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  1. Past hour
  2. General Lord Kinght

    fixed server lagg

    server lagg to much plz fixed gm plz
  3. S>6kChivs|PEMP|G.Ministeal|B>GS.G.Ring|GS.D.A.New|TGK|Lwiz|PM ing name Seed of Evil

  4. Today
  5. Perishable

    Legendary Emperium Aura

    Adding them to a new castle for people to play with is fair to people who want an Emperium Aurora sprites? We have Original Zodiac / Legendary Zodiac. Original Mythical Flame / Legendary Mythical Flame. These guys just want an Emperium Aurora looks. Adding it to a new castle will only benefit a dominating guild.
  6. Yesterday
  7. S> 1 Cat Tread +1 Beard of Woman = 75 Forsaken Tokens. Have only 20 pieces (one packet for make one set) for sell. S> 20 Cat Tread + 20 Beard of Woman = 1500 F . tokens. Nick's name in game, try found (save point: @go 7): CAMA~Mestre ~CAMA~Sniper~Hunter~ Bomb in your head CAMA~Wicca ~CAMA~High~Wicca~
  8. Jackontheblock

    Legendary Emperium Aura

    Im sorry but i have to -1 on this suggestion, maybe if the suggestion is for us to have new EMP colors which is the one that you're suggesting with a new castle to play with, that would be nice, but creating legendary Emp, for me its just redundant, We have the Original Emp (Castle Drop) already that gives almost no difference on the stats that you are proposing, and to make it an end game item, you just have to make it Limited Edition. if we will have a legendary emperium aurora, Our economy will definitely suffer since it will be a lot easier to make and get ingame. Peace Out ^^
  9. Ableton

    Legendary Emperium Aura

    Tis dope man. But this is better to be in token shop first than in a quest line.
  10. Ableton

    Legendary Emperium Aura

    Those donate auras have different purposes. An emp aura has diff purpose as well. Some aura has reducts, some has physical dmg boost, some has magical dmg boost, an emp has stat boost. All of them serves different purpose. Having a legendary emp won't make those donate auras worthless. If i am a reducts gypsy for example, i will not use a ltd legendary emp, id rather use a skull aura and the likes. Thats what i mean. It's not all about stats.
  11. Perishable

    Legendary Emperium Aura

    Maybe some Blue GodSpellring Aurora?
  12. Perishable

    Legendary Emperium Aura

    I mean it doesn't have to be emperium aurora. They can just give the current legendary auroras that now can be converted it to limited edition and give it a little legendary boost. It will also gives new comer more reason to purchase Dragon Honor for the fame points and convert them to dragon tokens. But I believe you just want an Emperium Aurora sprite but a legendary one, right? Those are my recolors if they do decide to make a legendary emps. If not, Ebisu does recoloring too. He is an actual developer/spriter for Forsaken. It's really up to their team. Since Emperium Aurora did begun ForsakenRO. It's the first Aurora dropped at Fadhgridh castle when ForsakenRO first begun. Old school and classic. ForsakenRO lives up to that until now. It's history to many of us. I don't see why a Legendary Emperium Aurora sprites would kill the market or anything.
  13. Kirin

    Legendary Emperium Aura

    What would happen to all those Normal Donation aura on Tokenshop?? ROP, Zodiac, LHZ Price already drop to 500-700 toks if L.Emp Aura been add to FRo will those cheap Donation Aura become less wanted/useful? since those aura on donation shop only +20 all stats while L.Emp Aura +23 all stats/Ltd L.Emp +28 all stats? Sorry for my bad english.
  14. Ableton

    Legendary Emperium Aura

    Ye, i'm starting to think it's a bit too easy. I think we should leave to dev team the quest line. They can come up with something better.
  15. Perishable

    Legendary Emperium Aura

    Your quest guideline is way too simple. I think you should let the developers come up with their quest guideline. An easy raid for legendary equipment and some quest requirements should probably do.
  16. dadron3

    Legendary Emperium Aura

    It makes a little more sense after reading through the responses. Perhaps this could be part of a greater move to create a whole class of legendary items which get tamed to a specific type of events Vs. the other type for other types of events. If above-mentioned is one of the targets, the next question is what will be the differences in variations for the 2 segments of gears across item slots. Regardless, I can see why this emp would be required in a growing server. +1
  17. Ableton

    Legendary Emperium Aura

    All three legendary auras included in the suggested quest line are obtainable through quest. It started here: GM Ebisu pointed out that "a new legendary aura should be made.." in one of the comments. Since their focus now is to lessen the gap between veterans and new comers (gear wise), an idea came up to create something that can match up to normal LTD Emp. All end game gears has their own legendary counter parts, even DA and new accessories except the LTD Emp. The +13 all stat advantage of an ltd emp to any other aura is just too huge.
  18. dadron3

    Legendary Emperium Aura

    I know that the LHZ aura can be received through a quest, are the other 2 aura's obtainable through a quest as well? I'm not sure how good of an idea it is to keep adding items with lesser stats but a similar effect or even new items for that matter without asking the question of where is the item needed or where does it fulfill a good role. Do new players/not so rich players, etc need more items that make PvP balanced? Do they need items that make PvM balanced? Do they need items that add aesthetic value? Etc. Furthermore, when an item is created I think a price point should be held in mind ($ or tokens, whatever). It doesn't have to end up being true but it'll help moves to be more geared towards overall server balance as compared to just adding what seems valuable which later on creates another imbalance which then has to be fixed.
  19. Ableton

    Legendary Emperium Aura

    Totally agree. Let's hear some suggestions from others regarding the quest line or the dev team can come up with better ideas. I'm excited!!!
  20. c0okiee

    Legendary Emperium Aura

    Uhm wew kewl emps @Perishable +1 for design 😮 I really hope its possible to get it in these colours th3y l00k fanc3y. Though for the Quest part since this is a completely 100% farmable item id say the difficulty in obtaining it has to be increased 3*times the items u suggested to make it and possibly a raid lol (not too difficult but just for the kick of new content atleast but only an option) Id say like 5-10 more items to be farmed or quested shld make it worthwhile. Atm most worthwhile items have huge quest-lines and requirements so the new item should be similar with a storyline or questline with a good difficulty. Id say it would be fair and this can be even collected for fashion or Utility by every1! 😮
  21. Ableton

    Legendary Emperium Aura

    Yay!!! This is awesomeeee!!! I revised the suggestion as per the comments.
  22. Perishable

    Legendary Emperium Aura

    If you want to do something for them @Genesis I'll provide these files if you like or accept it. Legendary Fire Emperium Aurora Legendary Yellow/Banana Emperium Aurora Legendary Avocado Emperium Aurora Legendary Green Apple Emperium Aurora
  23. Last week
  24. niemono89

    Gunslinger Vs Sniper?

    For the basics :3 Beginners would be sniper. Gunslinger are the advances type, coz they have the longest range shot aim(12 pixel=length of ur desktop screen). Plus their gears are quite pricey too xd
  25. ryrick0822

    Gunslinger Vs Sniper?

    hi deciding on who ill fully build a sniper or a GS? what are the pros and cons? appreciate the help.
  26. BigD

    Legendary Emperium Aura

    Lmao everyone when you give your 2 cent I just think of all the horrible suggestion you posted. Hahahhahaa!
  27. Ableton

    Priest Soul Link and Ninja Cursed

    + 1 to this. May i include in the suggestion to add the priest soul link skill to either Priest Blessed Ring or Eir's Book, or Priest DA (probly replace the kaite. lol)
  28. This is exactly the main issue that we all have to address and focus on. I've posted some suggestions before, focusing on the "Advertisement" and "Voting" because i personally believe these two can greatly help to increase the population of our server. Our server is already great, and is continuing to be great, but we are neglecting the importance of advertisement, the importance of letting people know how great we are.
  29. I think this is an extremely complex issue that cannot be satisfactorily discussed without multiple data points and opinions from different people ++. You've grouped far too many massive statements into one short message. This is probably going to get messy. So here are my thoughts on the matter, summarized according to me. It's still a developing thought process so forgive the lapses if any. People are buying and selling items. I'm not sure what you're talking about. They might not be buying and selling items of different classes/categories equally, but that's an inevitability. Class balancing (not sure if it's required, but as a generic statement) may boost the number of people playing different classes. There are many other things that may boost the number of players playing a class but that argument isn't required as a response to your statement. If you mean people are not buying and selling the specific items that you desire, perhaps that's because we have many items of different categories that are used by different people. Some who would rather use their items than sell it, others who don't use it anymore. You need to be more specific in terms of what class of items you're talking about. Your statement is far too broad. As long as a market exists, there will always be people who "Overprice" or try to sell higher. When I used to play back in the day I know that I made a good amount of tokens buying cheap and selling higher. If what you mean is that the only sellers are selling it more expensive than it should be (no one way to determine what is more expensive than it should be), let me ask you this. What defines the price of an item? A couple of factors imho. a.) Price people are willing to pay: This is based on desperation, instant gratification tendencies, etc, etc, etc. Point being it's a debatable answer depending on if you're buying or selling. b.) Price it costs to make/purchase: Can vary if it's a farmable item Vs. if it's donation based. The number of people donating determine the price of an item Vs. Existing supply of the item. This can vary greatly depending on how long it's been around and how many exist on the server. As for farmable items, most materials are easy to access, there's a few that are difficult but considering that most MvPs are camped I don't see any rational way to determine if certain items are harder to make per say. Yes they may not be as valuable in comparison to time spent making other items but that's an entirely different conversation. c.) Patience: Most gamers I know horribly lack this. If a seller prices higher than a buyer is willing to pay, if a buyer is patient he'll find a seller. The same however applies to a seller. If you expect to put up a chat with a low or "what you think is right" price but don't have the patience to get your item. Then you're probably not going to get it at the price you want. If you're complaining about people overpricing items, that's not something the GM's can fix unless they stimulate the economy with tokens; the outcome of this is a black box I'd say unless you're using the theory to fuel your own argument. If the players were to fix this, it'd either be by not selling to resellers or by being patient when they buy/sell. Cookie very clearly articulates that it's a buyers market in a scenario where most people already have the item you're trying to sell or when there's a lack of tokens. For eg. Although Kiel cards have been around for years people still buy them for a multitude of reasons. Nonetheless, there's an equally valuable item in the newbie starter pack that serves the same purpose as 3 kiels. Aka there are options. Maybe they want to gear alts, they're buying their first set, they're cheap, etc there's many reasons as to why someone would want to buy a Kiel and its price has stayed the same for a while. But for a more expensive item like an emp or an imp, etc. There are enough alternatives other than having to purchase it from the market itself. Legendary headgear, Halloween Headgear, various other aura's, waiting for castle drops, etc, etc, etc. If your complaint is that there aren't enough people who are constantly buying and selling items perhaps that's got more to do with server population and the available item variants. Having more variations of an item is good for the player base because they got more to choose from in terms of how many tokens they want to spend to get different categories of value. Server population is something the GMs can look at and probably do, I mean that's priority one for any server I'd think. But from what I've read so far that doesn't seem like what you're trying to talk about. As far as I can recall from my experience on RO in general. Group events like WOE are usually dominated by 2-3 larger guilds and contested by other smaller guilds. As the larger guilds lose their players, for whatever reason, the smaller guilds grow larger assuming they get better (the word better compromises of too many different factors to really discuss here.) Point being that different guilds have had their hay days in the past and don't anymore. There should be constant rotation(Every few months?), with who's dominating the server group events. If there isn't and somebody has access to the data it'd be worth considering as a problem. Once again, to be solved by the players. I mean, to be honest, all you'd need is people with leadership traits to start their own guilds w/ friends and focus on region-specific WOE events that they can dominate by sheer numbers if not better skills. Coming to the problem that there aren't enough players on the server at the moment. This is a real issue that all of us need to focus on, GMs and players alike. There are methods of advertising the server that doesn't require payments from Jorge. Voting for example. I don't know what the conversion ratios are for players converted through voting but it's one way we as players can make it better by voting more often dedicatedly (I'm not talking about just clicking the links to get tokens, I'm talking about spending another 5 seconds doing the authentication and making your vote count. You can do it twice a day for all websites, sometimes even multiple times from different accounts.) The other side of this is obviously providing better incentives to vote. Item varients or...? This is something the GMs need to look at after considering the balance of different classes/classes of items assuming that most players don't have an in-depth understanding of the same. We can further incentivize new players joining the server. A few, not well thought out ways, are as follows. Better Guild packs (We'd need to have more data on how many people have joined through this promotion and what their feedback is on this point, hence not well thought through.) Group events specifically geared towards the lower and middle class (if it can be called that) of the population. We don't have a need per say in our existing infrastructure of events for people to be able to competitively use lower/middle end gear. (This was done before, I'm sure something went wrong for them to stop it. Would need more data before good suggestions can be made) Newbie Guides: Although we have a brilliant one on our forums, I'm not sure how many people refer to it before starting out in game. For phone-based applications, we try to create a sort of interactive tutorial that helps people move through the basic functionalities of the app. But for a game as vast as fRO this might be a mammoth task in both it's execution as well as ideation considering most people who join already understand the basics. Aka our guide would have to be customized to explain the perhaps more niche points that make fRO the server the fun server that it is. This point probably shouldn't be taken into any form of consideration unless required. If the number of real new players joining fRO aren't that high perhaps we can do a special GM shows you the way and teaches you the basics sort of thing. I mean that'd make a player feel super special that's for sure. Maybe make GMs in charge of a guild itself that's only for new players? I don't know. Not well thought out. Just shooting in the wind. Leaders among players can create farm only guilds that focus on stabilizing both prices and inviting and guiding new players into the system. Just a few thoughts off the top of my head. Sorry to say, you haven't identified much of anything. You've just made open-ended statements with no data and with no explanations. I bet there are tons of people out there who can add valuable insight into the game and how to improve it but probably just won't comment on this post because it's so vague, ambiguous and loosely written. It took me a couple of days of going back and forth in my head as to whether it would be of any value to respond. Having seen cookie put in efforts into trying to identify one problem while providing his version of the solution is what made me think that I should attempt one as well. Tl;dr: Need change, some efforts from GMS, some efforts from players. Need more data, that is backed by player opinion to an extent, to make better theories/arguments. This post is terribly written, I'll make another one specifically in regards to "how to get new players and keep the old ones". Eventually.
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