>>324314710 This post made me go try it with the DS emu that can run at higher resolutions and the results are quite nice. The spritework is still there, intact from the MMO, although the textures and probably models were clearly compromised. The camera is also way too zoomed in, but that's fine. So yeah, if you have a current gen overclocked i7 you can enjoy this game at 1024 x 768 without too much slowdown.
>>324322978 I have no idea why this picture exists, but I love that piece of artwork. They had some good artists for the original artwork. The NA version would use the shittiest fucking fanart and inject it into the game in the loading screens, though.
>>324322917 It was cute, but yeah it's kind of awful. What were they thinking designing a game completely around quests and then just stop offering quests for no reason? More of the game should've been like the chapel early on where you had lot of players who could just casually team up to mow down hundreds of monsters and the spawn rates were almost high enough to support it. Instead it's map after map of just enough monsters to finish your quest and if you ever see another player you're desperately fighting to finish your quest before they can. And the classes are unbalanced as shit. Taking 3 ranks in quarrel shooter gives you nearly indentical skills to the base archer class, plus the shield and stone shot. When istead you can use that time to get hunter for PvP/world boss hunting or ranger/sapper to actually deal damage and hit multiple enemies without 2 minutes of downtime.
>>324324128 >you will never be a 11 year old boy who is in the shin-ra guild with your greatest pals >you will never solo niff as a hunter with terrible lag >you will never go to clocktower and firewall alarms >you will never see payon dungeon f2 populated ever again
>>324324991 Maybe? I have a 2nd gen laptop i7 and it doesn't run 60 fps, not even at x2 native res. It only works with frame skipping. Maybe you'll have better luck. The emulator is called Desmume x432r.
>>324328447 The community, probably. I think a lot of people were motivated to progress just so they could join a guild, participate in WoE, join parties to kill MVP's, help others, and just become rich and strong.
None of that really matters now since RO is kind of dead.
>>324328447 At the time MMOs were a heavy grind. I spent a lot of time enjoying the game's world, economy, and community. I started immediately after iRO came back from beta and stuck around until 2012. I didn't have any issues with the cash shop because it brought more people into the game.
Personally the most fun I had was working with a friend on a website that collected market data: ragnastats. Eventually she made a group of bots that would find spam bots and teleport them into other maps. Meeting people in the game that had interests that put your own fun into the game was something that made it really special.
>>324327479 >you will never spend your days partying it up in culvert ever again >you will never hang out in payon dungeon with your pals chasing munaks >you will never spend hours in ant hell for that maya card >you will never spend the entire day with your friends looking for angelings >you will never die in prontera because some asshole summoned an abyssal knight >you will never defend your guild base in another war of emperium ever again
It had a month opem beta, but... It didnt felt the same. Only one City, the map progression, even though It is a grid, there is a very defined real path, because the other areas are 100 levels above you.
Boss and enemy variety is "small"
Add many more cities, make the way less linear so the map fells like a grid, add many, many more optional areas people can explore if they will/find It.
Hell, I played RO for so many years and I dont know 50% of the game
No hand holding, little to no "player story" make the world building Tell its tale, Not an npc claimming you are the chosen one (like dark souls 1 story telling, at least for the first half). Maybe not even server automated functions. Seriously, let god sort them out, like in EVE.
Also no more locked combat and skill rotation. The action mmorpgs are a step on the right direction, but normally, normal attacks are still useless and you still have a rotation, AND netcode and hitbox sucks ass (case in point, Dragon nest and vindicus)
Also dont make it instanced.
I had an ideia I think is interesting for an mmo, but odd.
Like, a mix between mobas short matchs and the depth of an mmo. Think of an server that resets every few days, reaching the cap is super easy if not useless, you have hundreds of possible builds and Jobs that May or May not be randomized. Your job is to form an alliance or join one, and fight your way to victory, managing resources, forging items, training and fighting in a server wide permanent WoE.
>>324327479 >>324336141 >You will never grind anolians >You will never get into grand battles in the clocktower because some dumbass mage decided to summon meteors >You will never be terrified of walking into a random portal and warping into some freaky shit dungeon with evil joker cards that OHKO you >You will never chill with your bros in the assassin town Hold me
>>324348459 >anolians Man, they're so nerfed in Renewal >clock tower Secondmost fun I had with the game was learning how to firewall properly in CT. It doesn't work too well anymore, with ranged enemy skills, vfw being busted, and a host of other issues. >random portal I remember before they fixed Lutie, you could portal people into a pen where they couldn't escape. Vendors would sell fwings for ridiculous prices. Some of the most fun I had in renewal was portaling people who were just sitting around by precasting the portal nearby and having a friend push them into it. One day, we sent around a hundred people outside of prontera to the shadow realm just for kicks.
Breaking essential game mechanics (vfw) completely ruined the game for me. Not to mention, soloing is pretty awful when every 3rd job has a fullscreen aoe clear. Yawn.
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