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I'd like to question the future of Rose Online & its current game development strategy


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#26 jerremy

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Posted 25 September 2014 - 09:33 AM

How is that one in five hundred chance? Each refine level is continuously building upon the previous level. If you fail, the refine level falls back to the previous level. As the result, to calculate the overall probability of refining your weapon from 10 to 15, you are not adding the probability of each level because they are not the independent event. Instead, you have to multiply them together. Try to redo the calculation again using the highest probabilities of each level (using the highest li sent, but without IM). After that, please post your new answer.

Not going into the entirety of probability calculations as it will be too much of a hassle. Anyway the chance to get an item to 15 without plutorunes with the current stats on lisents is amazingly unlikely.

And I'm half asleep, meant to write one in five thousand (note: this is in one go without any fails, not going into the possibilities where you fail and have to retry cause these calculations would take me hours).

I probably still have it wrong, but there's no denying it is ridiculously stupid to try refining anything now.


Edited by jerremy, 25 September 2014 - 09:41 AM.

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#27 cloud1221

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Posted 25 September 2014 - 09:57 AM

i have 3 sets of U and 4 sets of hg trying to refine my exalted armor set for cleric also i have pluto,venurune,nepturune but the highest refine iv'e got is head(12) chest(12) boots(8) gloves(0), totally consumed all of my lisents.


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#28 sangre09

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Posted 25 September 2014 - 10:18 AM

 

For the trade restrictions, it was covering a recognized game play issue where players were taking the in-game earned currency of Valor and Honor and transferring them to the equipment purchased, which would go to the market and the equipment was no longer looked at as something that needed to be earned by an individual, but purchased by the wealthy. We wanted to return to the intended design of what it was created for, which was for personal goals to work towards and achieve.

 

The reduction to catalysts impact, was because the rate it was providing as a bonus took away the sense of accomplishment for the risk and reward, not to mention nearly secured a guaranteed maximum refined item if you had the money to support doing so. It put another further gap between those who could afford it and couldn't. Being one of the last remaining aspects to Item Mall exclusivity with the additional refine success and protection items, we're very much aware of that and as with other aspects that have been implemented to an in-game availability, there are concepts and plans being worked on that would remove this from being an Item Mall exclusive availability.

 

 

 

first paragraph: hmm okay. if that's the case. we can adjust....

second paragraph: a little bit of confusion here Leo. Let's go back to the first paragraph, saying the updates are made in order to not favor the wealthy. Hmmm. I think there is a problem here Leo. Your first and second paragraphs doesn't have a consistency. About the refining, which is as we all know was not that good as before, imposes that, in order to get +15 items, you should spend more catalysts(wealth in game) or use Venurunes, Plutorunes and the Like(wealth in real life) in order to get the gears at the top. Which is a clear proof that the wealthy will still be favored on this one. Just saying. 
 


Edited by sangre09, 25 September 2014 - 10:22 AM.

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#29 Gojio

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Posted 25 September 2014 - 10:32 AM

oh god not probability debates again. jesus christ it never ends. 

 

Still waiting on that video.


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#30 Feuer

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Posted 25 September 2014 - 11:07 AM

big hint, FORCE the game to not multply your chances from previous attempts, there is a way, and it's stupid simple. 

 

Still waiting on that video.

 
Why are you and so many people so reliant on having OTHER people do things for you. Are you really incapable of finding out how to do things yourself? I mean I get it, you want me to waste my money to prove a point by refining a piece I don't need, bravo. You're also still baiting because you have no FACTUAL premise to your argument [which I seem to recall being 14-> 15reinf 25% = 0% in reality]  

 


Edited by Feuer, 25 September 2014 - 11:14 AM.

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#31 Djerba

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Posted 25 September 2014 - 12:24 PM

Dear Leonis,

 

Thank you for taking the time to read this topic.

 

I have noticed a lot of opinions and suggestions, but please remember that not everyone is allready fully geared and has tons of financial resources. All the new patches/updates affect starting players aswell, players who dont have the resources to follow all those changes. I consider myself as a player with limited resources because i dont buy & sell IM, i have to work my ass off for the things i achieve in this game. I state these points to help the game, otherwise i would just deïnstall and play something else.

 

The trade restrictions were a bad call. For example, it takes months to collect the honor points to purchase 1 pvp set. On top of that, you need to farm those points with the same char in bad gear in the same content over and over again. Changing, trading and selling those items made high-end pvp accesible for starting players in a realistic time frame (you still need to farm the zulies). I allready have worked very hard (doing the same content over and over) to get those items in the first place. This was a unique game feature that motivated me to lvl other classes and try them out. I want to keep playing the same content, but with different classes & the items i worked my ass off in the first place. You just poked the wealthy players, but you crashed the starting players to the ground.

 

So we got trade restrictions forced upon us...

 

Then you decided to nerf the refine system. So now my +15 items, where i invested tons of time, zulie and IM, are stuck on my character. If i want to try out a new class i have to do the same content for ages all over again to get my clean gear set. Before the patch it allready was very hard & expensive for starting players to get your items to +15, even with the use of IM venu/plutorunes. With the recent % changes to catalyst you made it impossible to go +15 without IM. Even with the use of IM pluto/venu, which are very, very expensive it's very hard to get +15. Again you just poked the wealthy players and crashed the starting players to the ground.

 

I totally agree you need something to generate some currency in the game to support development. But those currencies are generated by players. Last patches gave the game content a more horizontal wide, almost chaoticly addition, whilest more constructive content patches would lure new players to play the game. More players will give you more income which would generate new opportunities.

 

IM.... For example, i want my FS cleric max charm en my champ high-end attack power gear. For the exception of the crafted low charm + rare 30 cha substat, there are no items that can give my cleric the max charm he is looking for. In the IM on the other hand, there are items that will give you more base charm even with the +30 cha substat. And that's only for cha, crafted attack power masks are a joke compared to the IM. Dont get me wrong, you need something to create currency. The IM items are a good way to do so, but they DO affect end-game playing. I agree you are not forced to use IM, but you will be weaker against players who do use IM.

 

I dont see end-game content as new stats and new gems. Those 2 game features are allready there and just make the game too horizontally chaotic. I've practicly seen all of the new stats & gems in like 2 days. Take the same coding or programming time and make some new content (like a new planet) which would keep me busy for maybe 6 months. Your priorities are totally wrong. Lure new players with interesting starting content (beginner-friendly) and when you got a steady, active player base (which will generate you more IM income), then start on detailed updates like more stats and gems.

 

For example, the uber boss almost impossible to kill can just be something like a raid boss where you need minimum 10-15 people, with simple mechanics like taunt changing, debuffs, players needing to move, etc... if you need inspiration go play all the instances and raids in WoW and you'll get the picture. But make the invested time and effort very rewarding. You coulds also make a quest where a clan needs to farm certain mats to summon those raid bosses which could be on preset times or whatever. Make future content challenging, but also rewarding.

 

As a new player you have to farm to lvl and to gather resources to become a better and stronger player. You just have to farm, farm, farm, .... and farm more untill you get those items you want. Quests are farming too. If you dont want to farm, you better get a job and buy & sell IM and get rich quickly. For starting players ROSE online means farming till you fall a sleep behind your pc whilest picking up those 140k chems a piece to sell them later whilest you catch up some sleep. It's FARMING! Also in Rose Online end-game gameplay is heavily related to the lvl of your gear. If you dont use IM, you'll have to FARM YOUR ASS OFF in order to get that gear. (especially with recent changes)

 

I understand you have limited resources and menpower, but reconsider your strategy. At this moment you ARE devaluating the game for starting players with recent updates and changes. Invest more in player-marketing, get a bigger and active player base, more IM income and start from there. I know it needs time, but after 4 years i didnt see any real, long-term constructive ideas. Ofcourse you can play the game and see the content on a low geared lvl, but is that fun when you see other players kicking your ass all the time?

 

The trade restrictions gave me a punch, the nerf to the refine system is like hitting me with a bat when i was allready down on the floor off punch 1.

 

I hope you and other people (@Cottoncandies; Hi Bro!) get my point now.

 

Thx for reading.


Edited by Djerba, 25 September 2014 - 12:29 PM.

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#32 joelhouse09

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Posted 25 September 2014 - 01:50 PM

i have 3 sets of U and 4 sets of hg trying to refine my exalted armor set for cleric also i have pluto,venurune,nepturune but the highest refine iv'e got is head(12) chest(12) boots(8) gloves(0), totally consumed all of my lisents.

what the... u sure about that. i need to refine 2 armor set but if that happen i will never refine. set=999?

Edited by joelhouse09, 25 September 2014 - 01:51 PM.

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#33 Phish

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Posted 25 September 2014 - 03:13 PM

When describing the need to use the Item Mall I think we should stop using the word forced because it's taken too literally. Maybe the the word obligated is more accurate. 

 

 

As far as many of the recent updates go: Item restriction, harder refining, slower leveling (I want to make a topic regarding this eventually), it's true that newer players are going to have a significant difficulty in competing with players that have been around for years who have max level characters with refined gear etc. 

 

The refine system in Rose tends to go through cycles of difficulty:

 

Hard to refine>Increase refine rates or catalyst drops or prevent items from breaking/degrading etc.> Easy to refine> People get refined gear quickly/market gets saturated with refined gear>Decrease refine rates or catalyst drops or have items from break/degrade more etc. 

 

Repeat Cycle

 

 

It's true it was very easy to refine before this last patch, but that was also reasonable due to the amount of power gained from refining. Back during the skill update August of last year, the gain from refining was reduced significantly. For example in the past, the difference in power between an unrefined weapon and a refine 15 weapon was around a 250% increase. Now, it's around a 60-70% increase. And now, there is an increased difficulty in refine but still  a small reward. 

 

 

The thing is though, adding power won't help at this point even if it makes it more desirable to refine to max.  I like if refining is difficult when the reward is high, though simply decreasing the rates when there already is tons of max refined gear out doesn't help. Perhaps if a new tier of gear were released at the same time, (but even then you can get a full refined set if you buy some plutorunes without too much effort). New players will still have difficulty catching up regardless.


Edited by Phish, 25 September 2014 - 03:16 PM.

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#34 ChampPower

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Posted 25 September 2014 - 06:02 PM

Dear Leonis,

Thank you for taking the time to read this topic.

I have noticed a lot of opinions and suggestions, but please remember that not everyone is allready fully geared and has tons of financial resources. All the new patches/updates affect starting players aswell, players who dont have the resources to follow all those changes. I consider myself as a player with limited resources because i dont buy & sell IM, i have to work my ass off for the things i achieve in this game. I state these points to help the game, otherwise i would just deïnstall and play something else.

The trade restrictions were a bad call. For example, it takes months to collect the honor points to purchase 1 pvp set. On top of that, you need to farm those points with the same char in bad gear in the same content over and over again. Changing, trading and selling those items made high-end pvp accesible for starting players in a realistic time frame (you still need to farm the zulies). I allready have worked very hard (doing the same content over and over) to get those items in the first place. This was a unique game feature that motivated me to lvl other classes and try them out. I want to keep playing the same content, but with different classes & the items i worked my ass off in the first place. You just poked the wealthy players, but you crashed the starting players to the ground.

So we got trade restrictions forced upon us...

Then you decided to nerf the refine system. So now my +15 items, where i invested tons of time, zulie and IM, are stuck on my character. If i want to try out a new class i have to do the same content for ages all over again to get my clean gear set. Before the patch it allready was very hard & expensive for starting players to get your items to +15, even with the use of IM venu/plutorunes. With the recent % changes to catalyst you made it impossible to go +15 without IM. Even with the use of IM pluto/venu, which are very, very expensive it's very hard to get +15. Again you just poked the wealthy players and crashed the starting players to the ground.

I totally agree you need something to generate some currency in the game to support development. But those currencies are generated by players. Last patches gave the game content a more horizontal wide, almost chaoticly addition, whilest more constructive content patches would lure new players to play the game. More players will give you more income which would generate new opportunities.

IM.... For example, i want my FS cleric max charm en my champ high-end attack power gear. For the exception of the crafted low charm + rare 30 cha substat, there are no items that can give my cleric the max charm he is looking for. In the IM on the other hand, there are items that will give you more base charm even with the +30 cha substat. And that's only for cha, crafted attack power masks are a joke compared to the IM. Dont get me wrong, you need something to create currency. The IM items are a good way to do so, but they DO affect end-game playing. I agree you are not forced to use IM, but you will be weaker against players who do use IM.

I dont see end-game content as new stats and new gems. Those 2 game features are allready there and just make the game too horizontally chaotic. I've practicly seen all of the new stats & gems in like 2 days. Take the same coding or programming time and make some new content (like a new planet) which would keep me busy for maybe 6 months. Your priorities are totally wrong. Lure new players with interesting starting content (beginner-friendly) and when you got a steady, active player base (which will generate you more IM income), then start on detailed updates like more stats and gems.

For example, the uber boss almost impossible to kill can just be something like a raid boss where you need minimum 10-15 people, with simple mechanics like taunt changing, debuffs, players needing to move, etc... if you need inspiration go play all the instances and raids in WoW and you'll get the picture. But make the invested time and effort very rewarding. You coulds also make a quest where a clan needs to farm certain mats to summon those raid bosses which could be on preset times or whatever. Make future content challenging, but also rewarding.

As a new player you have to farm to lvl and to gather resources to become a better and stronger player. You just have to farm, farm, farm, .... and farm more untill you get those items you want. Quests are farming too. If you dont want to farm, you better get a job and buy & sell IM and get rich quickly. For starting players ROSE online means farming till you fall a sleep behind your pc whilest picking up those 140k chems a piece to sell them later whilest you catch up some sleep. It's FARMING! Also in Rose Online end-game gameplay is heavily related to the lvl of your gear. If you dont use IM, you'll have to FARM YOUR ASS OFF in order to get that gear. (especially with recent changes)

I understand you have limited resources and menpower, but reconsider your strategy. At this moment you ARE devaluating the game for starting players with recent updates and changes. Invest more in player-marketing, get a bigger and active player base, more IM income and start from there. I know it needs time, but after 4 years i didnt see any real, long-term constructive ideas. Ofcourse you can play the game and see the content on a low geared lvl, but is that fun when you see other players kicking your ass all the time?

The trade restrictions gave me a punch, the nerf to the refine system is like hitting me with a bat when i was allready down on the floor off punch 1.

I hope you and other people (@Cottoncandies; Hi Bro!) get my point now.

Thx for reading.


Long post, but you are correct. the DEV Team has the incorrect set of priorities.
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#35 lolmetimbers89

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Posted 25 September 2014 - 06:18 PM

100% dodge rate is #1 priority
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#36 cloud1221

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Posted 25 September 2014 - 07:37 PM

what the... u sure about that. i need to refine 2 armor set but if that happen i will never refine. set=999?

yes i'am sure about that 1set of lisents=999, i think my sets of lisents is not enough for refining 1 set of armor.


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#37 Cristal

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Posted 25 September 2014 - 09:31 PM

Dear Leonis,

 

Thank you for taking the time to read this topic.

 

I have noticed a lot of opinions and suggestions, but please remember that not everyone is allready fully geared and has tons of financial resources. All the new patches/updates affect starting players aswell, players who dont have the resources to follow all those changes. I consider myself as a player with limited resources because i dont buy & sell IM, i have to work my ass off for the things i achieve in this game. I state these points to help the game, otherwise i would just deïnstall and play something else.

 

The trade restrictions were a bad call. For example, it takes months to collect the honor points to purchase 1 pvp set. On top of that, you need to farm those points with the same char in bad gear in the same content over and over again. Changing, trading and selling those items made high-end pvp accesible for starting players in a realistic time frame (you still need to farm the zulies). I allready have worked very hard (doing the same content over and over) to get those items in the first place. This was a unique game feature that motivated me to lvl other classes and try them out. I want to keep playing the same content, but with different classes & the items i worked my ass off in the first place. You just poked the wealthy players, but you crashed the starting players to the ground.

 

So we got trade restrictions forced upon us...

 

Then you decided to nerf the refine system. So now my +15 items, where i invested tons of time, zulie and IM, are stuck on my character. If i want to try out a new class i have to do the same content for ages all over again to get my clean gear set. Before the patch it allready was very hard & expensive for starting players to get your items to +15, even with the use of IM venu/plutorunes. With the recent % changes to catalyst you made it impossible to go +15 without IM. Even with the use of IM pluto/venu, which are very, very expensive it's very hard to get +15. Again you just poked the wealthy players and crashed the starting players to the ground.

 

I totally agree you need something to generate some currency in the game to support development. But those currencies are generated by players. Last patches gave the game content a more horizontal wide, almost chaoticly addition, whilest more constructive content patches would lure new players to play the game. More players will give you more income which would generate new opportunities.

 

IM.... For example, i want my FS cleric max charm en my champ high-end attack power gear. For the exception of the crafted low charm + rare 30 cha substat, there are no items that can give my cleric the max charm he is looking for. In the IM on the other hand, there are items that will give you more base charm even with the +30 cha substat. And that's only for cha, crafted attack power masks are a joke compared to the IM. Dont get me wrong, you need something to create currency. The IM items are a good way to do so, but they DO affect end-game playing. I agree you are not forced to use IM, but you will be weaker against players who do use IM.

 

I dont see end-game content as new stats and new gems. Those 2 game features are allready there and just make the game too horizontally chaotic. I've practicly seen all of the new stats & gems in like 2 days. Take the same coding or programming time and make some new content (like a new planet) which would keep me busy for maybe 6 months. Your priorities are totally wrong. Lure new players with interesting starting content (beginner-friendly) and when you got a steady, active player base (which will generate you more IM income), then start on detailed updates like more stats and gems.

 

For example, the uber boss almost impossible to kill can just be something like a raid boss where you need minimum 10-15 people, with simple mechanics like taunt changing, debuffs, players needing to move, etc... if you need inspiration go play all the instances and raids in WoW and you'll get the picture. But make the invested time and effort very rewarding. You coulds also make a quest where a clan needs to farm certain mats to summon those raid bosses which could be on preset times or whatever. Make future content challenging, but also rewarding.

 

As a new player you have to farm to lvl and to gather resources to become a better and stronger player. You just have to farm, farm, farm, .... and farm more untill you get those items you want. Quests are farming too. If you dont want to farm, you better get a job and buy & sell IM and get rich quickly. For starting players ROSE online means farming till you fall a sleep behind your pc whilest picking up those 140k chems a piece to sell them later whilest you catch up some sleep. It's FARMING! Also in Rose Online end-game gameplay is heavily related to the lvl of your gear. If you dont use IM, you'll have to FARM YOUR ASS OFF in order to get that gear. (especially with recent changes)

 

I understand you have limited resources and menpower, but reconsider your strategy. At this moment you ARE devaluating the game for starting players with recent updates and changes. Invest more in player-marketing, get a bigger and active player base, more IM income and start from there. I know it needs time, but after 4 years i didnt see any real, long-term constructive ideas. Ofcourse you can play the game and see the content on a low geared lvl, but is that fun when you see other players kicking your ass all the time?

 

The trade restrictions gave me a punch, the nerf to the refine system is like hitting me with a bat when i was allready down on the floor off punch 1.

 

I hope you and other people (@Cottoncandies; Hi Bro!) get my point now.

 

Thx for reading.

 

Very well said. Give you a like!!!

 


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#38 Valakas

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Posted 25 September 2014 - 09:51 PM

 

 

  • Missing a Super Uber Boss which is almost impossible to kill
    • I take it this is a suggestion, as players have been able to gain in strength, monsters have not been adjusted accordingly. Well here's the thing, we can't just start increasing all the monster's strengths, because we've added the potential to become stronger as a player. There is still a base line that everyone has to experience, and grow through in order to become stronger. That being said, we do have plans to make more difficult content in due time, but we're not going to arbitrarily increase monster strength and make it difficult for those who may not be a long time, highly geared player.  Also, you make the statement "impossible to kill" I can do that, but what's the fun in that? The fun is making something that's challenging, and for the longer time players your equipment and skill exceeds the current setup for what was difficult. So it's time for us to move the notch a bit up the belt as well with future content.

Super boss almost impossible to kill eh, people even complain and make noise about current Shikuku Prison right now. It was deserted immediately the moment people realized they can't bot there. We have a community that is sad to say but they want things to be gained easily or if possible, readily waiting for them in their inventory so that they can abuse it until they feel bored and ask for more. 

I think most of you can agree to this, that one of the hardest thing to do or obtain in Rose Online is actually getting the Dragon Mount you want from the Lucky Spin. The others are either easy or just time consuming tho and by time consuming I meant a few hours ( can be made faster or easier with medals ).


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#39 pdfisher

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Posted 26 September 2014 - 09:20 AM

Super boss almost impossible to kill eh, people even complain and make noise about current Shikuku Prison right now. It was deserted immediately the moment people realized they can't bot there. We have a community that is sad to say but they want things to be gained easily or if possible, readily waiting for them in their inventory so that they can abuse it until they feel bored and ask for more. 

I think most of you can agree to this, that one of the hardest thing to do or obtain in Rose Online is actually getting the Dragon Mount you want from the Lucky Spin. The others are either easy or just time consuming tho and by time consuming I meant a few hours ( can be made faster or easier with medals ).

 

Do any of you guys still try to get the Super Worm Dragon to spawn? He used to be pretty tough, especially if your character was at level.


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#40 WH0MP

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Posted 27 September 2014 - 03:47 AM

So, I just decided to refine 3 reinforced grade 8 sets to 10 for my new characters, this is what happened:

After trying to 10 the first item and wasting 100hg i realized it wouldve burned through my stocks after the first set, so I went to 9 on the rest..

My tactic was to refine to 7 without any lisents, and then use hg on 8 and 9, 48% and 43% respectively.

I used 640 hg, 180 purple, 140 pink powder, 640 bindrunes and had 46 million in NPC refine costs, which with the current catalyst prices comes down to:

490 million + 46 million to Crune.

This was the most depressing thing I have ever done in ROSE. I really don't think staff realized what this little money-trick of theirs actually means for the players. I doubt anyone has refined any items to 15 since the patch, since it is the worst thing to do EVER. At least reply to your players instead of all cleverly ignoring this thread and crashing the server 5 times after a few bug fixes. If you want to make refining harder, introduce new gears with a new hard to refine grade. Do not push this update to old gear, as you are only hurting the noobs and not even touching the veterans. I get that this is a commercial business, but this doesn't work at all. I don't feel motivated to now buy IM (which I've done plenty in the past, even once last week) to perform a basic task in order to catch up to fully geared players, it feels too forced and I'd rather spend IM on something I like and enjoy.

 

tl;dr : refining is way too hard now, not noob friendly at all, way too much reliance on IM is required to max refine an item.


Edited by WH0MP, 27 September 2014 - 03:49 AM.

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#41 Gojio

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Posted 27 September 2014 - 05:52 AM

We're just back to either Plutorunes or nothing.


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#42 Djerba

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Posted 27 September 2014 - 07:39 AM

Dear Leonis,

 

I've put effort & time in this topic because i feel this debate is necessary for the future of this game.

I will NOT stop posting this information untill we get some constructive feedback from the DEV team.

 

Hereby i repeat the first question in my very first post.

 

" What is your goal with your current game patch / update strategy ? "

 

At this moment i'm not really optimistic of the future of (Warpportal) Rose Online as a business model.

 

Your incoming resources mostly are the Item Mall, donations and game mechanics like repair, etc.... Remember all of these are directly generated by players. This makes your business model very clear. Get a steady, active player base, generate enough resources and produce content to keep existing players and lure new players.

 

The starting base content was allready available for you in the form of 3 developed planets, items, mechanics, etc... where a certain player base was allready active. With the introduction of the Item Mall you were able to produce your resources, yet in the past 4 years i hardly see any long-term constructive ideas where you followed the business model.

 

The game has a large potential to be a (free) top competing mmorpg;

- very large gameplay diversity (planets, mobs, items, pvm, pvp, crafting, economy, quests, different classes, talents, skills, ...)

- in-game competition (best farmer, pvp'er, arena, succes in economy, ...)

- team gameplay features

- nice graphics and user-friendly interface

 

Especially the first 2 give the most attraction (=addiction) to the game and these are very important for your business model.

 

So lets start at the beginning where certain patches/updates (revamp of Rose starting place & help a noob lvl events) did contribute to positive and constuctive long-term ideas. Updates like these are very necessary for the core of your business model (keep existing players & lure new players), but you cant stop there. Develop more player-marketing, use more social media, make an awesome youtube-video (!) and promote it, develop online competition ladders, etc... Keep in mind the first impression a potential player gets from this marketing is gamebreaking for his/her decision to try out the game.

 

So with the right marketing you will get new players. The game itself is challenging enough to keep those players busy playing the game for a pretty long time before becoming monotome or boring. With more players, your income (IM, donations, ...) will go up giving you more resources to develop more content.

 

And this is the point where i see things going horribly wrong...

 

In stead of creating more content which could support your business model in growth, you are devaluating the current game by implementing more restrictions and chaotic content. In other words the last patches are contra-productive against your business model wich will ultimately lead to the diminishing the player base of this game. For example item restrictions, refine system nerf, unrewarding droptable, obligated IM use, the current gear gap between between rich & poor people, ... are all scaring potential new players away.

 

BUT... it is very easy to say something is going wrong whilest it is hard to hand-over a suggestion or solution for the stated issue. Think of yourself as an investor who just bought this game and current content with a team of 3-4 developers and start from there.

 

Here are some simple suggestions i would change/make if i invested in this game according to my business model;

 

- more attractive player marketing (Youtube, Facebook, Twitter, use of famous bloggers, etc...)

- beginner friendly starting game content (slowly evolving quests into the full game features on what job the player wants to practice)

- keep current Item Mall & add more items (mostly costume, mounts, premium benefits, medals, ...)

- free game economy with extra benefits for starting players during first 6 months (economy is demand vs. offer based & controlled)

- introduce a tax on trading/vending/selling items (auction house)

- produce long-term content to support my business model (more planets)

- ...

 

Now that would be my business model if i invested my money into this game. I would like to know from you, the other players, what suggestions and changes you would make in order to make your game so succesfully possible?

 

 

Thx for helping out making this game a better place and i can only hope the development will take these suggestions into account to provide a more player-friendly game strategy with a promising future.

 

Thx for reading.


Edited by Djerba, 27 September 2014 - 10:15 AM.

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#43 pdfisher

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Posted 27 September 2014 - 08:36 AM

OK, you asked for it. I want to see items breaking in refining again. I am all for an AH, and yes add a tax, or a fee to use it. I would like to see an in game mail system in use, similar to the one Eden Eternal has. I would like to see more of a challenge to this game. I think far too much is too easy to achieve. Speaking of this, an achievement system would be awesome. I would love to see more quests added, especially in maps which have none. I would like to see the Hero quest revisited, and revamped. Rewards changed and/or adjusted. The Hero quest needs to be expanded into Eldeon and Orlo. Valor quests still need to be added to Luna, there is only one atm. A public transportation system would be awesome (at least on Junon). This is what I can think of right now. I will add more as it comes to me.


Edited by pdfisher, 27 September 2014 - 08:37 AM.

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#44 DestinyDeoxys

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Posted 27 September 2014 - 09:52 AM

OK, you asked for it. I want to see items breaking in refining again. I am all for an AH, and yes add a tax, or a fee to use it. I would like to see an in game mail system in use, similar to the one Eden Eternal has. I would like to see more of a challenge to this game. I think far too much is too easy to achieve. Speaking of this, an achievement system would be awesome. I would love to see more quests added, especially in maps which have none. I would like to see the Hero quest revisited, and revamped. Rewards changed and/or adjusted. The Hero quest needs to be expanded into Eldeon and Orlo. Valor quests still need to be added to Luna, there is only one atm. A public transportation system would be awesome (at least on Junon). This is what I can think of right now. I will add more as it comes to me.

 

Item breaking is too harsh in my opinion, one of the reason why people quit back in the days, I remember in the old times people only have one weapon, six stick bow (8), ouroborus wand (8), white night gun (8), reverse cannon (8), sparkle staff (8), raven knuckle (8), there were two paths for the owner of these weapons to go for.

1 ) If they get it to (9), they will become famous for the rest of their ROSE life and enjoy the praise from their friends forever.

2 ) If they fail the attempt, they will have to quit the game.






All in all, I regard the recent update are mostly a downgrade to me, an update is supposed to extend "actual content" instead of adding extra space between content to lengthen the game life span, the current state is that many people will not bother to go to PvP games because if they choose not to buy the item mall, they will take so long to be prepared for PvP games, you just need so many tiny little stuff but added up so much time total to be fully prepared for PvP games.


As a fighter, not support cleric, you would need all passive to be fairly fighting against Item mall users.

1 ) Getting 84000 valor points for all passive (good luck without valor reward bonus)
2 ) Getting 28000 honor points for all passive (good luck without honor reward bonus and premium subscription)
3 ) Getting 4882 honor points for one set of honor armor (only one set let's not be greedy)
4 ) Getting 3200 honor points for required honor binds to refine (40 honor bind per piece on average)
5 ) Getting 100 venus for refining your honor set (If you are still lucky to find someone to sell you box of venus that would amount up to at least 2b)
6 ) Getting a good stated mask and back item would cost 1b cheapest
7 ) Getting the new gems on weapon (2b), new gems for foot (1b), new gems for glove (500 honor points or 2b), new gems for body (2b), new gems for head (1b or 500 valor points)
8 ) Getting your correct skill /stat setup (good luck to those who still grind honor points to get non - Tome skill @ 4000 honor instead of getting premium points through disassembling IM hats to get Tome skills)




BUT, if you are a dedicated item mall users, it will be different totally.

Only 3 ) 4 ) 6 ) 7 ) are still required to do but at a much much faster pace.



The most important key point I want to conclude from the above analysis of these recent update, is that the PvP aspect of this game is basically pay to play, it is no longer free to play. You can queue but you will just get your ass kicked.


I've already written a post regarding the recent update, it is similar to this post I'm replying to but it sinks to the bottom for some reason.

http://forums.warppo...-major-updates/


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#45 Djerba

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Posted 27 September 2014 - 10:05 AM

Dear Pdfisher & Destinydeoxys,

 

Thank you for your feedback. It has some really good ideas (in-game mail, public transportation, ...) but i think you misunderstood the idea.

 

"Think of yourself as an investor who just bought this game and current content with a team of 3-4 developers and start from there."

 

I would like to know how other players would manage a mmorpg like Rose Online in it's current state with the ultimate goal of being a succesfull game.

 

How would you manage / What is your strategy to accomplish the goals mentionned below in the Rose Online business model?

 

Business model:

1. Player marketing (hold on to existing players & lure new players)

2. Achieve a steady, active player base

3. Generate resources through IM, donations, game mechanics, ...

4. Develop long-term content (planets, ...)

5. Develop short-term content (stats, gems, ...)

 

Every player has different suggestions, opinions and views on this perspective and i think this way we can give the DEV team some player feedback and inspiration to the future development of this game.

 

Thank you for your feedback.

 


Edited by Djerba, 27 September 2014 - 10:18 AM.

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#46 ChampPower

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Posted 27 September 2014 - 10:14 AM

Sometime I really wonder what GRAVITY's business model, vision, mission statement, strategy, business plan, long term goals, short term goals are. What they currently have have not worked for a long time.
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#47 pdfisher

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Posted 27 September 2014 - 04:40 PM

I think one of the first things I would do, is try to find out what the players want. What would it take to keep them? Definitely do some youtube videos. Perhaps check out other popular games, and try to find out what strategies work for them. If items in the IM aren't not selling well, consider getting rid of them, or replace them with something different. Get rid of any redundant items. Make sure the game has enough challenge in it to keep the current players happy, and enough help, to draw new ones. How is that?


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#48 ChampPower

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Posted 27 September 2014 - 07:15 PM

I think one of the first things I would do, is try to find out what the players want. What would it take to keep them? Definitely do some youtube videos. Perhaps check out other popular games, and try to find out what strategies work for them. If items in the IM aren't not selling well, consider getting rid of them, or replace them with something different. Get rid of any redundant items. Make sure the game has enough challenge in it to keep the current players happy, and enough help, to draw new ones. How is that?


Your suggestions would be a good start. Everything in your post would be the short term goals, which GRAVITY should have.

Edited by ChampPower, 27 September 2014 - 07:17 PM.

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#49 GooglyEyes

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Posted 27 September 2014 - 07:30 PM

Im just going to say this, if the foundation of the game isnt stable, the whole game wont be stable either. No one builds a house and starts with the roof. Plus i dont think bringing out another planet will change anything really. When i started this game it took me literally 2 weeks max to explore orlo and do all them quests there. While with this latest update i will have to farm for at least a few months until i get everything together that i need. I dont know but i would have something that keeps me busy for months instead of 2 weeks.


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#50 ChampPower

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Posted 27 September 2014 - 09:07 PM

Im just going to say this, if the foundation of the game isnt stable, the whole game wont be stable either. No one builds a house and starts with the roof. Plus i dont think bringing out another planet will change anything really. When i started this game it took me literally 2 weeks max to explore orlo and do all them quests there. While with this latest update i will have to farm for at least a few months until i get everything together that i need. I dont know but i would have something that keeps me busy for months instead of 2 weeks.

Agree, the foundation is important, but that foundation should be built 8 years ago. In addition, you cannot build a strong foundation by flooding the foundation with IM. Everything in this game is IM-dependent. Without IM, you would need as much as 10 years to gather everything together, and the game is only 8 years old (if we only count only years it is with GRAVITY). Without IM, max-refine-your-gear is a dream within dream. But with IM, everything is within reach in 1 hour or less. With IM, you have a very high probability of beating non-IM users. Is that the strong foundation? Or is that the total-IM-domination system?

Let's take the most recent gem update for the example. I have farmed everyday since the DEV Team introduced the new gem system (about 2 weeks now), and I have also wore all the best farming gears with the new gem to farm, but I have not seen a single Glaring Citrine Marquise (30% critical) gem drop for me. Then today, a group of players farmed with the medal. Guess what? Within 30 minutes of killing KINGS, they had 8 Glaring Citrine Marquise dropping for them. I repeat 8 (not 1, not 2, not 3, but 8). With only 30 minutes, they were able to do what I could not in 2 weeks because they used IM. Is this a strong foundation? Or is this a IM-domination foundation?

Edited by ChampPower, 27 September 2014 - 09:48 PM.

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