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#36893 unbalance colour in game

Posted by Moogle on 23 February 2014 - 09:35 PM in Game Client & In-game Bugs

If you play fullscreen you must disable stereoscopic 3D, or use whatever you set your hotkey to in order to turn it off.



#36903 unbalance colour in game

Posted by Moogle on 23 February 2014 - 10:55 PM in Game Client & In-game Bugs

For some people, like myself, nvidia 3D vision will automatically enable itself when a compatible game is run in fullscreen mode. To turn it off, I press the key combo that I've set to enable/disable the feature, though the screen brightness does not return to normal. I suggest turning it off entirely in the nvidia control panel.



#35538 Ruins maps mob!!!

Posted by Moogle on 06 January 2014 - 10:01 AM in Game Client & In-game Bugs

All that I ever hear about is how to make everything easier. We create features that nobody else has, that are not supposed to be possible in rose online, and most players focus souly on bug fixes that they do not like because it makes them play the game more. What sort of update should we release? A gigantic banana monster that walks around Junon dropping free farming materials 24/7? Many of these players would be better suited playing farmville.



#35514 Ruins maps mob!!!

Posted by Moogle on 05 January 2014 - 08:49 PM in Game Client & In-game Bugs

There are 1,550+ mobs on that map, that is already a huge number, one of the largest mob populated zones on the server. The old spawns were bugged, causing monsters to continue to spawn nearly ten times as much as they were intended to. This was fixed because that zone alone was using roughly about 1/6th of the total number of mobs, npcs, ect that can exist on the server as a whole at any given time. Fixing this was the logical decision, obviously. Adjustments may have to be made concerning farming, or whatever, but the immediate priority is to fix what was causing mass stress on the server, was it not?



#35501 Ruins maps mob!!!

Posted by Moogle on 05 January 2014 - 06:47 AM in Game Client & In-game Bugs

View Postlefou6, on 05 January 2014 - 01:29 AM, said:

hello
why you have reduced the number of mob in ruins?

There were never supposed to be that many hundreds of thousands of mobs on a map. With the spawns reduced to what they are supposed to be, a massive burden has been lifted from the server.



#35546 Ruins maps mob!!!

Posted by Moogle on 06 January 2014 - 01:41 PM in Game Client & In-game Bugs

I said no names, I simply said most players. I do not form an opinion based on the contents of one single thread, but rather the total player response from all patches as a whole. As for the economy, a truly healthy one is heavily reliant on supply and demand. Most players complain up a storm if they are forced to farm for any length of time, because they want everything fast. When items are made available fast, more are obtained and exist on the server than intended. The supply exceeds the demand, causing the economy to fail. Also, there have been many discussions of how to repair the balance between donation and normal items, but as usual, every tiny adjustment causes massive amounts of complaints, leading to the adjustment being reverted.



#35629 Ruins maps mob!!!

Posted by Moogle on 08 January 2014 - 12:00 PM in Game Client & In-game Bugs

I give up on trying to explain things <_< Someone just said that the prison spawns were increased becaue we "knew that the drops there were useless". They were increased unintentionally while reducing the number of spawn positions, thus ever so slightly increasing the total number of monsters due to the fact that it is impossible to preform such an operation to an exact 'T'. The purpose of the operation itself was to make the map readable on the website, having nothing to do with said theory.

Too many people are so convinsed of their own absurd theories to listen to factual information, so whatever, they can think what they want.



#35590 Ruins maps mob!!!

Posted by Moogle on 07 January 2014 - 09:10 AM in Game Client & In-game Bugs

Well, I cannot comment on the drops supposedly being changed, or donators selling dp to gain zulie, or whatever everyone's on about. I am not involved in these areas of development. I was simply told that the spawns were bugged, which I already knew about, so I fixed them. I also improved the underground prison spawns, which actually increased the number of monsters, but nobody is talking about that. I can say; however, that nothing will ever improve unless players become willing to actually give adjustments a chance. Even just a week of trial after every change, instead of whining the second that you read the changelog, having never even logged in to try it yet. Though, I've been here enough years to know that will never happen. The mere fact that any tiny change to the gameplay scares the living hell out of 90% of players prevents most of the fun ideas that we come up with. I swear, you guys make this project so boring. <_<



#33331 Rocky Ridge - Preview

Posted by Moogle on 26 November 2013 - 09:55 PM in Announcements

View PostKyros, on 26 November 2013 - 07:52 PM, said:

Well I believe there are some maps left to expand oro as well :) for higher level purposes 200 ~ 255.

I will be alternating planets so that I do not get bored. :blink:



#33248 Rocky Ridge - Preview

Posted by Moogle on 25 November 2013 - 11:23 PM in Announcements

Only in iRosePh does a showcase thread become a comments and suggestions thread :rolleyes:

@ Voldo:
Clay Walker: Lv48
Elder Clay Walker: Lv50
Stony Walker: Lv52
Elder Stony Walker: Lv54
Rocky: Lv56
Elder Rocky: Lv58
Rocky King: Lv62



#33233 Rocky Ridge - Preview

Posted by Moogle on 25 November 2013 - 04:30 PM in Announcements

The primary purpose of the world expansion is to fill in the leveling gaps, which will make leveling much smoother. Instead of going from zant, to anima, and then straight to kenji, scrolling out to junon each time for buffs, it would make more sense to be able to go from zant, to anima, to forest of wisdom, to rocky ridge where you can rebuff, kill for a few levels, and then move on to kenji. That way there is no scrolling or going back for rebuffs, because everything is on the way. It is especially helpful to actual new players, who start with nothing, and need some sort of beginning gameplay to get anywhere, which leads me to:

The secondary purpose of this project is quest-related, as expanding the world provides many new locations, each being given a unique story. Rose Online in general never really had much of a story, or at least not a complete one. The episode quest ended after killing the Goblin King, and then went nowhere.

I was told that I needed more short-term projects, due to the fact that most of my projects take months upon months, and it would be nice to have new content on every patch. A new planet is very possible, but is quite a lot more work than making maps such as this. It exists as a background project, with no ETA, due to the fact that nobody can estimate how long it will take one person to create an entire planet's worth of object sets. It is for that reason that it is best that I work on all sorts of things, such as this.



#33209 Rocky Ridge - Preview

Posted by Moogle on 25 November 2013 - 07:40 AM in Announcements

To start the expansion of our world-

Town: Rocky Ridge
Entrance Location: Forest of Wisdom
Level Range: 48 - 58
Purpose: Fill in a leveling gap & Provide a closer town location

Posted Image
Posted Image
Posted Image



#36949 Patch 22/02/2014 New Arena Games

Posted by Moogle on 24 February 2014 - 11:14 PM in Update Archive

Simplified:

BowAtk = ( ( DEX * 0.62 + STR * 0.2 + LEVEL * 0.2 + ArrowQuality ) +
( ( ( WeaponAtk ) ) + ArrowQuality * 0.5 + 8 ) * ( DEX * 0.04 + SEN*0.03 + 29 ) / 30 ) )

GunAtk = ( ( DEX * 0.4 + CON * 0.5 + LEVEL * 0.2 + BulletQuality ) +
( ( (WeaponAtk) ) + BulletQuality * 0.6 + 8 ) * ( CON * 0.03 + SEN * 0.05 + 29) / 30 ) )

CannonAtk = ( ( STR * 0.52 + CON * 0.5 + LEVEL * 0.2 + ShellQuality ) +
( ( (WeaponAtk) ) + ShellQuality + 12 ) * ( CON * 0.04 + SENSE * 0.05 + 29) / 30 ) )

OHS,Mace,THS,Spear,&AxeAtk = ( ( STR * 0.75 + LEVEL * 0.2 ) +
( (WeaponAtk) ) * ( STR * 0.05 + 29) / 30 ) )

Staff&SphereAtk = ( ( STR * 0.4 + INT * 0.4 + LEVEL * 0.2 ) +
( (WeaponAtk) ) * ( INT * 0.05 + 29 ) / 30 ) )

WandAtk = ( ( INT * 0.6 + LEVEL * 0.2 ) +
( (WeaponAtk) ) * ( SEN * 0.1 + 26 ) / 27 ) )

KatarAtk = ( ( STR * 0.42 + DEX * 0.55 + LEVEL * 0.2 ) +
( (WeaponAtk) ) * ( DEX * 0.05 + 20 ) / 21 ) )

DualAtk = ( ( STR * 0.63 + DEX * 0.45 + LEVEL * 0.2 ) +
( (WeaponAtk) ) * ( DEX * 0.05 + 25 ) / 26 ) )



#40962 Gunslinger Cinematic Trailer

Posted by Moogle on 01 September 2014 - 11:13 PM in Announcements




#37829 Ground Bug?

Posted by Moogle on 27 March 2014 - 11:26 AM in Game Client & In-game Bugs

Good eye, fixed and will be applied.



#35953 Do something about GA

Posted by Moogle on 19 January 2014 - 09:49 AM in Game Client & In-game Bugs

I created the hunter class what, one or two years ago? We're just hearing about problems with it as of a month ago. So basically it's, everyone can take their merry sweet time to report an obvious problem, but we're expected to tackle it immediately? A player was complaining that he cannot even land an attack on his opponent. If it happens in this mini game, then it most-likely happens to some extent in all scenarios. So, we're not adding one single skill for the purpose of a mini game, we're adding it because common sense dictates that the only slow moving, non ranged class in the game needs to be able to catch their opponent. Not to mention the fact that everyone loves blitzcrank, and it is going to be very funny to watch. It is fun to work on, especially figuring out how to create the visuals, and watching tintin break his laptop hinges trying to make them work.



#35976 Do something about GA

Posted by Moogle on 20 January 2014 - 11:36 AM in Game Client & In-game Bugs

So far we have not had any issues with being pulled into objects or walls, but we're still testing.



#35958 Do something about GA

Posted by Moogle on 19 January 2014 - 02:02 PM in Game Client & In-game Bugs

No doubt that hunter class has needed improvements, my point is that I have just been made aware of this a month or less ago. It's not like we have a bunch of volunteer testers whenever we release an update, we have just a quick few people testing things for an hour or so, it's not like we have a mile long line of volunteers willing to test for a week or more. So, since there is no real testing phase, I assume I'd be notified if something were wrong with the class after going live on the main server, a forum message, anything. When I released the fencer class, there were no complaints. Same with hunter for weeks after release, so I resumed my non-iroseph work, assuming all was well. Not everyone has the time to sit here and read the forum boards for months on end, I most certainly don't, not usually. So now here it is, well over a year, maybe even two years after the class was released, and I am just now finding out, and people act like I am somehow obligated to jump right on it. I even saw some guy suggest that we "replace" the class with another class, such rudeness, as if it were just that easy to pull a new job class out of my arse. When this topic was formed, it irritated me, because the whole scout kiting around the soldier thing is ancient, old, scouts have been kiting around soldiers for years, in every version of rose. I finally give in, and suggest making a skill, which formed the similar suggestion which went into play. We make a skill which, as stated before, is applied to the soldier class, not just knights. It's not like we're sitting here jumping up and down in our chairs excited to make a skill, I for one hate making rose animations, but it beats making a map specifically just for a certain game mode, which I am definitely not doing. As for hunter, I don't know, I guess I will look at it when I feel like it, doesn't matter, I'm sure I will receive no testers or positive feedback as usual.



#35909 Do something about GA

Posted by Moogle on 17 January 2014 - 04:32 PM in Game Client & In-game Bugs

Maybe the soldier class needs some sort of distance closing skill? Magician, Cleric, Scout, Bourgeois, and Artisan are all distance attackers. Raider can go invisible with equal speed to chase, I guess only Champion and Knight are left with no way to catch the runner. What if we added a skill, similar to shaman's teleport, but target based? This would give the Soldier a chance to follow with a stun attempt, while the runner would still have a chance for the stun to fail and continue running.



#35965 Do something about GA

Posted by Moogle on 19 January 2014 - 10:52 PM in Game Client & In-game Bugs

If I remember correctly, I designed it mainly using magic attacks, sort of a magic scout class? Also gave them traps for strategic use in war. Not sure if they are viable at either of them?



#35843 Do something about GA

Posted by Moogle on 15 January 2014 - 10:29 PM in Game Client & In-game Bugs

I am not blaming the players for the way that the server is, I am simply pointing out that many are preventing us from fixing it.



#35973 Do something about GA

Posted by Moogle on 20 January 2014 - 11:20 AM in Game Client & In-game Bugs

Well, this is what we have so far regarding the new soldier class skill.



It is called Grappling Hook. If you have suggestions, now would be the time to present them.



#35782 Do something about GA

Posted by Moogle on 14 January 2014 - 12:36 AM in Game Client & In-game Bugs

Balanced? Nothing in this game is balanced! I don't even consider this a game anymore, it is more of a sandbox for players to screw around in trying to feel special. I always see people flaming each other, boasting how strong they are, who has the best clan, who can beat who. In truth, nobody is strong, all of the variables which were meant to play key factors in battle are all maxed out, leaving virtually only random chance to determine who wins in a fight. And clans? Imagine if a group of kids were forming a football game, and 20 kids were picked for team A, but only 5 kids were picked for team B. One or two enormous clans in existence dominating the server does not make you strong, it makes you incredibly stupid for sucking all of the fun out of the game, thus excluding new players from the fun, and reducing the amount of new players who actually stay to a very tiny number. Of course, all of these problems could be fixed one step at a time until all is fair, but each and every adjustment that is made causes an apocalypse of players crying that their pretend strength has been nerfed is reverted, because players literally stop playing.

Players seem to be under the impression that comments and suggestions have evolved into some form of game decision democracy, as if the problems within this server could ever be solved by each player's biased little opinion being cast into a voting poll. That is precisely how the game became unbalanced in the first place, and is also precisely why it has not improved. So we are at a stalemate, nothing will improve until players allow us to make changes, which may or may never happen. But you can stop with the petty little threads, complaining about things such as movement speed in an isolated arena game. Such a tiny issue to address in the middle of a gigantic shit storm? Why should we concern ourselves with such things? Selectively bitching about things that you want fixed for your own personal reasons, and then quitting whenever something you dislike is fixed, why should we bother?



#35800 Do something about GA

Posted by Moogle on 14 January 2014 - 01:20 PM in Game Client & In-game Bugs

It can be fixed easily by making decisions which reinstate balance and some form of gameplay, and standing by our decisions no matter what. Some people would not like it and leave, but we could just consider that a purge of those who would not be missed.



#35841 Do something about GA

Posted by Moogle on 15 January 2014 - 09:53 PM in Game Client & In-game Bugs

View Postcharas, on 15 January 2014 - 06:33 AM, said:

What you say about this version of the game is true, what you say about the attitude of most players and big clans is also indeed true, but your tone and your arrogance are something that I probably never saw in any other servers or on any other games since i play mmos, and we are talking about a good 15 years.
There is no such thing as a "tiny issue" or "petty little threads". It s all feedback that u should indeed compil and take into consideration. It s incredible to see someone, part of the so called staff saying things like " Why should we concern ourselves with such things?". You are most probably unhappy with the player s behaviour, and oh god i can understand you. but ... making a post like yours disregarding your players opinion like if nothing coming from them could ever have any value.... really? like..... really?
Never forget that you got players on your server that have way more experience than you with games, especially mmos, or even ROSE, I know players here that played ROSE since beta phase (including me). I dont know you, but i highly doubt any admin in here are playing this game for so long. I see that you are indeed a developer, but do you think it makes your opinion more valuable than some of your players who could have 10years++ experience with many different mmos?
I completly agree that the movement speed being a problem in a few fights can be considered as a "mini" issue. It s a problem directly related to the amount of raw stats you can stack on this server and the way those stats are scaling... and guess what? this is not a mini issue. Dont get me wrong, balance wise it is normal for scouts to run and faster than others, in any mmos archer are a kiting class...well on the server you made scout be a kiting class with max dming skills and 50% stuns able to use 5 gems and to reach an enormous amount of dext and hit while still keeping their acc up... this might be indeed unbalanced.

I can understand how beautifull it sounds to be able to rebalance everything, I would be one to embrace this with a big smile. But the truth is that 90% of your player base play the game for what it is right now, a few big shtty clans thinking they are awesome, a few classes completly unbalanced that everyone is playing, absolutly meaningless rgn deciding the issue of every fight, and a game dominated by wich type of donate you bought with your money. If you were to really and honestly rebalance this game, and it would take way way more than a lil damage ajustment on a weapon that wasn`t much of a priority anyway, you are better with letting this server with the class and stat ratios it has, and open a new server to start fresh, wich i guess, will never happen.

For one who comments on another's arrogance, you sure do sound fairly proud of your rose online experience. You are also very assumptive of my experience with rose online, considering that I have played through the overpopulated irose, through the days of p2p narose, and then through the f2p era. Switching back to irose once again for ruff-rose, and playing up until the day it shut down. Then came my first days of development, knowing nothing, learning only from those who reverse engineered the game to create the private server development method. Finally, I obtained what is basically the entire development history of rose online, every tiny last resource. Amongst everyone who had obtained access to gravity's svn, I am still the only person who ever bothered to translate their documentation, but no, I'm sure that you know much more about this game than I do.

Quite possibly even more absurd than the above, is that you assume that I must take on some professional condescending staff tone because I am a developer here. If iRosePh were an official server, I might, but this is a private server, a hobby, in which our hard work is put forth for generally nothing more than something to pass the time. The team here puts forth more effort into this project than any other that I have worked with. Tintin alone has done more by himself than three programmers have done elsewhere, but each and every thing that is released is followed mostly by petty complaints.

Lastly, you are wrong, there are such a thing as small, insignificant issues. They are the issues that on an official server, would receive no response, and allow players to bicker over them by themselves, but since we have reached a stand still here, I use them as opprotunities to point out that there is a bigger picture to take into consideration here. Players must be made aware that in the current state of the game, we can do nothing other than release nice holiday events and games, because larger projects such as new planets have no point. With the resources that we have, we could accomplish things that the official server has failed to produce, but as you have said, outside of a fresh start it is likely this will never happen. So I suppose that we will continue to sit here twiddling our thumbs until players become bored enough to accept the changes which need to be made in order to move on.