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#26 Dragonlark

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Posted 23 August 2016 - 10:22 AM

@DrakeClaw I forwarded your suggestion on, but changing the PVE bonus would effect both single target and aoe skills. I do know that the team is looking into adjustments for the changes to AOEs and how they affect dungeon and PVE playing. They are also currently investigating and working on updates to help with leveling, based on the feedback we have received since Paradigm shift went live. 

 

@Logi Ulverick is very hip with the times, we get regular updates on how the spiders are feeling about all the changes to ROSE!

 

Also, please keep your language appropriate for the forums everyone. 


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#27 DutchGamer

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Posted 23 August 2016 - 10:45 AM

Why you guys didn't create a poll or something, so you could see what the 'Real Community' wants?

If you guys think they wont see this poll, just put it everywhere, on the website, forums, facebook etc.

 

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#28 DarkSideOfMoon

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Posted 23 August 2016 - 10:54 AM

For AOE damage, it will eventually plateau, it will not dwindle down to one damage, or zero if there are too many mobs being attacked. So you will see a big difference in hitting 5 mobs compared to 20, but no difference between hitting 50 to 100. 

 

Please understand that the concerns regarding AOE damage were not just from one player, but from multiple players on the forums, in messages on Facebook and on Steam. As with any new update, we will continue gathering feedback from the community on these changes, and the ROSE team can continue to make adjustments based on this feedback.

 

As always, we appreciate all of your feedback, as it will help us continue to improve and balance ROSE.

 

Dear Dragonlark,

 

how many messages you got from players we won't know, but definitely none from PvM players.

The reason why is because in PvM, players stand together and appreciate and welcome each group members strength and abilities.

 

The whole "overpower" issues only exist in PvP, where player compare each other in direct fight.

 

Now you have to understand, that the maximum number of people who can join a PvP game is 15 per group.

While in PvM player could easily come in contact with like 10 times the number of targets.

Therefore this new AOE damage reduce affects PvM player unnecessarily hard.

 

After having tried a few PvM dungeons with my spear champ the result is about 60% less damage on high number of targets. 6-10 more AOEs were needed to kill a collected group of monster.

 

After already having nerfed the speed and the cooldowns, all for the sake of balancing the PvP part of the game, how is this going to proceed?

 

The big feeling of PvM players like me being treated like 2nd class will stay, since none of you guys think about us in the first place.


Edited by DarkSideOfMoon, 23 August 2016 - 11:13 AM.

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#29 malenkev88

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Posted 23 August 2016 - 12:21 PM

I thought I would do a little testing on my borg and see what this patch really felt like. Im just posting my findings as opinions can be a whole nother thing.

 

These numbers are from using Twin Shot (199% +430)  2348 atk power non crits. These are just rough numbers. If i hit say 5623 or 5682 i just rounded down to the nearest 100 for a 5600. I did each test of target 5 times each and this is what i got.
 
1  target  - 6100-6300
2  targets - 5600-5800
3  targets - 4000-4500
4  targets - 3400-3600
5  targets - 3100-3500
6  targets - 3000-3200
7  targets - 2800-3100
8  targets - 2700-2900
9  targets - 2600
10 targets - 2500
11 targets - 2300-2400
12 targets - 2300-2400
13 targets - 2300-2400
20 targets - 2100
 
As you can see 9 and 10 targets i couldnt seem to hit anything outside those numbers and 11,12,13 had the same values. So after 11,12,13 being the same i jumped to 20 to see if i had hit the bottom yet and i didnt.
 
Is there a cap on how much this goes down? i gave up testing after these numbers bc lets face it, if you hit more than 10 mobs its roughly a 63% dmg reduction...thats insane.

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#30 QueenElizabeth

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Posted 23 August 2016 - 12:45 PM

thank you for your effort to do the tests and show us the statistics.

 

So we all know what we are talking about...

 


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#31 RamonaFlowers

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Posted 23 August 2016 - 12:48 PM

 

I thought I would do a little testing on my borg and see what this patch really felt like. Im just posting my findings as opinions can be a whole nother thing.

 

These numbers are from using Twin Shot (199% +430)  2348 atk power non crits. These are just rough numbers. If i hit say 5623 or 5682 i just rounded down to the nearest 100 for a 5600. I did each test of target 5 times each and this is what i got.
 
1  target  - 6100-6300
2  targets - 5600-5800
3  targets - 4000-4500
4  targets - 3400-3600
5  targets - 3100-3500
6  targets - 3000-3200
7  targets - 2800-3100
8  targets - 2700-2900
9  targets - 2600
10 targets - 2500
11 targets - 2300-2400
12 targets - 2300-2400
13 targets - 2300-2400
20 targets - 2100
 
As you can see 9 and 10 targets i couldnt seem to hit anything outside those numbers and 11,12,13 had the same values. So after 11,12,13 being the same i jumped to 20 to see if i had hit the bottom yet and i didnt.
 
Is there a cap on how much this goes down? i gave up testing after these numbers bc lets face it, if you hit more than 10 mobs its roughly a 63% dmg reduction...thats insane.

 

 

Props for actually caring about the numbers which was vaguely discussed in the patch notes.


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#32 Feuer

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Posted 23 August 2016 - 01:18 PM

Best patch notes is a long time. 

 

057e5384af77d9888417b9c20704511dd80d31bd

 

 


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#33 kumpiakot

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Posted 23 August 2016 - 01:47 PM

Boost the PVM Bonus on Equips.

 

 

+1

 

current update on AOE is much better now mage ang bourgs are still A okay (pvp aspect).. the suggestion about boosting damage / offense on PVM gear is a great idea.


Edited by kumpiakot, 23 August 2016 - 01:48 PM.

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#34 DoubleRose

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Posted 23 August 2016 - 01:59 PM

The aoe change is terrible from a design standpoint. A few years back aoes got their power nerfed because they were the dominant strategy. Even when fighting a single enemy it was worthwhile to cast an aoe on someone since the spell did as much damage as a single target one. Each attack should have a decision behind it, so it didn't make sense for aoes to be the clear choice every time. After the nerf they were only worth using when fighting against many enemies. The spells had a clear role and a fair power level.

 

The point of an aoe spell is to hit as many enemies as possible, yet this change is the opposite of that. It takes away the point of aoes. Using them against one enemy is inferior to a different attack. If you use them on multiple enemies you get punished for good targeting and strategy. Your enemies have clumped up and should pay the price for that mistake, but instead they get protected by a damage falloff.

 

It also doesn't make sense from a thematic perspective. If I'm being hit by a giant hailstorm having another person standing near me wouldn't magically mean that I take less damage.


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#35 yamz

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Posted 23 August 2016 - 05:10 PM

After the Paradigm update, people rarely do play Sikuku Dungeon due to the amount of hp and time frame killing the mobs and bosses. Now with this update, COU, HOO, and SOD will get affected. Soon GAME ARENA for dungeons will be emptied and left behind.


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#36 bLackAngeL33

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Posted 23 August 2016 - 05:32 PM

All i can say. Nice Move!!! Brilliant... 23CUT%20OUT1.jpg


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#37 Feuer

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Posted 23 August 2016 - 06:23 PM

Haha ok so since I have a few minutes to put aside I'll actually give a response.

 

I wasn't being sarcastic, this is one of the best patch notes I've seen in a while because it does so much for gameplay.

Everyone is well aware of how utterly broken AoE's are [or were now], in PvP. The largest volume of classes in PvP were AoE specs. Mages, Cannon Bourges, the off Spear Champ and even sightly more rare AoE Knights. There is no denying it, because if you did you'd simply be representing an intellectually dishonest viewpoint. The damage being spread out among all targets is key to them not being over-powered. 

 

Does this affect PvE? Well of course, the largest majority of Dungeons even are just clustered packs of mobs. The natural answer to that is to clump them together and AoE them down. However, AoE's getting knocked back in damage does have a benefit. It slows down the effectiveness of mass AoEing, and potentially opening up less AoE focused classes having a role in Dungeons. You have to now ask the question: Is pulling 40 mobs and AoE cleaving them down more optimal, or is perhaps pulling 4 packs of 10 and throwing out only a few AoE's and some very potent single targets to finish them off more efficient? 

 

I personally hated the AoE meta. It restricted you to only a handful of classes, even though I was thankful that Cannons at large were finally viable and competitive, it still bothered me that classes with weapons like Guns, xBows and Wands just weren't welcome in any game mode. Now that's been fixed.

 

If you want a legitimate reason as to why damage potency SHOULD be spread out, I have an answer for that.

Magic AoE: are formed by focusing magic energy into a spell, the more targets you have, the more that magic has to be split up to hit all targets, ultimate reducing the potency of the spell on a single target instance, but the same total over all targets hit.

Physical AoE: Physical AoE's typically mean you're swinging a weapon and physically hitting more than one target. If you wanted to do this feasibly, then you would want to do what's known in baseball and swinging through the target, instead of swinging into it. This means you reduce speed and impact in order to preserve momentum. If you spent all your energy hitting the first target, you'd have almost nothing left when your swing continued onto the next target. So think of it as your character being smart while swinging.

Projectile AoE: Your weapons have a finite amount of ammunition they can pack into a barrel or haft when loading a weapon. They would then have to disperse the ammo over a larger area, decreasing the amount of mass a target gets hit with. Think about it, if you have a shot load of 5grams [your barrels maximum capacity without causing blowout] and hit a single target with it, they'd take a 5gram hit. But if you took that same 5gram limit, but then spread the mass across 5 targets, each target is now only taking a 1gram hit, ultimately causing less damage. Same can be said for arrows, instead of unloading many arrows into 1 target, you now have to rapidly change targets, resulting in less accurate shots, potentially hitting less vital areas and causing less trauma to the target.

 

But that's just triviality's.. 

 

In the long run, it opens up the option to finally choose between full AoE, balanced, or single target focus for DPS classes. All will be relatively equal in potential in a DPM comparison, and ultimately allows players to play what they want, not what the meta demands. For both PvP and PvE.

 

But I will say this, and take it as simple rhetoric. 

The strongest Skill Power output I was ever able to find was about 435% orso on a fireball with full stacks, etc etc [SP build]

The weakest AoE's are the Spear AoE's, at around 100%-120%, but if you hit even just 10 targets with that AoE, your Damage is multiplied by each target hit, turning that 100% x 10 into 1,000%. So even the very WEAKEST AoE's can very easily overpower even the very peak output of a single target skill. 

Like I said, take it as rhetoric, but once you stop thinking about the 50 seconds you lost on a run time in a Dungeon, and start thinking about the massive imbalances between AoE and single target in those modes [and PvP~] it makes more sense then you're trying to illustrate. 

 

 

Then again, I'm not surprised that we had sooo many improvements to the skills and passives for a bunch of classes that we've all been requesting and it was all 100% completely ignored because of a few seconds lost in combat and everyones over-reactions to it. Mana Barriers got a CD, we were asking for that, Spears got a bump to their dodge, we asked for it. Procs for Mastery's were adjusted, something we needed and asked for. And all that you guys can focus on is a few seconds lost on a run time, or not having a 1-2-3-4-win key rotation on AoE's. 

 

I haven't said good/great patch notes for a while, but this was a good one. 


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#38 BadtzMarveen

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Posted 23 August 2016 - 07:16 PM

I'm a knight and i'm a dungeon runner. I usually online just for DG, and do arena only around 3-4 times a week. 90% my time online are for DG or just standing in the city.

 

When paradigmatic runes came, i'm so excited because there're runes that can add aoe range. So i took one, and lvl it to lvl 70 and now my aoes have 3.11m additional range (even i dunno why, but after 70, i never succeed in refining it to 71 for more than 2 weeks - and start to make me thinnk that lvl 100 is only a myth). I'm happy because the runel helped me to do dungeons better and faster.

 

With this latest updates, i decided to take off the runes and not using it anymore - bacause more range = hit more mobs = lower damage,. So this updates actually not just so bad that makes my aoe weaker, also make my excitement of runes gone. This updates changed my runes from a good rune become a bad one. For me now there's nothing good left from paradigmatic updates since this updates took away the good function i had from runes.

 

Run CoU and found that everyone are too lazy to kill the mobs, just want to go to boss, kill them and finish the dungeon. Also, because we need longer time to kill the mobs, i need to tank and received hits longer too, which makes my equipments will be broken faster now. 

 

Run HOO and i gave up clearing the mobs. I loved to clear the mobs in there for cp before, but not anymore. Before updates, need quite long time to clear room 2 (but happy to do it because they give good amount of cp), and now better skip clearing them - just go lure, run, hit the boss and advance to the next room.

 

An updates should be something that makes everything better, not worse. We lost many active players already after paradigmatic updates, and we have potential to lose more now. Is that good ? Everytime u want to launch a new updates, pls consider it from many aspects and see how the updates will affects all areas in game.

 

Thanks and CMIIW ....


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#39 Feuer

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Posted 23 August 2016 - 07:34 PM

Perhaps offering possible Paradigmatic Materials on the trash ADS in DG's will encourage players to continue clearing them. I considering skipping the ADS to be against the idea of the Dungeon concept, which is to clear out a threat. 


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#40 rhalph

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Posted 23 August 2016 - 08:00 PM

i personally see some bourg v bourg pvp in cartel and some times i see players watch them pvp and takes some aoe dmg by just watching some even dying just to watch their pvp (funny) .and since the update, what i think is if cannon bourg want its full damage he/she must do pvp privately with his her opponent aahaha...

 

anyways i love you for this update

really!!! in aa when i try to help my team it only takes 3 to 5 sec to see my team die when clashing

especially when my team is strong yet lack of aoe (too many raiders/scouts yet strong for 1v1) and other team has like 5 bourg 1 cleric (or more) some champs, some mages..

its like AA already declared the winner .. ahahah i tell you 5 sec per clash... 

 

 

ALL RIGHTY!!!  QUESTIONS

"Do you think we will still see some bourg in aa or ingame with cannon or mages in aa? what does this make u fell?

 

 

 


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#41 BadtzMarveen

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Posted 23 August 2016 - 08:06 PM

Perhaps offering possible Paradigmatic Materials on the trash ADS in DG's will encourage players to continue clearing them. I considering skipping the ADS to be against the idea of the Dungeon concept, which is to clear out a threat. 

 

As i said, i failed for more than 2 weeks to upgrade runes from 70 to 71 (and i think i'll give up runes), and most ppl stop at lvl 50, and half populations in ROSE don't even know how to use runes. Runes are powerfull at max level, but most ppl only achieved half of them and gave up. Half refined runes are not too good - substats or gems can be better, except for aoe range and skill range which can't be obtained from other source - and  the new updates eliminated the good of these. Are u sure rune materials are attractive enough ?

 

In dungeon all u need is someone strong enough to lead the way and lure all the mobs while the other just follow behind, and u can reach the boss without any fight. Some ppl still do some clearing for cp and loots, but not too many, and with the updates, less of them still do clearing because it needs longer time to clear. Can you force them to clear ? I don't think so .... unless u change the map where the baricades will open if all mobs are cleared.

 

Dungeon is to clear the mobs, aoe should reduced when the target numbers are increase, players need to work together and do their job's role ..... all of them are correct .... theoretically - for ideal plays. These are good, but practically, that's not the way how ppl play which will makes all the theories stay as theories. Ppl now love something easy and fast now, the era where ppl stay awake in front of their PCs for days are long gone (this is why mobile games are so popular now), and now all your updates are making ppl need longer time to play ?


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#42 Feuer

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Posted 23 August 2016 - 08:16 PM

Yes, I'm confident the chance at gaining additional Paradigmatic materials is enticing enough. 

 

You're looking at it from a single perspective mind that the changes to AoE's are going to break the game. I've seen enough changes to ROSE to know first hand that it's not the case. Dungeon runners are determined and dedicated to what they do. Once some adaptations have been made, they'll be right back to where they were before. They'll manage their pulls better to optimize damage spreads, optimizing the highest tier before the next tier cuts off damage more, take some single target skills to execute stragglers, and over-all incorporate more strategy. Strategy that will eventually become second nature again after practice and multiple runs. 

 

You're also looking at only the AoE Runes. The reality is there are many more. For instance the status resistance runes, mitigation and augmentation runes and skill power runes. As you have stated, no one has pulled together a full +100 stage rune for PvE uses. Given that it was already going to be a large damage increase, this recent change and eventual adaptation will zero out, then improve once higher tiers are achieved. 

 

The core point is, this change requires you to think about the game, not just mindlessly zerg through the runs expecting to be optimized by the core systems. You now have to master those systems to become better than them. 


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#43 amfutah

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Posted 23 August 2016 - 08:46 PM

Complaining about in AOE at PVP arena. All class has their own CC "Crowd Control" will you stand in-front of a champ, mage, bourge whose spamming an AOE?. Instead of complaining their AOE why not counter it with your own CC, What's the use of elemental runes?

 

And soon after the event DG will be empty except those rush runner max class

 

 

 


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#44 Feuer

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Posted 23 August 2016 - 08:55 PM

Complaining about in AOE at PVP arena. All class has their own CC "Crowd Control" will you stand in-front of a champ, mage, bourge whose spamming an AOE?. Instead of complaining their AOE why not counter it with your own CC, What's the use of elemental runes?

 

And soon after the event DG will be empty except those rush runner max class

 

Please explain where the CC is for Spear Champions, and I mean hard CC, not a Soft-cc status down.


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#45 amfutah

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Posted 23 August 2016 - 09:16 PM

Raider have stun, sleep

Mage have stun and sleep 

Cleric have mute sleep

Dealer have sleep 

Knight have stun and taunt

And Champ can paly a role of killer of debuffer

 

 

If you stun, sleep the class that has AOE he cant use AOE right

We have knight that can stand infront of AOE

 

In pvp you need to use your CC first and FF "focus fire or focus attack" your aoe opponent, and you need a stragegy not just random attack

 

 

You cant blame this player that have high damage in AOE coz he work hard for that and he have a good build


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#46 jaxspicing

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Posted 23 August 2016 - 09:57 PM

Please explain where the CC is for Spear Champions, and I mean hard CC, not a Soft-cc status down.

so you were basically just thinking about your poor spear champy, think about the other classes !


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#47 BadtzMarveen

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Posted 23 August 2016 - 10:19 PM

Yes, I'm confident the chance at gaining additional Paradigmatic materials is enticing enough. 

 

You're looking at it from a single perspective mind that the changes to AoE's are going to break the game. I've seen enough changes to ROSE to know first hand that it's not the case. Dungeon runners are determined and dedicated to what they do. Once some adaptations have been made, they'll be right back to where they were before. They'll manage their pulls better to optimize damage spreads, optimizing the highest tier before the next tier cuts off damage more, take some single target skills to execute stragglers, and over-all incorporate more strategy. Strategy that will eventually become second nature again after practice and multiple runs. 

 

You're also looking at only the AoE Runes. The reality is there are many more. For instance the status resistance runes, mitigation and augmentation runes and skill power runes. As you have stated, no one has pulled together a full +100 stage rune for PvE uses. Given that it was already going to be a large damage increase, this recent change and eventual adaptation will zero out, then improve once higher tiers are achieved. 

 

The core point is, this change requires you to think about the game, not just mindlessly zerg through the runs expecting to be optimized by the core systems. You now have to master those systems to become better than them. 

 

I'm not saying the system will broke. The game will never broke whatever u changed it. You said paradigmatic materials is something convincing, but everytime i do HOO, my teammates will feel so disappointerd if they got dust or ore. That's the fact i saw everytime in game, not just by thinking theoretically. The updates are so good and will balance the game, but why so far i only saw 1 person that said that and the person is you Feuer ?

 

Before paradigmatic updates, ppl can rush cou in 3 mins. After updates, need 15 mins and now even longer. When events are activated, there're 6-7 teams running DG, but most of them are not maxed char which will left the DG after 2nd boss. Without event, only 2-3 teams (before updates), and dunno how many still will run after these events end. You're thinking about how system change won't broke the game, well ... that's how dev think. The system won't break whatever u do to it, coz u r the dev. Me, as a player think about benefits,  what will i gain by playing - and from those aspects, i saw the updates are bad. Running a dungeon for 40 mins, for what ? 2 Paradigmatic dust ... Aw ...

 

Dev can say many things about how good their products are - that's a common sense, but they mustn't forget the players are the buyer and they're the one that actually will judge your products are good or not. No matter how good your product's features, still players the one that will decide to play or not by judging are your products benefit them enough or not. If u said the updates are good, but the players said no, what can u do ? Resisting them and keep trying to convince them to accept that your products are so good that they must accept it and use it even they're not happy with it like what you ppl did so far? That's why i only read the forum and never commented in any post untill now and today is the first time i write in forum. Fyi, I played this game since 2003 in iROSE till they closed the server in 2005 and then in ROSE ID, and created account here in NARose on 2007 even i don't remember the email i used, but i still can login that account in game. U saw many updates ? Well, maybe i saw more than you. Don't be too proud of it.

 

I know that actually you guys are trying to make a system that will keep players to play as long as possible by nerfing them all the time so they'll spend more time in game, but don't forget that most ppl play games are for fun, and the updates can make ppl fall asleep in dg because it's too long to complete ? Doing the same things everyday, and need to spend lots of time ? Boring .... and when ppl feel bored and can't find the fun anymore, they'll leave.

 

I wrote my opinions based on my experience as a player, and u said something about 'mindlessly zerg' - an alien without mind ?  I wrote my opinions here as a feedback, and I didn't even ask you to do something. Did i ask u  to cancel ? NO! Did i ask u to change ? NO! Don't forget,  i'm your customer and i've spent real money on this. I wrote all these things now here to express how i feel about your new products, and u should take it as a customer's feedback and appreciate it, not keep arguing or insisting that the product is good and i must accept it. Not just for me, but also for all players that give their feeback here. So, pls behave and watch your languages.


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#48 yamz

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Posted 23 August 2016 - 11:02 PM

You guys made the cleric necessary in running dungeon. I just dungeon today and people just quit quit quit since we don't have a cleric. Its hard to tank the freaking mobs considering the time frame killing it.


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#49 meocutduoi

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Posted 23 August 2016 - 11:16 PM

I'm not saying the system will broke. The game will never broke whatever u changed it. You said paradigmatic materials is something convincing, but everytime i do HOO, my teammates will feel so disappointerd if they got dust or ore. That's the fact i saw everytime in game, not just by thinking theoretically. The updates are so good and will balance the game, but why so far i only saw 1 person that said that and the person is you Feuer ?

 

Before paradigmatic updates, ppl can rush cou in 3 mins. After updates, need 15 mins and now even longer. When events are activated, there're 6-7 teams running DG, but most of them are not maxed char which will left the DG after 2nd boss. Without event, only 2-3 teams (before updates), and dunno how many still will run after these events end. You're thinking about how system change won't broke the game, well ... that's how dev think. The system won't break whatever u do to it, coz u r the dev. Me, as a player think about benefits,  what will i gain by playing - and from those aspects, i saw the updates are bad. Running a dungeon for 40 mins, for what ? 2 Paradigmatic dust ... Aw ...

 

Dev can say many things about how good their products are - that's a common sense, but they mustn't forget the players are the buyer and they're the one that actually will judge your products are good or not. No matter how good your product's features, still players the one that will decide to play or not by judging are your products benefit them enough or not. If u said the updates are good, but the players said no, what can u do ? Resisting them and keep trying to convince them to accept that your products are so good that they must accept it and use it even they're not happy with it like what you ppl did so far? That's why i only read the forum and never commented in any post untill now and today is the first time i write in forum. Fyi, I played this game since 2003 in iROSE till they closed the server in 2005 and then in ROSE ID, and created account here in NARose on 2007 even i don't remember the email i used, but i still can login that account in game. U saw many updates ? Well, maybe i saw more than you. Don't be too proud of it.

 

I know that actually you guys are trying to make a system that will keep players to play as long as possible by nerfing them all the time so they'll spend more time in game, but don't forget that most ppl play games are for fun, and the updates can make ppl fall asleep in dg because it's too long to complete ? Doing the same things everyday, and need to spend lots of time ? Boring .... and when ppl feel bored and can't find the fun anymore, they'll leave.

 

I wrote my opinions based on my experience as a player, and u said something about 'mindlessly zerg' - an alien without mind ?  I wrote my opinions here as a feedback, and I didn't even ask you to do something. Did i ask u  to cancel ? NO! Did i ask u to change ? NO! Don't forget,  i'm your customer and i've spent real money on this. I wrote all these things now here to express how i feel about your new products, and u should take it as a customer's feedback and appreciate it, not keep arguing or insisting that the product is good and i must accept it. Not just for me, but also for all players that give their feeback here. So, pls behave and watch your languages.

 

Totally agree with you & with Ljiona, Nura. I'm just a normal player (like most of my friends), not a ROSE guru like Feuer. We just play for fun, and now we feel disappointed with this new update. Why cant we give our feedback here? Why we must accept it? This is a big update, but they even didnt let us test it before apply to live server (and i dont know if they tested it or not). We know that devs are working hard, but how can this game attract new players and keep its old players with this kind of update?


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#50 Feuer

Feuer

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Posted 23 August 2016 - 11:39 PM

The updates are so good and will balance the game, but why so far i only saw 1 person that said that and the person is you Feuer ?

 

Because I've been around long enough to know the difference between a game damaging patch, and a core feature swap-up. I know how this will pan out, and I don't over-react within the first 2 days of a patch and come onto these forums throwing a tantrum from pure speculation alone. Do I draw on my knowledge of the game to make hypotheses based on new features? Absolutely. Do I take into account how similar changes in the past altered the game? Sure. But I don't just make random assertions and throw a fit. Give it time, play with it, experiment. You were all given free resets for what, the second or third time in the last month? Use them. Explore the changes, see how you can bend it to make it work.

 

Also, it seems you're not familiar with the term 'zerg', technically it is an alien race from starcraft yes but it's used to describe a front assault carried out by nothing but minions orientated on overwhelming an opponent through force and nothing more [no use of tactical placement, approach etc].  First time I've ever explained that, but I guess there is indeed a first for everything. 

 

If you really think I'm being bias towards the staffs favor, then you haven't been around for the many times I've gotten into confrontations with them, sometimes resulting in suspensions. I do not lean to any side of favor, I do what I do and I do it well. 

 

And don't word police me, I will post however I want to. I'm responsible for what I say, not for what you interpret it to be. 


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