[fábula última] Gm de DCC querendo narrar FU
Narrei DCC por muito tempo e decidi narrar uma aventura de fabula ultima, porém queria algumas sugestões, dicas ou precauções com o sistema.
Narrei DCC por muito tempo e decidi narrar uma aventura de fabula ultima, porém queria algumas sugestões, dicas ou precauções com o sistema.
Tenho 24(H) anos e tava atrás de uma galera com gostos parecidos que pudéssemos bater um papo legal enquanto joga.
Não curto jogos competitivos, apesar de jogar dota 2 por causa de um amigo, mas só jogo por causa que é legal jogar com ele, fora isso meu gosto por jogos são jogos táticos por turno, boardgames, TCG (flesh and blood e magic), mmorpgs (guild wars 2 e final fantasy 14), jogos de sobrevivência (Tenho muita vontade de jogar o rune scape dragon wilds ultimamente). E tenho mo vontade de jogar em grupo peak, repo e barotrauma.
Curto ler alguns mangás, mas em questão de anime eu ando assistindo bem pouco kkkk o ultimo que assisti a nova temporada de frieren.
Não me importo muito com opiniões políticas, desde que não seja algo extremamente babaca.
Enfim, fora isso todo mundo é bem vindo só não tenho interesse em segundas intenções porque eu namoro.
Tava pensando em comprar ele no final do mês, porém vi que vai sair uma nova versão remasterizada, era melhor comprar ele agora ou esperar até sair essa nova versão?
Não sei se ela vai ser tão melhor assim
Chegou ontem de noite, tô super ansioso para jogar nesse final de semana com minha namorada e meus amigos.
The shutdown of BRO made me reflect a lot about Ragnarok Online.
I genuinely believe Ragnarok could still be relevant today if some decisions had been different. The game still has beautiful visuals, a unique identity, and a charm that very few MMOs have ever managed to replicate. To me, the problem was never the game itself, but the mentality and direction behind it.
I don’t really expect these changes to ever happen, but I enjoy imagining what Ragnarok could have become without losing its essence.
If I could change a few things about Ragnarok, these would be my main points:
The cash shop should only sell cosmetics and light convenience features. Any item that gives direct power eventually destroys the economy, balance, and the player’s sense of progression.
Ragnarok has always been a game heavily built around grinding, trading, and earning your progress. Once the cash shop starts replacing that, a huge part of the game's identity disappears.
Ragnarok has always been extremely unfriendly to newcomers. Back then, that worked. Today, gaming audiences are different.
A lot of players quit simply because they don’t know:
The game could really benefit from a main quest system similar to modern MMOs like Final Fantasy XIV or Guild Wars 2.
Not as something mandatory, but as guidance for players who want direction.
Example:
This would help:
And most importantly: veteran players could still completely ignore it and follow the classic grinding route.
Right now, Ragnarok’s endgame is heavily centered around:
MVP cards should absolutely remain rare, but there could still be some form of guaranteed long-term progression.
For example:
By participating in MVP fights, players could earn boss-specific tokens. If the card doesn’t drop, collecting enough tokens would eventually allow you to exchange them for:
This would preserve rarity while avoiding the feeling that months of effort accomplished absolutely nothing.
I would also love to see Ragnarok invest in proper raid content:
Something closer to what we see in World of Warcraft and other modern MMORPGs.
Ragnarok has always had incredible class design for group gameplay, but the game rarely requires modern cooperative mechanics between players.
Merchant classes have always been an important part of Ragnarok’s identity, but the current system has aged very poorly.
Honestly, I hate entering Prontera and seeing my entire screen flooded with vending shops everywhere.
The game could have a fully interconnected auction house shared between all cities. Merchant classes would still remain relevant through exclusive economic advantages.
For example:
This would preserve the importance of merchant classes without turning cities into visual clutter.
Merchant classes could also have a much larger role in the endgame economy.
Could specialize in crafting:
Could become the primary endgame equipment crafter.
Example:
When defeating bosses, players could obtain:
If someone wanted a Thanatos Sword, for example, they could:
Meisters could also:
The game could also have an official “crafting order” system.
Example:
This would:
This is probably the most important point.
A lot of MMOs die because companies become too aggressive with monetization. I personally stopped playing WoW after years of absurd price increases and bad monetization decisions.
To me, Ragnarok could work under two possible models:
The most important things would be:
In the case of expansions, they would bring continuity to the story, in addition to bringing new equipment and maps.
Eventually, the content of the expansions would become free in the base game, but only 1 month before an expansion is released.