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Rewamp the leveling of ROSE


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#1 PickUp

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Posted 21 September 2010 - 10:05 AM

Currently 95% of the maps in ROSE are barely, or not used at all. So much amazing stuff goes into wastage due to that.

One of the reasons is that people can just steamroll 60+ levels in Desert of the Dead without ever having to visit any other map. They are getting insane amount of experience for killing GRAY mobs which is unnatural.

The second reason for Luna and Eldeon are being completely empty is
a) New people who reach level 40 cannot complete the Luna quest which asks them to kill level 70 monsters, so a beautiful zone such as Mt. Eruca goes completely into wastage, we might as well throw it to trash.

b( Most areas in Luna and Eldeon have very few monsters and those few monsters are usually very far from each other which is not ideal for today's "Raar me AoE me smash ideology".

c) We got Oblivion Temple or Desert of Dead which pretty much covers a very large part of Luna's and Eldeon's level ranges and after that it's only MC then Orlo. (or in most cases only MC, because it still gives better exp than anything else on Orlo even if the mobs are still gray)

d) Most maps on Luna and Eldeon have only ONE respawn point which makes dying an insane punishment.



Solution

Many things can be done in order to repopulate the empty areas of ROSE.

The very first step would be to make the mobs give less exp after being "yellow".
  • Yellow - Gives the ideal amount of experience
  • Green - Little worse exp than yellow
  • Blue - Little less exp than green
  • Gray - Bad exp.

This one thing in itself removes the "need" to stay in DoD for 60+ levels.


The next thing would be to rewamp most spawns in Luna and Eldeon to be much better than they are now.
  • Bring the mobs a bit closer to each other.
  • Create more "Krawfy King spot" areas.
  • Add respawn points to some of the "best spots"



The most extreme idea is however this:
Rewamp every single zone in the game by making Junon, Luna and Eldeon have about the same level ranges with Luna joining in at 40 and Eldeon at level 90.

There should also be NPC's that inform the player about what is the ideal zone for them and etc...

1-40 - Junon (Learning how to do stuff etc..)

at level 40 the player can complete the Luna quest.
at level 90 there should be an Eldeon quest. (I always thought it was silly to let level 120 players there but the mobs around Xita are level 140'ish. With a rewamp that could be fixed)

(Keep in mind that all of these areas are huge enough to hold monsters of many different levels.)
40-60
Junon: Forest of Wisdom
Luna: Outside of Eucar
Eldeon: -

60-90
Junon: Kenji Beach
Luna: Mt. Eruca
Eldeon: -

90-110
Junon: Gorge of Silence
Luna: Freezing Plateau
Eldeon: Outside of Xita

110-130
Junon: Goblin Cave B1
Luna: Crystal Snowfields
Eldeon: Shady Jungle

130-150
Junon: Goblin Cave B2
Luna: Arumic Valley
Eldeon: Forest of Wandering

150-170
Junon: Goblin Cave B3
Luna: Mana Snowfields
Eldeon: Marsh of Ghosts

170-190
Junon: Oblivion Temple
Luna: Forgotten Temple B1 (turn B1 back into a non-pvp zone)
Eldeon: Sikuku Underground Prison

190-215 (soon 220)
Junon: Desert of the Dead (PvP)
Luna: Forgotten Temple B2 (PvP)
Eldeon: Sikuku Ruins (PvP)
Orlo: The Golden Ring/Wastelands (non-PvP)


This pretty much covers all maps of the World of ROSE.

Each level range would be built up like this:
Each zone would have monsters of various levels. Low level for those who just enter the level range, mid level mobs for those who are in the middle of the level range, and higher for those who are about to leave the level range.

I'll take the level 60-90 level range as an example:
Junon - Kenji beach
Low level monsters: 60-70'ish: Doonga of various kind and a Boss spawn.
Mid level monsters: 70-80'ish: Krawfy of various kind and a Boss spawn.
High level monster: 80-90'ish: Kaiman of various kind and a Boss spawn.

Luna - Mt. Eruca
Low level monsters: 60-70'ish: Reindeer of various kind and a Boss spawn.
Mid level monsters: 70-80'ish: Wolf thingies of various kind and a Boss spawn.
High level monster: 80-90'ish: Bebeg of various kind and a Boss spawn.


With this suggestion every single map would be used. I understand that rewamping every zone takes a little of more time from the developer's life, but think about all the teleport tickets you could sell with this! :)



Guide NPC's
Create "Guide" NPC's in each of the cities. The very first quest a visitor should have to complete is to talk to this guide in Adv. Plains.

These guides serve no other purpose than telling you where to go to train and other stuff which he would like to know.

These guides would have the following options to choose from:

  • Where should I train to become stronger?
  • Tell me about refining!
  • Tell me about item appraisal!
  • Tell me about drills and gems!
  • Tell me about carts & castle gears!
  • Tell me about the planets!

Many of these things are not explained at all in game...

As example for option 1:
A level 69 dude asks the NPC about this option.

The NPC politely tells him that he can either go to Kenji Beach on the planet of Junon and Mt. Eruca on the planet of Luna.

Edited by PickUp, 21 September 2010 - 12:18 PM.

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#2 DarkGero

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Posted 21 September 2010 - 12:02 PM

+1 also tuning the drops could be another way to repopulate areas increase the drop rates of the more sought after items to draw people that are looking to level as well as make some cash to a particular map.

to use your example

Junon - Kenji beach for these three areas have some rare drops but mostly weapons armor foods and etc so players can level with a bit of ease but without a massive reward
Low level monsters: 60-70'ish: Doonga of various kind and a Boss spawn.
Mid level monsters: 70-80'ish: Krawfy of various kind and a Boss spawn.
High level monster: 80-90'ish: Kaiman of various kind and a Boss spawn.

Luna - Mt. Eruca for these increase the drop rates in these areas for things like drills catalysts chemicals but have them also drop stuff like weapons and armors and the like but make these mobs harder to kill than those in the junon areas.
Low level monsters: 60-70'ish: Reindeer of various kind and a Boss spawn.
Mid level monsters: 70-80'ish: Wolf thingies of various kind and a Boss spawn.
High level monster: 80-90'ish: Bebeg of various kind and a Boss spawn.

this gives players a choice to travel the easier level and straight grind or to go the harder but more rewarding leveling path. or a mix of the two.
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#3 NoClericHere

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Posted 21 September 2010 - 07:03 PM

+1 also tuning the drops could be another way to repopulate areas increase the drop rates of the more sought after items to draw people that are looking to level as well as make some cash to a particular map.

to use your example

Junon - Kenji beach for these three areas have some rare drops but mostly weapons armor foods and etc so players can level with a bit of ease but without a massive reward
Low level monsters: 60-70'ish: Doonga of various kind and a Boss spawn.
Mid level monsters: 70-80'ish: Krawfy of various kind and a Boss spawn.
High level monster: 80-90'ish: Kaiman of various kind and a Boss spawn.

Luna - Mt. Eruca for these increase the drop rates in these areas for things like drills catalysts chemicals but have them also drop stuff like weapons and armors and the like but make these mobs harder to kill than those in the junon areas.
Low level monsters: 60-70'ish: Reindeer of various kind and a Boss spawn.
Mid level monsters: 70-80'ish: Wolf thingies of various kind and a Boss spawn.
High level monster: 80-90'ish: Bebeg of various kind and a Boss spawn.

this gives players a choice to travel the easier level and straight grind or to go the harder but more rewarding leveling path. or a mix of the two.


so your pretty much saying that all the experienced players with the lvl 215 cleric's and millions to spend on good gear can go to the locations with better drops while the first timers are stuck farming for crappy drops..... ?
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#4 NoClericHere

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Posted 21 September 2010 - 07:10 PM

Why not just keep the drop rates the same because it's really easy to get money now as it is and just have weapons and armors available at certain locations and maybe the developers can make some new monsters specific to a certain type of weapon and clothing or change the look of existing monsters. example - have a katar wielding monster that drops katar weapons (lvl of weapon would depend on the lvl of the monster) and the same with armor ( im not saying dress an aqua scout in all cricket gear and give it an Ork Bow Posted Image , just make it wield some sort of a bow to tell players this is what the monster drops and in this example the aqua scout would be fine because it's wielding a bow). Also the type of weapon the monster is wielding would give away what armor is dropped for soldier, muse, hawker & dealer. This would make it easier for new players to get weapons and armor. If the monsters were mixed together in groups then it would provide a useful setting for all classes and make for interesting parties. Posted Image For those people looking for a certain type of weapon or armor there could be places that have a majority of certain classes (have an area of katar, bow and dual weapon wielding monsters)


and for those of you not interested in the armor and weapons just pick up the pricey items and get to the max lvl so you can farm for the big bucks Posted Image


p.s. i know i left out a lot of detail (where the mobs might be located, getting legendary armours/weapons, mixing the monster classes together) but its 2am and i have work tomorrow Posted Image

sorry its so long but i could have made it much longer Posted Image

Edited by NoClericHere, 21 September 2010 - 07:12 PM.

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#5 Blitzkrieg

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Posted 21 September 2010 - 09:13 PM

+10000000000000000000....i wish i had millions of accounts to +1 from each of them

1)ADD

GUIDE TO WHO SELLS HAWKER SKILLS - before the zulie sellers that was the most spammed post in ZANT LOL

2)I guess kenji is fine as it is

3)we need more PKers in DOD :)

4)let EXP from green and yellow be same...let it drop after green

5)Increase DROP quality of luna FURTHER(i know its already good) or increase EXP rate with the mob spawns
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#6 Soda

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Posted 21 September 2010 - 09:50 PM

Just make Forgotten Temple non-pvp area again .__. , like i said before its so annoying that i have to go out of temple and run that maze again to get to 2nd floor.
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#7 tanchi

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Posted 21 September 2010 - 09:53 PM

sir i have a question please help me...
where can i download the full client of rose online?
everytime i click the download icon the server cannot find it
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#8 PickUp

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Posted 22 September 2010 - 02:56 AM

Why not just keep the drop rates the same because it's really easy to get money now as it is and just have weapons and armors available at certain locations and maybe the developers can make some new monsters specific to a certain type of weapon and clothing or change the look of existing monsters. example - have a katar wielding monster that drops katar weapons (lvl of weapon would depend on the lvl of the monster) and the same with armor ( im not saying dress an aqua scout in all cricket gear and give it an Ork Bow Posted Image , just make it wield some sort of a bow to tell players this is what the monster drops and in this example the aqua scout would be fine because it's wielding a bow). Also the type of weapon the monster is wielding would give away what armor is dropped for soldier, muse, hawker & dealer. This would make it easier for new players to get weapons and armor. If the monsters were mixed together in groups then it would provide a useful setting for all classes and make for interesting parties. Posted Image For those people looking for a certain type of weapon or armor there could be places that have a majority of certain classes (have an area of katar, bow and dual weapon wielding monsters)


and for those of you not interested in the armor and weapons just pick up the pricey items and get to the max lvl so you can farm for the big bucks Posted Image


p.s. i know i left out a lot of detail (where the mobs might be located, getting legendary armours/weapons, mixing the monster classes together) but its 2am and i have work tomorrow Posted Image

sorry its so long but i could have made it much longer Posted Image


This thread is about LEVELING and not drops.

The monsters in each level range should drop items for that level of players, so as example a Mammoth from Crystal Snowfields should not drop a level 50 soldiers armor, but level 110-130 gear depending on what level the Mammoths would become.
I assume the Mammoths would be the entry level monsters for that zone as they are so close to the entrance, followed by the Pig Monsters and the Vulcans.
So Mammoths drop the level 110-120 gear and Pig Mobs/Vulcans drop the 120-130 gear.


+10000000000000000000....i wish i had millions of accounts to +1 from each of them

1)ADD

GUIDE TO WHO SELLS HAWKER SKILLS - before the zulie sellers that was the most spammed post in ZANT LOL

2)I guess kenji is fine as it is

3)we need more PKers in DOD :)

4)let EXP from green and yellow be same...let it drop after green

5)Increase DROP quality of luna FURTHER(i know its already good) or increase EXP rate with the mob spawns


1) that stuff can be expanded with many things, I merely gave some examples of how it would look like.

2) No it's not, you failed to understand the entire point of the whole thread.

3) If DoD becomes a level 200 PvP zone as suggested, there would be some PKers for sure. Low level PvP in this game just doesn't work!

4) If the exp would not drop after a mob changes to green from yellow, then nothing would push players to the higher level area.

5) You failed to understand the point of this thread.

6) See #5!


Just make Forgotten Temple non-pvp area again .__. , like i said before its so annoying that i have to go out of temple and run that maze again to get to 2nd floor.


With my suggestion the first floor of Forgotten Temple would become a non-PvP zone while the second floor would remain a PvP zone.


sir i have a question please help me...
where can i download the full client of rose online?
everytime i click the download icon the server cannot find it


http://www.roseonlin...edownloads.aspx
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#9 Blitzkrieg

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Posted 22 September 2010 - 03:44 AM

hmm.......

yah maybe DOD should be as you say
but it does happen tht monsters get green a lot of time killing green monsters shouldnt decrease EXP
it should DROP at blue and grey
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#10 PickUp

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Posted 22 September 2010 - 03:47 AM

hmm.......

yah maybe DOD should be as you say
but it does happen tht monsters get green a lot of time killing green monsters shouldnt decrease EXP
it should DROP at blue and grey


Green is easier to kill than yellow. That's why the exp should drop a LITTLE!
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#11 Soda

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Posted 22 September 2010 - 04:51 AM

OK so how bout make the spawn place of second floor non pvp area only.. but beyond the spawn its pvp.. cause really >.> i dont want to be bothered going out just to make a party
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#12 Blitzkrieg

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Posted 22 September 2010 - 04:54 AM

whateve rthe case i would be glad to see people hunting BEBEGS....:)
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#13 PickUp

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Posted 22 September 2010 - 05:42 AM

OK so how bout make the spawn place of second floor non pvp area only.. but beyond the spawn its pvp.. cause really >.> i dont want to be bothered going out just to make a party


As I said earlier, this thread is about leveling and not about PvP zones. :)
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#14 poopiehead

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Posted 22 September 2010 - 07:27 AM

As I said earlier, this thread is about leveling and not about PvP zones. :)


i really like the dod :190+ idea.

devs should make the dod monsters to be 190+ so theres no more complaints from low lvl being bullied by ppl that are 3x their level. if everyones ~190, then ppl will think twice b4 pking an entire party
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#15 Span

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Posted 22 September 2010 - 07:29 AM

i really like the dod :190+ idea.

devs should make the dod monsters to be 190+ so theres no more complaints from low lvl being bullied by ppl that are 3x their level. if everyones ~190, then ppl will think twice b4 pking an entire party


A new TG :) .
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#16 Soda

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Posted 22 September 2010 - 09:35 AM

As I said earlier, this thread is about leveling and not about PvP zones. :)

I know .__. , but the reason why im tired of lvling in MC is because i need to walk 3 chars (cause i party with myself) to 2nd floor and that would lessen my burden if they just make 2nd floor non pvp area so every time i log in im good to go ;o

Edited by Soda, 22 September 2010 - 09:35 AM.

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#17 poopiehead

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Posted 22 September 2010 - 11:12 AM

I know .__. , but the reason why im tired of lvling in MC is because i need to walk 3 chars (cause i party with myself) to 2nd floor and that would lessen my burden if they just make 2nd floor non pvp area so every time i log in im good to go ;o


but then the exp would suck D:::::::

which makes prison somewhat just as good/better (if u want drops) as MC at high lvls :[
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#18 NoClericHere

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Posted 22 September 2010 - 06:15 PM

As I said earlier, this thread is about leveling and not about PvP zones. :)


its easy to level as it is now lol you get lvl 200 within a week of actual training... whats the points in making it easier to lvl???? just make all the areas the same amount of spawns to fill out the maps with players. not to just have the lvl 1's at woopies, 10's at beetles, 20's at aquas, 30's at moldies, 40's at clowns, 50's at doonga, 60's at krawfies, 70-140 at DoD, 140-170 at moonchild and 170-215's at prison/ruins....
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#19 Phish

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Posted 22 September 2010 - 06:20 PM

its easy to level as it is now lol you get lvl 200 within a week of actual training... whats the points in making it easier to lvl???? just make all the areas the same amount of spawns to fill out the maps with players. not to just have the lvl 1's at woopies, 10's at beetles, 20's at aquas, 30's at moldies, 40's at clowns, 50's at doonga, 60's at krawfies, 70-140 at DoD, 140-170 at moonchild and 170-215's at prison/ruins....



Try leveling in a week without dod or moonchilds.


I like these suggestions, but it is a bit extreme to redo the level range for so many maps. Because even once you do that you have to adjust drops to accomadate the level range also.
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#20 NoClericHere

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Posted 22 September 2010 - 06:36 PM

Try leveling in a week without dod or moonchilds.


I like these suggestions, but it is a bit extreme to redo the level range for so many maps. Because even once you do that you have to adjust drops to accomadate the level range also.


i wasn't saying get rid of DoD or moonchilds Posted Image just saying have more areas where you would be able to fight monsters that give the same exp and have the same amount of mobs available for AOEING Posted Image. switch gorge of silence area with the DoD area, then it would be bigger and hold more mobs, gorge of silence is wasted space in my opinion, its only usefulness is getting your second job.

there are a lot of locations that could just be made smaller, examples would be luxem tower, adventure plains and breezy hills... these areas are completely empty unless there are one or two noobies running around or someone is doing their job quest....

make areas like DoD, forgotten temple, prison R1 and the ruins bigger because these (besides Junon and Zant) are the most populated areas in the game and everyone is fighting for mobs to reach their next lvl or get the next lisent Na lol... Posted Image

Edited by NoClericHere, 22 September 2010 - 06:38 PM.

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#21 Soda

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Posted 22 September 2010 - 08:28 PM

but then the exp would suck D:::::::

which makes prison somewhat just as good/better (if u want drops) as MC at high lvls :[

oh.. ._.!, haven't thought of that.. ummm.. how bout change it to non pvp are but keep the exp! >;o.
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#22 Kaizy

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Posted 22 September 2010 - 10:03 PM

How disappointing.

I came into this thread expecting an epic original idea for leveling.. not another rearrange levels of monsters and tiresome database changes. :)
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#23 PickUp

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Posted 23 September 2010 - 03:00 AM

its easy to level as it is now lol you get lvl 200 within a week of actual training... whats the points in making it easier to lvl???? just make all the areas the same amount of spawns to fill out the maps with players. not to just have the lvl 1's at woopies, 10's at beetles, 20's at aquas, 30's at moldies, 40's at clowns, 50's at doonga, 60's at krawfies, 70-140 at DoD, 140-170 at moonchild and 170-215's at prison/ruins....


May I ask you to explain how would this suggestion make it easier?

If the gray mobs no longer give the same amount of exp as yellow mobs, then it's already harder, because people have to move to higher level monsters.
Curently people can faceroll to max level in DoD and Forgotten Temple without ever having to leave those areas, by this every other map in the game becomes deserted.




How disappointing.

I came into this thread expecting an epic original idea for leveling.. not another rearrange levels of monsters and tiresome database changes. :)


Could you explain what exactly did you expect? I just tried to make a solution to the problem where 90% of all maps are empty.

"Epic original idea for leveling" ... Those things don't exist. Leveling can only be slowed down/made faster and be rearranged. Currently most people use 3 maps for leveling, which is sad.
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#24 Kaizy

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Posted 24 September 2010 - 02:03 PM

I expected a suggestion where you don't just pewpew mobs all day or something like that which is really changing it. :unsure:
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#25 PickUp

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Posted 25 September 2010 - 07:22 AM

I expected a suggestion where you don't just pewpew mobs all day or something like that which is really changing it. :(


The developers are too "busy" to take leveling a bit closer to questing, so I did not even bother putting that into the suggestion. :( :D :unsure:

Over the years I made a ton of quests submissions, but not many of them got into the game. :(

Is there anything else you could think of that's not just "pew pew of mobs" all day? I'm listening! :D
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