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Player Growth
We spent a great amount of time reviewing the rate of how the game play for ROSE was being experienced and through all that research we found that a large portion of the content within ROSE is being rushed or sped through at alarming rates we were anticipating. From a designing point of view, moving through the game¡?s content at such a high rate does two things. It for one, in a way,cheap Rose Online Gold, cheats the player out of being able to enjoy this beautiful world we spent the time to create and two, makes us have to rush out content just to try and keep up with the rate it is being exhausted. The rate of exhaustion hit a point where we could no longer keep up with it and causes game play to feel like nothing new is happening and becomes stale and less enjoyable.
What we have as a goal is that by slowing down the content exhaustion rate through the above explained changes, we will be replacing with new content over time. New content that we expect will restore the feeling of progression of game play but with accomplishments of questing, Rose Online Items,task completion and other new innovative ideas that have been brought up in brain storming sessions and lunch talk.
The unfortunate reality is that we weren¡?t able to include that replaced content, but didn¡?t want to put off introducing the balancing changes because we felt that it was a bit of a necessity to help start the process of slowing down content exhaustion and selfishly, buy us some time to come up with that content so when it does you can feel the rewards for going through it.
Monsters
Throughout many of the past updates, monsters have been left behind in growing with all of our updates. Players and their abilities have progressed in their growth that monsters were less and less of a challenge. When we introduced a change to combat mechanics, monsters were relatively untouched.
This caused monsters to steadily become easier and easier to defeat, as players became stronger and stronger.
It was intended back when we first made the change to mechanics that monsters were to adopt the new mechanics. Unfortunately they didn¡?t get the change that fully adopted new mechanics. So that¡?s what we¡?ve done with this update. Rose Online Powerleveling.We applied monster stats to the updated design of mechanics so that game play could regain some of its challenge and strategy.
So what was done and the goal of the change was to make monsters feel a little tougher because it seemed like monsters in general were pretty much pushovers. How we went about doing it was finding how a player would grow without things like refinements or bonus stats and kept it to the basic stuff like how much HP would a player have minimally if they didn¡?t increase stats as they leveled. Buying Rose Online Gold,Knowing a fuller range of how player growth progressed let us create a chart and use that for monsters to know what we¡?re putting you up against. Now we wanted to make combat feel more like combat and not a boring chore of pick a target, push a button, pick a target,Rose Online Items, push a button. What we were looking to accomplish is that as a player, you would need to pay at least a little attention to what¡?s going on or it could have a bad outcome.
Situations we wanted to start seeing was, when you get mobbed unexpectedly that you feel the pressure and have to make the decision to stay and fight it out or run and regroup yourself to try again.
Ultimately we wanted to see combat mean something again and make it a game, not a chore or some mundane process that had no excitement or challenge to overcome.
Monster Experience was reduced because that is ultimately one of the major deciding factors behind how fast a player is able to progress through levels and game play. Rose Online Powerleveling.The initial amount of experience that was cut was immediately unappreciated, which we were expecting because we knew it was a pretty nasty cut. But as explained in a further topic, we have the intention of replacing much of that loss to the immediate gain from monsters and putting it in to questing. Unfortunately we found ourselves unable to provide that content in time to meet the release of the change. The reason why we went ahead with the implementation before that content was ready to be available was because in the grader scheme of things, content is still being exhausted too quickly and for the greater good of the long term life of ROSE, slowing that down now would be better for the future of ROSE.
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