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It was not discussed it Pegasus. Leveling for newbies is harder now.


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#26 Buffiies

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Posted 10 December 2016 - 04:42 AM

[1] Increase the experience rate exponentially, allowing players to progress to end game within a matter of a few days [even while solo]*

 

A very good comment overall. But this part made me curious!

 

Why so? 


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#27 Cortiz

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Posted 10 December 2016 - 07:07 AM

Because atleast 70-80% of the player base joining for the first time will leave once they see how long it takes to level solo.

 

(Without all the XP medals/premium/costume etc)


Edited by Cortiz, 10 December 2016 - 07:08 AM.

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#28 Feuer

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Posted 10 December 2016 - 10:37 AM

A very good comment overall. But this part made me curious!

 

Why so? 

 

Think about the supported content we have.

 

Levels 1- 200 have no active dungeons, no quests rewards viable at end game, no supported pvp, the rune system was very poorly optimized for you to get early game and start progressing while at this level range etc.

 

Levels 200-230 you now have Dungeons, Arenas, Quest rewards that are viable, Rune and Elemental support, as well as a very long and time consuming gearing process [as well as the related materials]. You have hundreds of hours of progress to make once you get to that level range.

 

So having it take 100-200+ hours to get to 200 to finally hit any type of truly supported game content is where the game is crippling itself. We have PLENTY of reason to play the game once 200+ for new players, but literally no reason to stick around or incentive to do so before. The maps are vast and empty, engagement is very very low, and over-all those factor together to make the game boring and feel dead to newcomers. 

Thrusting players to 200+ in roughly 2-5 days [give or take whatever you want] allows enough time for players to not only gain a decent understanding of game mechanics, but also allows them to get a feeling of the support content faster and encourage them to stay. 

 

Not only would it allow the above, but it would in turn allow the DEVs to focus on the new content to be optimized and supported for end game longevity by not needing to consider the ramifications on low level game play. [like buffs etc]. 

Over-all it would promote a healthier experience and a more enjoyable grind to supported content where the actual grind starts. Things like Getting gear sets, refining, rune empowerment, elemental farming, zulie harvesting for costumes etc. 


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#29 turnermanxi

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Posted 13 December 2016 - 05:57 PM

Sounds like Rose just needs a DLC lol.  That is the direction of how (successful) games are getting new content.  They push end game longevity and just made the beginning of games easier to get pass because they are kinda just for the story and nothing else.  If you want new players to stay, they have to be able to catch up to the same activities as the higher levels.  


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#30 Feuer

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Posted 13 December 2016 - 09:24 PM

You know, I would pay 15$'s for a set of 5 new dungeons on a DLC. [Only DLC holders can qeue for them] 

I seriously would. [If I had any chars left that did dungeons regularly]

 

But I mean if they need money, I have a ton of ways for them to make money, while simultaneously NOT screwing the consumers over. But they never ask for those types of ideas. 


Edited by Feuer, 13 December 2016 - 09:28 PM.

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#31 ZeemScout

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Posted 13 December 2016 - 09:38 PM

seriously,i thought changed GM then the game will going better but now...


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#32 Feuer

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Posted 13 December 2016 - 10:07 PM

Ok well first of all, they're not GM's to begin with, they're Developers [DEVs], secondly, they didn't 'change' DEV's, they simply lost one. 

Not only that, but there are people above the DEV's who can tell them to do something they don't necessarily agree with and if they refuse, the high-ups will fire them for insubordination. It's not ALWAYS up to the DEV, but they do hold the majority of the decision making power. 

 

For example, if I were to make a full set of weapons for the lucky spin one month. Due to the 'higher-ups' mandate, they maximum I could be reimbursed is 1,000IM [10$'s]. 

Typically, if you win the monthly design slot, you are given, wait for it, 1,000 IM [and a free copy with the option to have your name on it]. Those monthly design contests btw, are merely 2d art submissions [vast majority of the time].

So, even if I make concept art for each weapon + offhand [15 in total], then model it all and texture it [I normally throw in conversion for free to the native file format used for ROSE], essentially doing 45x's the work, I would get 10$'s just the same as if I'd simply drawn the image and submitted it.  [That's also why I simply refuse to do anything of the sort anymore]. 

 

Now, I know from conversations that if it WERE up to Genesis/Lark, I'd get a much better reimbursement deal, but it's not up to them. The CEO's mandated a cap on the monthly amount of IM allowed to be distributed in a month, and a maximum to each person, because they're scared that if too much is given out, it will hurt the monthly figures. 

 

Now that's just an itty bitty teeny tiny example in the vast scope of meddling the CEO's orders end up effecting. There's more but it's too much to bother listing. 

 

Point is, unless the community actually convinces not only the DEV's to make a change, but the CEO's and higher-ups as well, then nothing will truly progress. Not in the manner that it needs to. We might keep getting new costumes n junk, a few changes here n there, but it won't be a new direction. 


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#33 turnermanxi

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Posted 14 December 2016 - 01:55 PM

I've always wanted to know who the higher ups were.  It's obvious that the DEV do not have much power or say so in how the server works.  It's a completely forgotten about game with too much potential to be amazing.  All the potential this game has, has been discussed countless of times so i'm not going to go into anymore detail on that.

 

As for me, I would be happy to spend $10-$15 for a new DLC with new dungeons and I would even go as far as to paying $30 for a new planet and more levels.  DLC's have been shaping the industry for quite sometime now, which is why you don't see many new games being released from huge companies but just more content for older games that people are obsessed with.  In order for this to happen, the people of the server have to start making changes on their own or have a better relationship with the developers.  Getting to higher ups is not as difficult as it may seem.  But eh, I alone could not and would not try to make any infrastructures to help since the PR plan I gave was completely ignored and not considered and was simple 'moved' to the suggestion section of the forums lol.  


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#34 Hellowarz

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Posted 19 December 2016 - 03:37 PM

Think about the supported content we have.

 

Levels 1- 200 have no active dungeons, no quests rewards viable at end game, no supported pvp, the rune system was very poorly optimized for you to get early game and start progressing while at this level range etc.

 

Levels 200-230 you now have Dungeons, Arenas, Quest rewards that are viable, Rune and Elemental support, as well as a very long and time consuming gearing process [as well as the related materials]. You have hundreds of hours of progress to make once you get to that level range.

 

So having it take 100-200+ hours to get to 200 to finally hit any type of truly supported game content is where the game is crippling itself. We have PLENTY of reason to play the game once 200+ for new players, but literally no reason to stick around or incentive to do so before. The maps are vast and empty, engagement is very very low, and over-all those factor together to make the game boring and feel dead to newcomers. 

Thrusting players to 200+ in roughly 2-5 days [give or take whatever you want] allows enough time for players to not only gain a decent understanding of game mechanics, but also allows them to get a feeling of the support content faster and encourage them to stay. 

 

Not only would it allow the above, but it would in turn allow the DEVs to focus on the new content to be optimized and supported for end game longevity by not needing to consider the ramifications on low level game play. [like buffs etc]. 

Over-all it would promote a healthier experience and a more enjoyable grind to supported content where the actual grind starts. Things like Getting gear sets, refining, rune empowerment, elemental farming, zulie harvesting for costumes etc. 

 

100% agree. Another option is more "cute" items that need to be grinded by lower lvls ( thus max players go back and could be groups/buffs/help for new players) which would use the content we already have more. These ideas are not mutually exclusive.


Edited by Hellowarz, 19 December 2016 - 03:38 PM.

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