome to provide your ideas and suggestions, as we do listen and review a vast majority of them that are presented to us on the forums and messages. We're not always able to accommodate them, partially because of missing supporting systems, or what's being suggested is out of the scope of what we feel ROSE is. But we do keep track of it and work towards what we agree would provide additional enjoyment to game play. The final reason why something may not be used right away, is because of just time and manpower. We are a small development team and with our limited resources to invest in to development projects, we have to be very selective about what we green light and work on.
We have taken several player quests and implemented them, to which they've been enjoyed, but no quest content can ever remain truly "unique" for long periods of time, as they are played, anyone would become used to and accustomed to what it offers. There are ways to make it diverse, but in the sense of being "unique" for long periods of time, is the dream of any game developer to achieve.