Users have asked a lot of questions, and among them, YU has only summarized the questions and answers.
Q : Keep the number of servers limited—use more channels within each server instead of keeping adding more new servers. This suggestion is raised by Dylanchase.
A : We’re experimenting with new models to gather more players together, making the world feel lively and fun.
Q : The idea of upgrading cards or adding card currency to the card system: Can we keep the original card system?
A : I see that card upgrading is an unpopular system, so we’re removing them. Expect new innovations for cards to enhance collection value—no pay-to-win mechanics here.
Q : Remove any power indicator, including the CP value for equipment
A : There’s no overall combat power system or leaderboard. So why do we still have the ratings? Because Equipment/remnant echo scores are just guides to help new players choose equipment. High score doesn’t always equal better DPS—RO’s complexity and build freedom remain intact.
Q : Seeing the card slots:
Armor has two slots,
Weapon has four slots,
Will this still be changed and stick to the classic number of cards that can be slotted? This feature seems kind of imbalanced towards other players especially when Mini and MVP cards are added.
A : When balancing this, we will have some new considerations. In particular, we have some especially distinctive cards: for example, when converting armor into a certain attribute, conflicts may arise, right? We will address all these issues~
Q : Would you consider adding a reroll stat feature for gears and equipment, so players can adjust sub-stats and optimize their build without having to grind entirely new items?
A : Our equipment system allows trading between players. We encourage player interaction by enabling the trade of unidentified equipment. In the future, some items from the trade hall will be moved to the stall . (The stall is currently being developed now.)
Q : I understand that this is still the Early Test Phase of the game, but regarding the different builds, I’m seeing only two – for example Archbishop has Support or Exorcism build. Is RO3 open to other builds in the future? Like adding a Attack Speed build (Duple Light) for Archbishop just like the classic RO.
A : Simply put, our BD will change with the season, and we might be able to build explosive pastors in some future season.
Q : press space for jump please
this would be cute and funny and your RO will be the first RO that can jump xD also if you add this jump action to dungeon mechanic, it will open more challenging mechanic for the future dungeon
A : I’ll satisfy your request! But I have some small conditions. Look forward to it~
Q :
Given by T4ddy, remnant Echoes should be obtainable through solo gameplay for players who don’t want to participate in GvG
RNG is too random, making it very difficult to complete an ideal build, so hopefully there are mechanics like color-locking, resetting, trading, or items that guarantee the desired color. This question is raised Ronx. Yu will answer both questions together.
A : Regarding the Remnant Echoes: I’m not sure if everyone has noticed, but it’s actually a seasonal gameplay system. We’ll be releasing content related to the seasons within seasonal game modes.
Each season will feature both solo and multiplayer modes—you can look forward to that. Let me say something a bit controversial: any RNG system without trading is just unfair. Without trading, it can make the player experience really frustrating.
(For example, a paying player might spend a million and still not get as much as a free player. But if trading is allowed, that free player can sell their items to the paying player for, say, 100,000. This way, the free player earns money, and the paying player saves money.)
Q : Given that Remant Echo will have random affix/stat every level 5, 10, 15, and 20. Will there be a feature added in the future to reroll that specific affix/stat only?
A : If we make the reset feature available, there will be less demand for trading among players. We actually want to encourage more player-to-player trading.
Q : Will there be PVP stats?
A : All of our stats could be gained by players’ in game activities. There would not be stat which can only be gained by paying. If there is such, the player community would be seperated into different hierarchies. We all wanna know how’s RO3’s payment structure be like. But I would like to express my design philosophy now. Payment is always the outcome. Players would only pay for their emotions. (me as well as a player. I would pay in game when I’m satisfied or happy for the in game content. Maybe pay to help my team to achieve certain goals, maybe for looking good, maybe some exclusive chances of showing off myself.) Our goal is not to get players pay for the game at the beginning. That’s why we would reveal contents we think is good, contents we consider can bring fun to the player community for you guys to experience. (We want to discuss more about the game with you guys rather than paying in game.)
Q : Is there any benefit left for existing users if the season resets?
A :
1 : For players still playing, there’s a completely new content experience. Each season’s BD brings fresh visuals and gameplay. You may have noticed that once you complete a season’s BD, you get unique visual and audio feedback—for example, the Assassin’s Cross Ripper Slasher changes to the Thomas Spin. This provides a distinct sensory experience every season.,
2 : For returning players, it’s easier to come back without much cost. Since everyone starts from the same point in a new season, you’ll need to collect and trade items all over again, just like everyone else.,
3 : For new players, the learning curve is much less steep. For instance, after 20 years of operation, RO1 became very unfriendly to new players because there’s just too much to learn. As a result, attracting new users became extremely difficult for RO1.,
With this system, we ensure the game stays fresh and accessible, continuously welcoming new players to join in and play together.
A : Not everything will be reset! Everyone can guess which elements are tied to the season. (Hint: The theme of Season 1 is music, and the special symbol is note)
Q : After each season, will new players be able to try out the past dungeons? Or will it be removed entirely from the game
A : It will not be completely eliminated; instead, it might come back in an unexpected way in the future.
Q : Any work for UI adjustment? And the chat is terrible, Why not just make it like the one in Classic RO, its really looking like a Mobile game unless you guys really are just catering mobile gamers, if not make a separate UI for PC. And please fix the Classic mode controls.
A : We have been continuously working on UI adjustments. The UI you see now is work-in-progress; we will have official UI in the future.
Q : Will the classic mode fix in the future as of now mouse movement works on right click not like on the classic RO which is left click
A : We are also continuously refining the control mode. In the future, we will offer greater flexibility, allowing players to customize it themselves.
Q : are there any plan to create large scale tower base or siege war for GvG or Guild alliance?? like a big event each month to hype the player.
A : We will have GVG, and the rules for GVG will be interesting and highly strategic. (Of course, the GVG gameplay will need to be refined together with everyone.)
Q : Mr.YU is the world map we saw on the test is final? Or will it still be expanded?
A : Of course, this is not the final version. The world of RO is vast, and we will continue to expand it over time.
Q : Anything you have to say about the damage formula
A : The damage formula in RO1 was very complicated. It was a formula of iterative multiplication, which made it extremely difficult to balance jobs in the later stages of the game (after the 3rd and 4th job change, this even led to the downfall of AGI builds), because any increase in one factor would be amplified many times over.
So, one of the things we’re doing in RO3 is unifying and streamlining the combat formula. Our goal is to make the formula more robust and sustainable in the long run.
You’ll notice some differences in combat as you play—for example, magic spells can now CRIT, and weapons no longer have size modifiers (like daggers now dealing the same damage to enemies of all sizes). We’ll try our best to preserve the unique RO flavor while simplifying the mechanics.
Honestly, this has been a painful decision for me as well, since the complexity of the original combat formula was a big part of the fun for BD in RO1. But out of long-term consideration, some decisions have to be made. Of course, before the official launch, everyone is welcome to share their thoughts and suggestions to help us go further together.
Q : I’ve seen the highlights of ROO and I’m seeing that it’s leaning towards contents that requires (socializing) either through Guild or other players to complete. Will there also be a content for players who prefer to play solo dungeon/instance in the future but would still get ample amount of materials for progression? Like maybe add a solo mode perhaps.
A : We will be rolling out some single-player gameplay modes. Stay tuned for more updates
Q : This question is for EU players… Is there hope for the game make it through to the Western Audience especially the new Online Policy over their continent?
A : yes defintely we will try to cover all EU regions