Moogle, on 15 January 2014 - 10:29 PM, said:
Do something about GA
#41
Posted 15 January 2014 - 10:37 PM
#42
Posted 15 January 2014 - 11:42 PM
Sepkyroth, on 15 January 2014 - 10:37 PM, said:
Moogle isn't saying anything about bugs, tintin and moogle already fixed loads of bugs in the last couple of weeks.
Bug report is always welcome and shall be handled as soon as the major bugs have been sorted out and fixed, even then many bugs are not reported and instead abused.
#43
Posted 15 January 2014 - 11:57 PM
#44
Posted 16 January 2014 - 12:58 AM
Reliable, on 15 January 2014 - 11:57 PM, said:
just check the Comments and Suggestions
then we will see how many people like to do that ~ lol
#45
Posted 16 January 2014 - 01:25 AM
It's true that iRosePH is mostly at sandbox at this point. But the players we have are here for a reason - if we change things too much we lose them. I don't blame them. In the end, having players is more important than having a balanced server.
The items from drops, quests, farming, etc, are not worth it because of the Item Mall. But we can't change that anymore - the damage has been done. Micropayments have taken over the gaming sector, not just in iRosePH. Back in my iRose days, you had to play like 15 Union Wars to get a nice mask. Today, players want instant satisfaction and buy it from the IM. Item visuals don't even matter anymore, only stats.
Balancing will always be a problem in iRosePH. Official servers are currently at their third complete skill revamp, and I hope they got it right this time. For us as a private server, it's an impossible task, with the added burden of our item stats.
My question is this; should we even bother trying to add or improve items and gameplay or do we just make iRosePH a big IM PvP competition? The winter patch adds races, but are they going to be used if the rewards aren't 1b zulie and a heavily statted item? What do you players want to see in iRosePH?
As to the initial question of this topic:
We can unblock icicles in the game arena so you can slow down your enemy with them. I've always been against equalizing the movement speed for all players because running is part of the job's advantages.
#46
Posted 16 January 2014 - 03:08 AM
#47
Posted 16 January 2014 - 04:12 AM
Williams, on 16 January 2014 - 03:08 AM, said:
actually no one focus u on spending more money to get more set on a char
ur point of view is that why u can't even have a chance to touch the enemy and at final u lose
but just use simple logic to think
why ur enemy(scout/hunter/mage) need to give u chance to win???
why they shouldn't use their job's own advantages (running fast/debuffs)???
this is so ridiculous
and
if u don't prepare hr set , just pray that u wont met any dr enemy
if u don't prepare spd set , just pray that u wont met runners
if u don't prepare ap set , just pray that u can kill hp knight/fencer
.
.
u r saying other ppl get the same problem , not only u
yea ~ because they can't solve the difficulty they faced , so they will never win the solo ~
Edited by Cloud, 16 January 2014 - 04:14 AM.
#48
Posted 16 January 2014 - 04:44 AM
On top of that, I dont have alot of time besides school and work, to play this game. So for me, the only way I can KEEP playing is to donate, instead of farming.
Every con, has it pro's
And with all due respect to the Staff of this game, I miss the original Rose Online feeling of achieving max level and obtaining the ultimate set.
But that is something that is out of reach it seems.
#49
Posted 16 January 2014 - 05:29 AM
#50
Posted 16 January 2014 - 05:41 AM
Williams, on 16 January 2014 - 03:08 AM, said:
What if we put a 1 or 2 minute cooldown on all icicles in your inventory so you can only use one icicle at a time? Then icicles become a tactical choice.
#51
Posted 16 January 2014 - 10:46 AM
FlashFire, on 16 January 2014 - 05:29 AM, said:
in my opinion , why shouln't hunter/scout run?
why should the ranged paper classes give up their advantage (running)?
#52
Posted 16 January 2014 - 11:07 AM
tintin, on 16 January 2014 - 05:41 AM, said:
or just make a narrow and long map(maybe 5m*60m) so that the range jobs still get their advantages but they will finally get hit because of the narrow map !
for example
make ppl can walk in the red line only(see the attachment)
Attached Files
Edited by Cloud, 16 January 2014 - 11:26 AM.
#53
Posted 16 January 2014 - 01:17 PM
Cloud, on 16 January 2014 - 11:07 AM, said:
for example
make ppl can walk in the red line only(see the attachment)
#54
Posted 16 January 2014 - 03:58 PM
JamesBond007, on 16 January 2014 - 01:17 PM, said:
I mean that making a new map like that for 1vs1 only , not for 15vs15 lol
#55
Posted 16 January 2014 - 04:39 PM
tintin, on 16 January 2014 - 05:41 AM, said:
Cloud, on 16 January 2014 - 11:07 AM, said:
for example
make ppl can walk in the red line only(see the attachment)
but the smaller map will be available only for 1v1 obivously.
#56
Posted 16 January 2014 - 06:00 PM
Cloud, on 16 January 2014 - 03:58 PM, said:
#57
Posted 16 January 2014 - 07:58 PM
JamesBond007, on 16 January 2014 - 06:00 PM, said:
LOL u r really funny
ofc I know all the games in game arena r using the same map
but why cant they create a new 60m*5m long map for 1vs1 only?
that attachment is a example for the map 1vs1 , u understand now lol?
#58
Posted 16 January 2014 - 08:34 PM
With the damage-per-round tier fixed and the icicle cooldowns it might be enough already.
@Buff suggestion: Buffs scale up the imbalances we already have. They also take away some advantages jobs have from self-buffs. For example, clerics would be useless if every job had full buffs. I won't add buffs in 1v1.
#59
Posted 17 January 2014 - 01:26 AM
tintin, on 16 January 2014 - 08:34 PM, said:
With the damage-per-round tier fixed and the icicle cooldowns it might be enough already.
@Buff suggestion: Buffs scale up the imbalances we already have. They also take away some advantages jobs have from self-buffs. For example, clerics would be useless if every job had full buffs. I won't add buffs in 1v1.
#60
Posted 17 January 2014 - 01:33 AM
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