
Prior to the global release of the highly anticipated MMORPG Ragnarok Online 3, which is expected sometime in 2026, its developers have addressed players' frequently asked questions and concerns regarding pay-to-win (P2W) and guild leagues via the game's official Discord channel (discord.gg/ro3global).
Below, I compiled the devs' answers for FAQs, P2W issues, and guild leaders' concerns, and summarized them for easy reading.
Official Sequel to Gravity's RO
Developed by Gravity Game Vision (GGV) and JoyMaker, Ragnarok Online 3 (RO3) improves the original RO's visuals and systems and adds a seasonal game mode with new content. RO3's "seasonal world MMORPG" offers the pure RO ambiance and a continually developing world full of fresh experiences, making it suited for all RO lovers. RO3 accurately recreates Prontera and Geffen in a sophisticated, nostalgic, charming pixel-art style. It also provides players with many classes and skill-building systems to boost battle strategy and impact, adding to the fun. Join guilds, fight MVPs with friends, and challenge hundred-player boss battles.
Style of the game? Classic, large-scale MMORPG Ragnarok Online 3 is cross-platform for PC and mobile. Players explore Norse mythology's Midgard, a strange continent, in a fantasy adventure.
Here are some highlights we can expect from RO3 Global:
- Balanced Free-to-Play Experience: Minimal power gap between paying and free users, emphasizing fairness and strategy in PvP and PvE battles.
- Independent Trading Platform: Dedicated platform for free trading of equipment and items, with real-time market updates and player-driven pricing based on supply, demand, and strategy.
- Seasonal Gameplay: Features seasonal GvG tournaments with new maps, rules, and rewards, promoting improved tactics and teamwork.
- Guild Sandbox Mode: Offers guild diplomacy, resource management, and geo-strategic gameplay for deeper, complex experiences.
- Epic Guild Campaigns: Combines social and competitive elements, allowing players to join/form guilds, tackle MVPs, and participate in hundred-player siege battles.
- Skill Build System: Players allocate skill and attribute points during leveling to customize character abilities, enabling unique builds and diverse playstyles.
Ragnarok Online 3 - FAQs
In an AMA (ask me anything) session, RO3 devs gathered questions that players cared about most and invited producer Yu to answer them, aiming to share updates with the community. I paraphrased Yu's answers, so check out the summarized version of the AMA below.
Gameplay Questions
- Q1: Plans for large-scale stronghold battles or sieges for GvG or Guild League?
- Yu: Plans exist for GvG, including strategic elements; no exact timeline, but will reflect community feedback.
- Q2: For players who don't want to participate in GvG, Remnant Echoes' unpredictable, hard-to-complete ideal build.
- Yu: Guarantees future systems for color-locking, resets, trades, or items; seasonal gameplay, releasing content related to seasons (solo and multiplayer modes); and an RNG system without trading is unfair.
- Q3: How was the damage formula designed?
- Yu: Original RO damage formula was complex; adjusted for 3rd/4th job changes, balanced for combat variety; encourages unique builds.
Character & Progression Questions
- Q1: Can we keep the original card system, without leveling up cards or adding a card currency?
- Yu: Removed leveling for cards, focusing on innovations; no card currency planned (PS: won't turn into pay-to-win).
- Q2: Suggest removing all power indicators, including the CP value for equipment.
- Yu: Might notice we don't have a combat power system; focuses on equipment/remnant echoes; rating system, not combat power.
- Q3: Could equipment have a sub-stat reset feature, so players optimize their builds without rerolling items?
- Yu: Equipment can be traded; encouraged player interaction by allowing trade of unidentified equipment; stall function planned.
- Q4: Given Remnant Echo will have random affix/stat levels (5, 10, 15, 20), will there be a way to reset specific stats instead of all?
- Yu: That system will make trading less significant; we want players to trade; all stats can be earned through effort, not cash.
Season Questions
- Q1: Will RO3 offer more builds in the future, like classic RO attack-speed [Dupe Light] build for Archbishop?
- Yu: Hints at builds with season changes; there'll be a season you'll see a priest with high AGI and CRIT.
- Q2: After a season reset, what benefits do existing players get?
- Yu: Players get a new content experience; each season brings fresh visuals and audio feedback.
- Q3: Does "everyone starts at the same point" mean characters, equipment, level, and Remnant Echoes all reset?
- Yu: Not everything resets; can guess what's tied to the season; first season music-themed, with special symbols.
UI & Controls Questions
- Q1: Any improvements planned? The chat system is clunky, and it looks like a mobile interface. Could PC get its own UI like the one in Classic RO? Also, please fix classic mode controls.
- Yu: Continuously working on UI adjustments; current interface is a test version—official UI will come later.
Operations & Server Questions
- Q1: Keep server numbers limited, but add more channels per server instead of creating new servers.
- Yu: Planning to approach this tomorrow, creating a lively environment where players can enjoy the same space.
- Q2: Will the classic control mode be restored in the future? Currently, movement is done with the right mouse button, unlike classic RO (left button).
- Yu: Freedom to adjust controls to player preference; more customization coming.
Response to P2W Concerns
Ragnarok Online 3 completed phase one of the Pioneer Test, and the developers promptly provided a response to players' feedback and concerns, including the pay-to-win (P2W) issue. After the beta test, players raised concerns about the game's monetization mechanism, which may favor premium players over F2P (free-to-play) individuals.
Producer Yu stated:
From day one of this project, we swore: we will never let paying players stomp the battlefield one-versus-hundred. That kind of nonsense ruins both balance and dignity—it insults the skill and passion of all adventurers. This isn't about monthly passes or free-to-play models—it's about whether we as devs can resist the temptation to "cash-grab". For us, user experience is the creed. Payment should be the result of joy, love, and excitement—not the punishment for being underpowered.
Response to Guild Leaders' Concerns
Ragnarok Online 3's initial Meet the Producer session addressed the four Thai guild leaders' complaints and suggestions. During the session, GLs identified seven difficulties with the 10-player dungeon and guild league, including long auctions, short league matches, restricted skill slots, and undersized guild league icons.
Check out the summarized version of the devs' answers below.
- Q1: Auction system in a 10-player dungeon is too slow
- A1: Devs acknowledge the issue, plan to shorten auction timing in future versions.
- Q2: Guild League matches are too short, lack sub-battlefields
- A2: Longer 30-minute GvG mode planned for future updates.
- Q3: Automatic matchmaking for 10-player dungeon
- A3: Not available in Pioneer Test; matchmaking to be added at OB launch to ease team-ups.
- Q4: Six skill slots too limiting
- A4: Currently set to 6 skills + 1 buff due to third-job skills; skill bar expansion considered for future updates with larger skill combinations.
- Q5: Dungeon bosses too large to maneuver around
- A5: Rotate the camera for a better view; party leaders can use the marker function (bottom-right, team interface) to reduce communication issues, especially in the Melkor dungeon.
- Q6: Guild League reports lack death counts
- A6: Death counts are hidden to avoid discouraging weaker players, focusing on positive contributions.
- Follow-up: Guild masters want death data for analysis.
- A6: Devs will consider private death data for guild masters, but need more feedback to balance the impact on weaker players.
- Q7: Guild League icons too small
- A7: Customizable UI settings planned for future updates.
Guild masters also suggested game features and controls.
- Q1: Training dummies for testing builds?
- A1: In development, will be available in Open Beta with dedicated testing maps.
- Q2: Left-click movement like Ragnarok Online?
- A2: Possible to reintroduce; early RO3 version used it, but testers found it awkward. Free keybinding planned for future customization.
- Q3: Random spawn for field monsters instead of fixed spots?
- A3: Under consideration, pending further player feedback.
- Q4: Small stat differences between equipment colors, red equipment feels underwhelming?
- A4: Intentional to avoid pay-to-win; keeps the gap fair between paying and non-paying players.
- Q5: Combat Power system for characters?
- A5: No Power system or leaderboards to avoid pay-to-win. Equipment Power is shown as a reference for easier comparison.
To veteran RO players since the PC game's compshop boom, I am eager to know your insights or reaction with these FAQs answered by Ragnarok Online 3 devs. – PinoyTechSaga
Image courtesy: Ragnarok Online 3
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