RO2 Beta
#1576
Posted 30 December 2011 - 09:50 PM
#1577
Posted 30 December 2011 - 09:59 PM
I have a better question...how on earth did u get that thing in full english o.o thought only the game itself is affected by the english patch. (exe) not the patcher O_O
More than one person can play the translation game.
#1578
Posted 30 December 2011 - 10:03 PM
#1579
Posted 30 December 2011 - 10:08 PM
Edit wouldnt it be nice if they used knight concept art armor (RO) and give u a 3D version of that outfit for the 2nd class jb change in RO2 and for all the other classes respectivly?
Edited by Digimonic, 30 December 2011 - 10:15 PM.
#1580
Posted 30 December 2011 - 10:24 PM
Edited by joanne, 30 December 2011 - 10:25 PM.
#1581
Posted 30 December 2011 - 10:36 PM
#1582
Posted 30 December 2011 - 10:48 PM
#1583
Posted 30 December 2011 - 10:52 PM
Edited by joanne, 30 December 2011 - 10:53 PM.
#1584
Posted 30 December 2011 - 10:55 PM
#1585
Posted 30 December 2011 - 11:02 PM
that makes me want to be a ranger more. And thats originally what was gunna be my main.the ranger skills in ro2 was ...scary o.o i saw someone doing backflips and shooting like 3464635746 arrows into the ground and kill that poor monster. Death by arrow rape. oh yea didnt they use that same tatic in dragon nest? the flip in the air and shooting arrows at people like that? (the skill i mentioned seemed like a bow version of arrow vvulcan LOLOLOL) i dont have a name for it but it has alot of scribbles. >.> and i didnt take the time to decode it. i was too obsessed over decoding the guardian quest.
#1586
Posted 30 December 2011 - 11:34 PM
#1587
Posted 31 December 2011 - 12:14 AM
First of all, great game, incredibly detailed especially for a beta. It does a very good job of emmersing you back into Ragnarok universe. Great graphics mixed with a signature art style. The game already has a number of great features that a lot of already finished games miss, such as the unique profession and costume system and the ability to switch between costumes, as well as the abundance of skills at an early level. By the time I was level 8 I was already getting used to a very fun to use rotation for both healing and damage.
Besides the obvious polishing and bug fixes the game needs, there are a few things things I think need changing, and of course these are purely opinion.
The majority of what I find needs changing is small things that are restricting the player from doing other actions they were already doing. Specifically I am referring to (and there may be other cases) certain instant cast spells, such as the Acolytes Heal over time spell, stop the player from moving while you are casting it. The cast animation on the spell is long enough that it may as well have a cast bar, so I was thinking that having the ability to move while casting these instant casts would be essential, say for moving away from dangerous spells. Other spells such as Highness Heal do not allow the player to jump while you are casting, which may seem small, but for someone like me, I get a lot of enjoyment from staying mobile while playing, even if I don't realise that I am doing it. Along these lines, I think players should have the ability to jump when they are in water, the camera gets grounded to the water level making it hard to figure out where you are when you first enter water. Players should also be able to change gear if they are in their professional costume as well. Also, and this may be because I wasn't able to find the feature (mostly because I got stuck behind the language barrier), I think that there needs to be more space for skills, as well as some key bindings for the skills or something similar to the Battle mode system in RO. I believe the mount speed needs to be tweaked as well, the first level of mounts almost doesn't seem like a speed increase, and I found myself not using it to go between quest givers, only when I was leaving the questing area.
On a slightly different note, A problem I found with the game was that there were restrictions to certain gears and stats that you are able to use based on class, which I thought made the game a little less like RO in that fashion. Personally I found that the ability to experiment with gears, as well as the ability to role play with certain head gears in the game really added to the fun of RO, so I feel that the same sort of options should be available in RO2. In summary, I think classes should be able to put up all stats, and I think certain (not all) class restrictions should be removed on items, just to leave a bit of room for players to move out of a cookie cutter build.
Some more specific ideas:
I think the cool down on Increase Agility for Acolytes should be reduced, at what it was currently at, I never really found a use for it besides running to gather items faster or to exit a dungeon faster. I really like the way increase agility works and I like how different it is from Ragnarok's Increase Agility, I just felt the cooldown was a bit to high to be useful at the levels you are able to learn it at. I also think that the hit boxes (area that you can click on a target) around players and NPCs should be increased, I found switching between party members to heal and enemies to attack was difficult at times; even though there are alternative methods to targeting things, oftentimes I can see a problem that is going to happen in front of me and don't have the ability to check the name of the team mate I will have to heal, etc. I also think that there were a number of quests that simply required you to run between 2 distant NPCs over and over again that I think need to be altered to have the player do less running around between points they have already explored.
I have beta tested quite a few games, and to be honest this is one of the more polished games I have ever seen in beta phase. I can't wait to see the finished product. Cheers.
-Atticus
#1588
Posted 31 December 2011 - 12:38 AM
1. Tank and spank: Umm of course the battles are un engaging...you an Acolyte o.O what are you doing fighting in the first place?!? (I guess going as Monk if your trying to fight ;p but if its due to not finding a party or the last one was incompetant so leaveing is understandable...I can't count how many times I left and let em die >.> sorta their fault for not listening.~
I outlined in my analysis how they could make combat more engaging. I referenced specifically the mage class, however it could all easily be applied to all classes.
We need reactive spells and abilities that are off the GCD. Reference back to my post for an explanation. I think that would make combat thoroughly enjoyable, and challenging. And it would open up more opportunities for people to build their chars how they want if they chose certain reactive spells over others.
I have beta tested quite a few games, and to be honest this is one of the more polished games I have ever seen in beta phase. I can't wait to see the finished product. Cheers.
That same exact thought crossed my mind too. It had its flaws, but overall for a closed beta it was pretty darned good. I can't imagine they'd be more than a couple months away from final release.
Edited by Tkwan, 31 December 2011 - 12:44 AM.
#1589
Posted 31 December 2011 - 02:02 AM
for example: what the hell would a theif (mele) do with a 2h sword? Not only he/she wouldnt be able to their class skills with that sort of weapon the 2h stuff dont have crit bounuses like the daggers do. For the gear and armor, well maybe but the armors in 3D mmos usually represent their class. So a swordsman would look like a mage, not only it wont have the suffient /decent def but it would just be awkward. :[ the hats idk if they even look all that great to have a concern for it :[ besides im always in my profession outfit because the theif clothes after level 7 look weird ==;; and they dont wear pants, like ever o.o some kapri lookin stuff >.>. So the gear stuff isnt much of a big deal and the restrictions should just be as is. (if ypu played luna all gears and weapons have no restriction except race and level req. You can pretty much wear anything in general like infantryman wear archer gears. can use em just as effectivly if not better than the archers but o.o they cant use skills with those weapons and the armor will prolly get them killed in a real fight/pvp.) So in the long run you will end up wearing ur class approiate stuff more often reguardless and maybe wear different class gear in towns and such. I the "old ro headgears" are costume hats. like bunny band and puppy/cat ears ect ect are counted as accessories/costume so it will be fine to wear those with no restructions but they cost like 10 zenny aka 10,000. >.>;; I noticed the speed of the mounts. The first one is meh and better off waiting 5 more levels to get the 2nd mount saves money if ur broker than dirt too. but i bought both cause i had like 40 zenny o.O but it does move you around abit better, slightly, but better than walking and BECAUSE its a mount it feels like it too lol. Jumping while swiming breaks the flow of gravity. Maybe we should like go down abit. swim up abit pick some speed and BOOOSH FLY OUT THE WATER ALL SHINY LIKE FREE WILLY THE MOVIE thn again i have played a few consol games that let you double jump out of water so.. i guess it would be nice. espically in alberta...you fall out of that water either swim COMPLETELY AROUND or never get out D: I dont think Bwings and other items work in water either *idk cause I wasn't dumb enough to get into that kind of situation o.o. I saw it on youtube and it was just...omg lol.*facepalm* Yes Jumping out of waster would be loads helpful. I was able to change gear in my prfessional costume. o.o just not the hat and maybe rare shirts that are char bound once equiped and you can change them at will. But if you cant change gear in profession costume then that should definitly be looked at cause changing out. change outfits, change back in can be abit tedius... but you shouldnt need to change gear that often in te first place o.O unless your leveling at a unnatural weight. Not like we have a element system so you dont have to switch gear on the spot. no race resist stuff either so all the more reason but for the sake of conveince i may agree to that...i think o.o its ok to save time by kicking out the medium. so sure. 2 more things before i close this up. Oh yea moveing while casting. >.> cant do it on ro so it shouldnt be such a big issue on ro2 in other games actually ALOT of them you cant move while casting something unless its some kind of fighting/ 3rd person shooter. why would anyone jump while casting anyways o.o it doesnt affect the battle aka u cant dodge by littlerally dodging >.> its not kingdom hearts. I seriously ran like 20-30 meters /miles away from a monster and it was using the force (yes from star wars) to atk me. could be a bug but anyways yjr [point is that it was able to hit me though im crazy far from it. so i dont think jumping will do much and staying stationary while casting is more idk archane, realistic maybe? think of the cast bar as a spell or a chant >.> and it takes concentration to prepare for it. same as the cool down for that full blast skill for gunslinger >.> takes time to pick up a big gun, reload it and chug it *krk krk* sorta like that. putting stuff like it in anime form sorta makes it more sensible and interesting *imagine a ro ova of monk vs assassin, bet that would be epic o.o lots of speed and ninja flippin, running on walls, grabbing the enemy and slamming them into a brick wall lolz. my page hasnt upated cause I spent so much time typing this. prolly like 4-6 new posts by now. I'll just wrap it up. ~_~ till my next run. I bet my O button will break off my keyboard eventually.
#1590
Posted 31 December 2011 - 02:56 AM
#1591
Posted 31 December 2011 - 05:01 AM
Thief and Assassin doesn't look like either...
At level 50 the premade Assassin outfit was kind of ok, looked more like an Sin-X in RO1 concept art, but the Thief? It looked like a Swordman all the way, up to level 30 (wasn't really getting higher at this point).
Some pictures of the Beta from me and a friend
Ranger View
Assa View
Edited by Schmierig, 31 December 2011 - 05:13 AM.
#1592
Posted 31 December 2011 - 10:32 AM
Edited by Digimonic, 31 December 2011 - 10:42 AM.
#1593
Posted 31 December 2011 - 10:47 AM
#1594
Posted 31 December 2011 - 11:15 AM
Edit: I would like to see some Level 50 monk clothes also please <3
Edited by Digimonic, 31 December 2011 - 11:16 AM.
#1595
Posted 31 December 2011 - 12:14 PM
#1596
Posted 31 December 2011 - 12:32 PM
Would be great if I could still play the beta 8(
Sounds like they're not doing too bad a job then
#1597
Posted 31 December 2011 - 12:58 PM
#1598
Posted 31 December 2011 - 01:02 PM
I haven't seen a screenshot or anything of Katars used in battle. I would really like to see 3D katars T_T im very curious on how people properly use thos things in real life and 3D models. would be a great demonstration on how to weild them properly, fight, and wave em around. Without getting your arm chopped off of course.
Edit: I would like to see some Level 50 monk clothes also please <3
Katars are called "punch knives" for a reason, you can punch or slash with then, but I believe it would be more effective as a piercing/punching moves. This because slashing weapons need weight/lenght to have effective cutting power, like longsword and their armor cutting counterpart, the two-handed sword. Also katana are wielded two-handed because they lack proper weight to cut with only one hand. On the other hand, piercing weapons dont need weight to pierce armor. Also notice katar have a kind of handle presumably to be attached to the arm of the wielder, however I doubt it will add any real advantage.
#1599
Posted 31 December 2011 - 01:07 PM
Katars are called "punch knives" for a reason, you can punch or slash with then, but I believe it would be more effective as a piercing/punching moves. This because slashing weapons need weight/lenght to have effective cutting power, like longsword and their armor cutting counterpart, the two-handed sword. Also katana are wielded two-handed because they lack proper weight to cut with only one hand. On the other hand, piercing weapons dont need weight to pierce armor. Also notice katar have a kind of handle presumably to be attached to the arm of the wielder, however I doubt it will add any real advantage.
The part that attaches to the arm helps stabilize the blade when stabbing an opponent. Without the attachment, it would be easy for the handle to turn in your hand and be more easily deflected by the enemy (especially if trying to pierce armor).
#1600
Posted 31 December 2011 - 01:49 PM
As you are mentioning the armors.
Thief and Assassin doesn't look like either...
At level 50 the premade Assassin outfit was kind of ok, looked more like an Sin-X in RO1 concept art, but the Thief? It looked like a Swordman all the way, up to level 30 (wasn't really getting higher at this point).
Some pictures of the Beta from me and a friend
Ranger View
Assa View
nice screenshots @m@
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