My biggest concern is that the Devs will fall into the trap of paying too much attention to the whiners. While its certainly important to monitor people responses to the game, it doesnt mean you should addres every player whim. For every 1000 people happily playing there will be 1 whiner who will unleash hell on forums.
Devs please dont forget that you are the geniuses who made this awesome game work, not some fartpant who sit on his bottom, never made anything in his life.
My biggest problem are the whiteknights who will defend their game developer and publisher no matter how much crap is being thrown into playersā faces.
my concern and suggestion
1. Storage
I think storage shouldnāt decrease potential because storage is personal storage not trade with person and free some slot for free player.
For more slot should sell in cash shop with TP and yes slot in cash shop should permanent.
I think it interesting buy better token only and token player have some extra slot.
2. Tax
Tax all player free and token player should to be fair. (this time not fair 10% and 30% is more different)
Example Mabinogi
In mabinogi all player spend some money into tax during deposit or draw money from bank. Input item to storage have tax, sell item and open shop too. I think mabinogi have good for tax system.
3. Token
This is my suggestion about Token
- Allowed trade between characters
- Extra slot in storage
- Extra slot in Inventory
- Extra slot for sell item in market
- Exp boost 150%
- Attributes learnable 3 attributes
I think that enough for token player.
4. Titles
Title in game should give extra status bonus If player equip them. like Mabinogi Title
example
āVeteranā
- maximum damage +5
- physical defense +5
- HP +50
you can give title player from achievement in game (example defeat 100 xxx monster or use xxx skill 100 times)
5. Card
In game should have collector system for input card to collector book and card give extra bonus. If you can collect complete series (example skeleton, skeleton archer, skeleton warrior or more) give title and title have bonus for you character. It useful for all new player or old player revisit old map for hunt card and help player for clear story (hunt boss for card).
Edit
I think more interesting. If have new class can summon monster from card and attack to enemy.
6. Reset Class
I suggestion in cash shop should have item reset class. It helpful for player and dev rebalance class in game. player can change to another class If player donāt like the class during play or after rebalance.
about suggestion reset class you can cut out lv player to back before change class.
Example
Cleric lv15 > Priest lv30 > Priest lv60 > Paladin lv75
use reset class
Cleric lv15 > Priest lv30 > Priest lv60 > choose other class
Sorry for my bad english and thank you
āhey it was nice knowing you my friend but i wont play with you cause i get 40% more exp in dungeons without youā seriously? x.x what kinda friends do you have? as if exp would replace friendship >.>
First of all, excellent initiative, congratulations for you all for this approach!
As mentioned, my greatest concerns are:
1- economy and share/trading system, as for me one of the better MMO experiences involve finding good items and trading/selling them, as well doing good deals buying or even sharing goods with other players. The changes at trading system, as well as P2W stuff, can easily mess it all
2- nerfs, I do believe, as you can on other games (path of exile for eg), that at least during big changes a player have the right to change classes
Concerns:
- Market system. In majority of MMO I played, I spent a large amount of time playing in the market. Market should be the life blood of the community, but the market here is very limited.
- Unbalanced power between classes: This is standard. If a mage spell cannot be blocked or dodged, it poses end game problem, especially when mages themselves can be as tanky as any swordman. Swordman needs more mobility/gap closer/crowd control/AoE/magic-crash type of attack
- Dumb bosses: Iād rather to have bosses to deal more unique attack with status effect, like blind/slow/weakened, than just a glorified mob. Also bosses that requires certain condition to defeat is better (for example, you must kill 4 altars around the boss to weaken it, you can choose to kill less altar for more exp/drop, but the boss will be much harder)
- Too few item sets: currently we will replace any item if we find something with even 1 more stat. Having more sets would make people plan their gears more. And unique set effect would also be nice to create unique builds around.
- Too few mobs on field: This is an ARPG, killing mobs 1 by 1 is not fun, please learn from Diablo 2, many weak mobs, a few strong, and 1 bosses. That is satisfaction.
I wouldnāt bother much about linearity of progression right now, since the game has yet to grow in content.
What about option c happily gonna play and spend money on the game but theres alot of stuff that worries me lol if you ever played their other big game Grenado Espada youād see they do have the potential to mess things up royally on their own. It might be a good idea to take a lot of feedback before stuff is set in stone so they donāt make some of the mistakes they made in the past i mean they are already heading down the dark path lol atm its not so bad but it is a slippery slope and i just donāt wanna fall in love with another game and see it die like GE did.
I feel like they will add alot more stuff from ge we already got some bgm/sound effects and concepts like the team and exp card system so i see this as more of a fresh start with a new skin and the chance to draw a bigger audience.
Apart from the obvious (OCE/SEA l*g), Iām concerned about how unimpressive Rodeleros are currently, theyāre in such a bad place that even their CC heavy kit just isnāt worth it because of their complete lack of damage.
Also Shinobis, because of their complete lack of actual interaction with literally every other class except the basic swordsman class/the fact clones canāt use anything besides Kunai and Swordsman swords, are basically a dead class right now. Theyāre essentially a gimmick that needs very specific builds to use them decently and possibly have the least variety of every class in the game.
Oh, also the fact that we wonāt have the ability to reset out classes, in a game thatās going to add at least 3 more ranks, not to mention more classes, people builds are going to need to change to accommodate this. Without the ability to reset our classes (even if itās just for a limited time when a new rank/new classes are released) players are going to be forced to either play with builds they donāt want, which goes against the very concept of the class system in this game, or have to remake their characters when something comes out that changes their build, which players whoāve spent time leveling and getting attached to their character will not be happy doing.
+1 wingsā¦ lol character cosmetics give a game something extra
@Staff_Julie Could you please tell me what you think about this idea, honestly?
I posted this a long time ago in this forum.
Maybe one day we will get something like this?
Didnāt know you play the game since 3 years, played all classes at max level and know anything about themā¦ oh waitā¦ you donāt
āCataphract is too weak, Cataphract is too strong mimimiā zzz
Can you guys decide yet? Cataphract is good at PvP, but they are āokā in PvE, one of the best balanced swordsman classes. Stop crying for buffs or nerfs and let the game growā¦ after a year we can see how the balancing evolves.
Get off it. @Derael even put a disclaimer in his post:
He is in no way saying heās an authority and that what he says is the absolute truth. His post is informative, decent and very humble, in fact.
@Staff_Julie @STAFF_Ines @STAFF_Ethan
Please guys, I dont even need a reply but I really wish you guys pass over to this message to the devsā¦
My biggest concern about the game is that there is no populated farm maps, like there used to be in 3 world dungeons in the old ROā¦ Dungeons that I instantly connect to my relation with the game in the beggingā¦
I was a new player so I wouldnt understand most reading since I couldnt read in english, so I was just exploring, and by exploring I found this āside-populated-mapsāā¦
Let me remind you of those:
Payon Cave
Prontera Culvert
Orc Dungeon
And a bonus reminderā¦ for those ones heavy card grinders
Byalan Island
Please, send this message to them and I wish they think in a way to implement those kinda places, they were fairly low-lvl places but Im sure they can use the concept to higher levels and even local quests happeningā¦
My biggest concern is that this magical part of the game is just lacking as a linear quest and go system
A lot of people are complaining about the dungeon run limit. Letās imagine for a moment that you spend hours upon hours making all these nice zones, coding all these awesome events and NPCsā¦ just to find out that everybody just ran dungeons for their entire experience. Wouldnāt that be a little upsetting? Iām sure the TOS staff have thought long and hard about the whole dungeon limit thing and if this is their final decision then itās probably for the best. Another thing you have to take into consideration is loot. As long as a game has an infinite amount of dungeon running then some loot would not be as rare as it should be. World of Warcraft for example: Some cosmetic items from low tier dungeons are still worth a lot because of the limit of runs you can take. Personally I think that the dungeon limit was a good idea in the end.
EXACTLY. Finally sees someone remembering this. The importance of freedom of hunting, replayable maps with great rewards for grinding in. Without these magic in the game, all these will not even matter:
1)pvp
2) class balance
3) pay to win (whats the point of people have advantage over others in terms of leveling if the game is so linear, the further they go, the lonelier they get and less things to do with friends)
4) class variety ( whats the use of 80+ classes when everytime you play a new class you do the same quest over and over, same linear progression, however in RO, each classes have suitable places to farm in more than the other, like priests do well in undead areas, etc etc)
All these, along with many other concerns listed by players will not even matter if there is no magic of attraction in the game. People will just get bored and start being unhappy with the game after ages of quest fetching linear gameplay. It doesnt give life to a game. I think many players either have not experienced the magic of RO and what made it successful, due to the influence of recent generic linear quest mmo trends being the norm for a long time.
I have played RO for many many years, and i can say that i had fun even though i barely did any quest in the game and if i did, it is because i wanted to, not because i have to, and those quest has to be found and completed with effort because i wanted the reward, class change, equips etc. Not because questing is the only way to level efficiently.
What i think would have been a better system: Remove the linear quest and obvious quest benefits exp cards, change them to optional story quest for those who wants to do them with some gear rewards for people who take effort to complete.
Add multiple regions for people to explore and grind level, do not let questing become the obvious option for leveling, make grinding equally rewarding. Regions that are replayable regardless of level, a good way to do this for example:
Dungeon level 1: lvl 10-20 monsters
Level 2: lvl 20-40 monsters
level 3: lvl 40-80 monsters
lvl 4: lvl 80-100 monsters
ā¦
ā¦
final level: Random world boss spawn
This would make maps replayable and also you will be able to meet all sorts of players of different levels walking around in that dungeon instead of just people of your level doing quest. You will find yourself returning to the same dungeon but grinding in a more difficult area. This actually makes developers life easy, a dungeon developed once but players can play it over and over, and when developers create even more new dungeons players will have even more choices to play with but they wont forget old areas, instead of the current TOS, nobody goes back to maps that quests are completed, you make the map for nothing soon they will be obsolete and empty. New players will not even want to join due to lack of social aspect in newbie areas once majority of players have passed that stage.
@bruuno_gil thanks for posting those wonderful pics. brings back good old magical mmo memories. i have played almost every game, the few only worthwhile ones are only RO, dota2, counterstrike, and some others.
Iām sorry, but did you even read what I said? I said heās NOT claiming itās the absolute truth. Itās simply his thoughts and feedback from extensive research. And yes, you can have a good idea of mechanics and balance without playing, as long as you research well.
And even then, as I said, itās an informative, decent and humble piece of feedback. And again, heās NOT being authoritative about it. In other words, heās NOT telling the developers how to make their own game.
Really, itās as if people donāt read what I say.
EDIT: Ah, your post was retracted. Iāll still keep my reply here, though, since itās relevant to the guy below me
Never played the game by himself
Writes a novel about something he have no Idea
Wants to tell the developers how to balance their game
Read my post above, which was a reply to someone who said the same, except less trollish, and he strawmanned even less. If you have a decent counterargument, then Iām more than willing to give you my time and attention to partake in a civilized debate. But misconstruing my argument to make me say something I didnāt and then reply with a trollish image macro, I canāt really spend any more time on that. Take your troll attitude elsewhere, please.
EDIT: Due to the edit in your post, mine isnāt very relevant anymore