People always like to ignore the truth, but the truth is always there.
"Can't afford to spend money? Then prepare to own by cash player. Don't want? Then sell your PC and go watch TV. No TV? Go library read story book"
If your boss never pay you, I'm 100% confirm you won't work for them. If players never spend money, I'm 100% confirm warp portal won't run a game server for you. If we spent cash for a game but still no priority, I'm 100% confirm we won't spend a cent on it.
Spend money if your time worth more than money, then you don't need to farm. Learn to farm if your time worth for nothing, then only you can make money. Medallion, magical jewel, dead shot jewel, gem box, epic weapon etc give you a lot of money. Why you still complain no money.. I wonder...
My god lmao. You really are missing my point. You see no one would complain about making money or anything if the DEV's did not nerf the drop rates in the first place. Don't you see what's going on here? Do you even know the reason why the DEV's nerfed the drop/experience rates? Let me go off on a tangent first to elaborate on the DEV's reason behind all this, before I respond to your ignorance.
Developer's Notes about v.328 -3/5/2011-
"We spent a great amount of time reviewing the rate of how the game play for ROSE was being experienced and through all that research we found that a large portion of the content within ROSE is being rushed or sped through at alarming rates we were anticipating. From a designing point of view, moving through the game¡?s content at such a high rate does two things. It for one, in a way, cheats the player out of being able to enjoy this beautiful world we spent the time to create and two, makes us have to rush out content just to try and keep up with the rate it is being exhausted. The rate of exhaustion hit a point where we could no longer keep up with it and causes game play to feel like nothing new is happening and becomes stale and less enjoyable.
Monster Experience was reduced because that is ultimately one of the major deciding factors behind how fast a player is able to progress through levels and game play. The initial amount of experience that was cut was immediately unappreciated, which we were expecting because we knew it was a pretty nasty cut. But as explained in a further topic, we have the intention of replacing much of that loss to the immediate gain from monsters and putting it in to questing. Unfortunately we found ourselves unable to provide that content in time to meet the release of the change. The reason why we went ahead with the implementation before that content was ready to be available was because in the grader scheme of things, content is still being exhausted too quickly and for the greater good of the long term life of ROSE, slowing that down now would be better for the future of ROSE.
I just love that last part. They totally contradict the literal meaning of what R.O.S.E even stands for.
Over the course of the year, we noticed that many items that were intended to be amongst the rare, such as blue items, were being obtained at a much higher rate than we would have liked to see. The rates blue equipment was dropping at caused them to be less special, to the point they were almost normal. The idea of rare was lost.
To address this, we took a wider look at how items were obtained, their use and effect to game play and what kind of ideal design structure we felt could let players enjoy casual play, but still reward those who wished to hunt for the best or parties who take on larger challenges.
The goal for the drop system was to make items that were seen as higher desired or game impacting, to be rarer than the less impacted or desired items. There was also the consideration for new players who may want to partake in some of these aspects of game play but were not yet able to because most of these items were only obtainable in higher level areas. Also, something that was kept in consideration behind it was a hated concept of the rich get richer while the poor get poorer, or in our case, the strong get richer and the richer get stronger. With how the ability to farm and gain items was, it left little room for new players to be able to enter in to the game and become part of the economy." (Source: http://www.playroseo...x?id=661&page=2)
As you can see it is sad that the DEV's really don't see this game in the community's perspective. Honestly speaking, if drop rates weren't nerfed, I bet there would be:
-Less hacking
-Less duping
-Less QQing
+More fun
+Bigger community
+Fair to everyone
It's because the DEV's "felt" this was the way to go. That causes all these frustrations. I can understand their way of thinking, because it is after all up to them to make the final changes, HOWEVER all these changes should have been done during ROSE BETA. Loosing players while changing the game at its prime was inevitable.
The DEV's have stated that it was exhausting to keep up with the face paced game, but they definitely just asked for more frustration in nerfing all of this. If some thing's were just left untouched the game would have been still fun to play.
In Summary:
1. The DEV's nerf the drop/experience rates
2. Implement Premium
Result:
-Spend more money to make up for the loss rates
-Economy gets hit hard due to being run by IM sellers and less actual farmers
-Harder for new players to catch up
-Quit
Have you ever talked to a new player that just started playing this game? I come across new players almost all the time because they've played long time ago and thought it was a fun idea to play again, however now realizing how impossible it is to even survive in this game.
These proposals are crucial and critical to save what's left of the game. And if you can't support any of this. Make your own damn proposal instead of flaming others. Because we care about this damn game.