u/Slaagwyn

Amizades nerdola

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.

reddit.com
u/Slaagwyn — 1 day ago

Vale apena comprar o clanck!?

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

reddit.com
u/Slaagwyn — 4 days ago

Chegou ontem de noite, tô super ansioso para jogar nesse final de semana com minha namorada e meus amigos.

u/Slaagwyn — 7 days ago

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:

1. Remove Pay-to-Win items from the cash shop

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.

2. Better onboarding for new players

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:

  • where to go,
  • which maps to level in,
  • what gear to aim for,
  • or how to find groups.

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:

  • Level 1~10 → a small story campaign tied to your chosen class.
  • After that → a main story divided into regional arcs.

Payon Arc (10~26)

  • Introduction to the region
  • Local lore
  • Natural map progression for leveling
  • Encouragement for party play

Geffen and Orc Arc

  • Expansion of the world’s narrative
  • Gradual introduction to more advanced mechanics

This would help:

  • lost newcomers,
  • lore-focused players,
  • party formation,
  • and world immersion.

And most importantly: veteran players could still completely ignore it and follow the classic grinding route.

3. A more engaging endgame

Right now, Ragnarok’s endgame is heavily centered around:

  • MVP hunting,
  • spawn competition,
  • endless grinding,
  • and extreme RNG.

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:

  • cards,
  • weapons,
  • armor,
  • or other rare drops.

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:

  • groups of 5~8 players,
  • actual mechanics,
  • movement-based fights,
  • tank/healer/dps roles,
  • more challenging encounters.

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.

4. Merchant class and economy rework

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:

  • standard listing fee: 25%;
  • merchant listing fee: only 5%.

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.

Biolo

Could specialize in crafting:

  • rare potions,
  • powerful consumables,
  • raid-focused buffs,
  • and endgame support items.

Meister

Could become the primary endgame equipment crafter.

Example:
When defeating bosses, players could obtain:

  • complete weapons,
  • or fragments/tokens from rare weapons.

If someone wanted a Thanatos Sword, for example, they could:

  • get lucky and drop it directly,
  • or gather enough fragments for a Meister to craft it.

Meisters could also:

  • perform advanced refining,
  • upgrade equipment,
  • and craft enhanced versions of items.

5. Secure player crafting system

The game could also have an official “crafting order” system.

Example:

  • A player announces they want a Thanatos Sword crafted.
  • A specialized crafter accepts the request.
  • The buyer deposits the required materials.
  • The crafter sets the service price.
  • Both sides confirm the transaction.
  • The system automatically crafts and delivers the item safely.

This would:

  • prevent scams,
  • strengthen the economy,
  • and make merchant classes even more important.

6. Healthy monetization

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:

Model 1 — Subscription

  • Affordable Subscription $8 (R$ 17,50)
  • Paid yearly expansions $25 (R$ 62,5)
  • Cosmetic-only cash shop
  • Cosmetics also purchasable with in-game currency

Model 2 — Frequent expansions

  • No subscription
  • Smaller expansions every 6~8 months 30 dolares (R$ 70)
  • Cosmetic-only shop

The most important things would be:

  • avoiding Pay-to-Win,
  • keeping prices accessible,
  • and respecting the player’s time.

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.

reddit.com
u/Slaagwyn — 14 days ago