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#1 iCraaazy

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Posted 27 September 2015 - 06:00 AM

What level you can go to Oblivion Temple?
I am level 100 and I can not enter..

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#2 iRaphael

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Posted 27 September 2015 - 06:12 AM

130 is the new level cap.


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#3 iCraaazy

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Posted 27 September 2015 - 09:53 AM

hm, so I can get level 130, you do not need to quest right?

 


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#4 VModCupcake

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Posted 27 September 2015 - 10:40 AM

hm, so I can get level 130, you do not need to quest right?

You don't need to do a quest to enter OT, all you need is to be level 130 or higher.


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#5 angeltje

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Posted 28 September 2015 - 01:32 AM

go to dod or gos or luna until lvl 110\115, then try to go to xita until 130. After that you can return to ot.


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#6 iMatt

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Posted 28 September 2015 - 02:27 AM

It's just sad, that they restrict the access to OT, instead of creating better alternatives to the AoE bot party down there. Next step Sikuku Ruins for lvl 180+ only?


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#7 iCraaazy

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Posted 28 September 2015 - 02:54 AM

Ok , thank u boys


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#8 pdfisher

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Posted 28 September 2015 - 05:05 AM

go to dod or gos or luna until lvl 110\115, then try to go to xita until 130. After that you can return to ot.

 

You have to be level 120 to go to Xita.


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#9 angeltje

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Posted 28 September 2015 - 05:07 AM

You have to be level 120 to go to Xita.

 

oeps my bad, sorry. :p_swt:


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#10 HoneyBunz

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Posted 28 September 2015 - 11:01 AM

It's just sad, that they restrict the access to OT, instead of creating better alternatives to the AoE bot party down there. Next step Sikuku Ruins for lvl 180+ only?

 

Actually that wouldn't be such a bad idea. It falls into the same catagory as OT in that you should never be able to easily kill monsters with purple names. That was not the design or intention but somehow it got exploited to the point where now people think they "need" a place like OT or else they can't level.  Non-evo Rose didn't have OT (or Ruins for that matter) and yet players managed to level just fine. Rose has tons of maps and different planets to explore and train on. People need to stop being lazy (not you, Matt, I mean in general) and get back to actually playing the game again
 


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#11 pdfisher

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Posted 28 September 2015 - 01:46 PM

I concur with HoneyBunz.


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#12 iMatt

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Posted 28 September 2015 - 08:01 PM

It is contemporary to need beyond 5 days or 100 hours gametime to get to max level especially through dumb monster killing.

 

Sure, passionated Rose player like you or me will play a game where it is hard to level up but we shouldn't be surprised when the amount of players who reach endgame content is quite low considering how bad designed the leveling progress itself is.

 

As example in World of Warcraft you level surly 80% just by hack and slay but not like in Rose where it is 99%.

 

I would prefer seeing content like at least NPCs offering repeatable quests at each monster type on every map in Rose, giving good rewards (and no 2000 zulies are no good reward) - restricting areas is surly a bad solution, making non AoE grinding more attractive a better one, but this is just my opinion.

 


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#13 Feuer

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Posted 28 September 2015 - 08:28 PM

A good leveling experience to me is as follows

 

Player engagement with other Players:

This is highly important, in fact isn't that why we're playing online? To play WITH other people?

Dungeons, Raids and Party Objectives facilitate this much needed interaction by grouping people together with common goal[s].

 

How does this apply to ROSE? Or, if not, How should* it apply to ROSE?

Well for starters it doesn't really. The amount of time it takes to travel to and from quest NPC's or Hubs removes the incentive to do it. When you're killing 20 monsters-40 monsters a minute and making 35k a kill, why would you take 3-4 minutes to do turn in a quest for 450k experience points? Well, the answer is you wouldn't. 

 

ROSE could easily cater to this needed interaction by making low level dungeons more enticing, having a wider spread of available options in terms of level ranges.

There could even be multiple modes, 5man, 10man, and 15 man DG's [prefer 15 man DG's to be end game and very hard].

All quest NPC's related to Dungeons, should be placed inside the Dungeon itself. Having to travel across 2 planets to turn in a handful of Daily's discourages people from doing them. In fact they're so lack luster, that most people don't even know they exist. 

These quests could also be made longer, more challenging or timed to add factors of team play and focus etc. 

Lastly, Party quests would be a really fun thing. Taking down kings as a party, clearing waves of mobs, etc. 

 

Progression:

The world is a much different place than it was 11 years ago when ROSE was still taking it's baby steps. Back then, grinding was fine. But in today's world no one puts up with it for long. Not when it comes to progression. 

ROSE really needs to take a step back and ask, do we have the content, and the material support to remain capable of grinding progression. The real answer is no sadly. Even with how long the game has been around, there's very very little to do other than grind to the end game area [200+]. While ROSE has beautiful maps and quirky fun mobs, art is only so much of the equation. Huge maps with a cluster of enemies here n there, and maybe 1 npc? 

In short, until ROSE has the time to dedicate to filling the content gaps, leveling should go by faster. And for now, a massive focus should be placed on expanding our end game options. Not necessarily expanding the end game range to higher levels etc [even though that'd be nice] but new things to do. To hold onto the people who do manage to make it to end game.

 

Options to expand ROSE end game content.

 

More Daily quests: Crafting, Merchanting/Delivery, Open World Daily's, Party Daily's and so forth. There's a huge hole here and just filling this in would give people things to do [so long as the reward is fair enough or enticing enough]

 

More Bad A** Dungeons: We need a higher level of competition in DG's. Dungeons were kinda that initial step into the Game Arena zone, and was tested and launched with a 5 player Dungeon Capacity. Since then, New Dungeons and more PvP Maps have been added. 15v15 PvP, 10v10PvP etc, but Dungeons are still stuck at the 5person max. We need an epic challenge for sure. 10-15 person Dungeons would be amazing. Especially if done right [which I plan very soon to put forth a concept for this mode]

 

More scattered Rare collectibles: Through out the years, farming or hunting for that rare piece of equipment no ones seen, or very few people have found has been all but completely lost. This idea of hunting and searching for some new unknown thing[s] was just forgotten about entirely. And it saddens me as an RPG player to see that there is no magic left in the game, there's no mystery or prospect of finding something brand new by random chance. 

What I think should be done here is quite simply make an item here or there. Maybe a weapon, or a hat. maybe a new gem or skill book. Mount maybe or new jewelry even. Add these things in, and don't tell anyone where they are, or what they are, or that they even exist. A simple 'hey, we added some new rare things to find to the game' would suffice. I miss the mystery of finding new things, truly do, and I'm sure others would be ecstatic to have the chance of being a server first drop owner. 

 

All of these would add to progression and an enjoyable leveling experience. It would add new prospects, new goals and encourage interaction with others. What we need to do is pick a starting point on this map, and take that first step; never looking back in hesitation. 


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#14 iCraaazy

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Posted 29 September 2015 - 02:47 AM

Thank u guys, i liked the rose, but it is very difficult to find a pt, or someone to help with buffs, the need for a newbie is great. I cry in rose, but no one ever willing to help, I like to play alone, but this game really needs T_T help, so let's try to do my best, obg


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#15 Cortiz

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Posted 12 October 2015 - 11:33 PM

+1 to Feuer!


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