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[Suggestion] A few requests, Can we has... |
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Apr 27 2011, 21:59
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hgbdd
Group: Gold Star Club
Posts: 8,365
Joined: 8-December 08

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QUOTE(marcho @ Apr 27 2011, 20:40)  Does AP taper off now? I'd forgotten.
No, the chance to get AP reduce, but never cap.
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Apr 27 2011, 23:54
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dkplee
Group: Members
Posts: 1,540
Joined: 13-May 10

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About stamina, I'm quite liking the system over the previous grindfest limits.
I will admit I've completely stopped doing IW in favor of grindfest though, because the credit gains are much more valuable to me than the exp gains from IW. I personally don't see stamina as much of a limit with energy drinks in existence, so I'd be quite content if things stay the way they are. Except for two things:
1) Stamina penalty for failing the maze. But this has been discussed to death already, so consider this a +1
2) Stamina drain in arenas. I just can't see stamina having equal value in arena as compared to GF or IW where we consistently encounter 7-9 enemies per round. In all arenas, they are so many filler rounds with 1-3 enemies that the stamina becomes wasted in there.
To combat this personally, I've taken to spending all my great status stamina in GF first before doing any arenas on normal status. I hope something will be done in the future. Perhaps arena stamina drain is only at half the rate compared to GF or IW. Oh btw, this should extend to hourlies as well, but the effect there is less noticeable due to the fact there's only 1 round.
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Apr 28 2011, 00:31
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grumpymal
Group: Gold Star Club
Posts: 10,923
Joined: 2-April 08

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QUOTE(Tenboro @ Apr 27 2011, 07:06)  [...]you've already lost.
YOU wa SHOCK! I agree that energy drinks should be usable from the Healer page instead of having to use them in battle. How hard could it be to add a button that says "Chug Energy Drink" and run a simplified version of the item usage function? (LOL, probably harder than expected.) Maybe add +1 Stamina to the loot table for Frequent Healer bonus at a really low chance? I don't see how this could be farmable in any profitable way, since you'd have to qualify for a lot of bonuses and then there's only a small probability of getting a +1. Also: second quickcast when? I imagine it'll be easier to put in since you've shifted some of the battle interface around, real estate-wise. core's script is nice, but it can't beat the original.
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Apr 28 2011, 00:35
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Sushilicious
Group: Catgirl Camarilla
Posts: 10,384
Joined: 21-October 10

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QUOTE(Eutopia @ Apr 27 2011, 12:53)  The drinks only drops when you offer artifacts to the shrine,so far i would say once every 3 or 4 artifacts and you will get one.
I know you can get drinks by redeeming artifacts. I was talking about adding them in to the monster loot table if it isn't already there.
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Apr 28 2011, 01:29
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4EverLost
Group: Gold Star Club
Posts: 36,632
Joined: 2-April 10

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QUOTE(cmal @ Apr 27 2011, 22:31)  I agree that energy drinks should be usable from the Healer page instead of having to use them in battle. How hard could it be to add a button that says "Chug Energy Drink" and run a simplified version of the item usage function? (LOL, probably harder than expected.)
I would like to be able to do both, use them in battle and also at the healer.
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Apr 28 2011, 02:46
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Grahf
Group: Gold Star Club
Posts: 4,223
Joined: 24-February 07

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I have a small request.
Can we not get soul gems if we have spirit full?
I'm not sure how hard it would be to implement, but it's incredibly frustrating to get multiple soul gems in a run when your spirit is full.
I'm asking this mostly because the spirit second wind never triggered when you had full spirit. I know that this change might mean that the other kinds of gems might not drop if you have full HP or MP, but unlike spirit there's almost never an occasion aside from the start of battle when you're full up on both.
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Apr 28 2011, 02:50
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hgbdd
Group: Gold Star Club
Posts: 8,365
Joined: 8-December 08

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QUOTE(4EverLost @ Apr 28 2011, 00:29)  I would like to be able to do both, use them in battle and also at the healer.
A specific slot for it solve the problem. QUOTE(Grahf @ Apr 28 2011, 01:46)  I'm asking this mostly because the spirit second wind never triggered when you had full spirit.
IIRC it still rolled, but didn't show the effect. This post has been edited by cmdct: Apr 28 2011, 02:53
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Apr 28 2011, 03:09
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4EverLost
Group: Gold Star Club
Posts: 36,632
Joined: 2-April 10

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QUOTE(cmdct @ Apr 28 2011, 00:50)  A specific slot for it solve the problem. IIRC it still rolled, but didn't show the effect.
Well ya, but I would rather have 5 more item slots that could be used for anything or just a few slots for potions that would auto refill in battle.
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Apr 28 2011, 06:10
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Koshinator
Group: Gold Star Club
Posts: 290
Joined: 9-November 10

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I'd LOVE multiple gem slots.. but it'd probably makes things too easy, since you could save up the useful gems, and with the increased effectiveness of gems right now it might be overpowered.
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Apr 28 2011, 06:35
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Ballistic9
Group: Members
Posts: 4,761
Joined: 4-January 09

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Even reverting to the new gems replacing the old ones would be nice.
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Apr 28 2011, 17:02
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marcho
Group: Gold Star Club
Posts: 2,017
Joined: 25-February 09

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Increased payout in some form for user created monsters based on their power level.
At the moment it's pure annoyance to have to deal with a constant stream of monsters that are stronger than the much more rarely occurring and more valuable minibosses. Atleast minibosses give something extra and have the courtesy to stay away most of the time.
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Apr 28 2011, 17:26
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Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09

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Since you stop and take a rest from battle... +1 Stamina each time you solve a maze.
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Apr 29 2011, 00:31
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grumpymal
Group: Gold Star Club
Posts: 10,923
Joined: 2-April 08

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QUOTE(Ichy @ Apr 28 2011, 11:26)  Since you stop and take a rest from battle... +1 Stamina each time you solve a maze.
I'd settle for +0.5, even. Magic Itano Circus plz? It makes more sense now since magic users have to be smarter with their MP usage and killing off the stragglers ASAP is more pressing.
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Apr 29 2011, 03:06
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marcho
Group: Gold Star Club
Posts: 2,017
Joined: 25-February 09

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OK this could be a long one :/
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General:
A readout of your current min/max damage with your current equipment for standard attacks, spirit attacks and each magic you have unlocked.
ie.
Weapon 700-1300 slashing, 325 bleeding, true damage Spirit 5000-15000 soul Macig Missile 300-600 piercing Inferno 800-1000 fire Cure 800-1250 holy, healing
I think a display of this information would really help us out in min/maxing our gear sets and would just be all around cool
Items:
Health restorative items - Give a relatively large heal on use and a lesser heal over time effect for a very long duration. Currently A mana potion is a far more effective healing method when combined with cure and regen. Or, add a combat restocking slot for health potions like the slot for scrolls/infusions.
Equipment // General
Theres alot of unused suffixes and item types out there. Heres my two cents on making each equip type more unique and useful to different kinds of players.
*not sure about this one. Remove attribute bonuses from all equipment except those specifically granting them (Ox/Cheetah/Raccoon/Turtle/Fox/Owl suffixes and possibly power armor)
For elemental mitigation suffixes (fire-eater, frost born, etc.) add elemental damage of the appropriate type to physical attacks (maybe a fire eater piece with a 20 mit rating also grants half that amount, 10% on your physical damage score on top in fire damage)
Make Dragon Hide the only source of Fire-Eater/Frost-Born/Wind-Waker etc. suffixes other than Shielding Aura and Hulk, which appear on Plate/Shield/Power Heavy armors.
Equipment // Weapons:
For weapons other than staffs, the focus and battlecaster suffixes are very weak, especially focus. Increase magic related bonuses.
of the Ox/Cheetah/Raccoon are hard to place, but seem underpowered compared to the direct combat suffixes (slaughter, balance, nimble each seem to have a much greater effect). Removing stat bonuses from everything but these suffixes might help them find a place.
Fleet suffix also increases action speed
Equipment // Shields
Bucklers - add a bonus % chance to the 1hs stun. Tower Shields - significantly increase physical mitigation
Equipment // Armor // General
Shielding Aura - reduces all incoming damage based on the rating modified by your current spirit. Hulk - increases your physical damage based on the rating modified by your maximum health
Equipment // Armor // Cloth:
Cotton armor - remove cloth armor from the loot table Silk Armor - spawns only fleet, cheetah, raccoon
Equipment // Armor // Light
Dragon Hide increased spawn rate of elemental suffixes
Equipment // Armor // Heavy
minor burden/interference and physical mitigation boost across the board.
Power armor - add minor combat stamina regen stat
Gameplay
Slight decrease in exp / credit value of regular monsters
Scale exp / credit / loot bonus of player created monsters with power level
*not sure about - At X power level, player monsters gain miniboss/boss/legendary/god status, granting a stat multiplier but decreasing appearance rate to the applicable pool. Add to RoB at boss+ status?
significantly increase exp value of bosses/legendaries/gods
Item World
remove item level gain on completeion At round 1 encounter a gatekeeper mob, defeat to increase item level by 1/2/X flat levels based on difficulty (same as current) At round 20 encounter a gatekeeper mob, defeat to increase item level by 1/2/X% of the difference between your level and the items level based on difficulty At round 50 encounter a gatekeeper mob, defeat to increase item level by 1/2/X% of the difference between your level and the items level based on difficulty At round 100 encounter a gatekeeper mob, defeat to increase equip quality by one rank (1 time only) if the item is average or less (multiply all base stats by X) and increase item level by 1/2/X% of the difference between your level and the items level based on difficulty At round 200 encounter a gatekeeper mob, defeat to increase equip quality by one rank (1 time only) if the item is fine or less (multiply all base stats by Y) and increase item level by 2/4/2X% of the difference between your level and the items level based on difficulty ejected from IW after round 200. So thats a max total of 1/2/X flat + 5/10/5X% difference per run. % differnce only applies if your level > item level.
*note sure about - reduced stamina drain in IW
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Hooray wall of text.
This post has been edited by marcho: Apr 29 2011, 04:50
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Apr 29 2011, 03:43
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Grahf
Group: Gold Star Club
Posts: 4,223
Joined: 24-February 07

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Although it might be a long shot, I wouldn't mind seeing an armor of a variety that has a high mitigation in lieu of other stats.
It would probably be semi-rare as not to be unbalancing, but it might be worth a shot to introduce.
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Apr 29 2011, 03:44
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hgbdd
Group: Gold Star Club
Posts: 8,365
Joined: 8-December 08

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QUOTE(marcho @ Apr 29 2011, 02:06)  *not sure about this one. Remove attribute bonuses from all equipment except those specifically granting them (Ox/Cheetah/Raccoon/Turtle/Fox/Owl suffixes and possibly power armor)
QUOTE(marcho @ Apr 29 2011, 02:06)  of the Ox/Cheetah/Raccoon are hard to place, but seem underpowered compared to the direct combat suffixes (slaughter, balance, nimble each seem to have a much greater effect). Removing stat bonuses from everything but these suffixes might help them find a place.
If the real reason "no uses them" are because they're weaker, why not just increase the specific bonus, instead of nerfing the equipment? QUOTE(marcho @ Apr 29 2011, 02:06)  Make Dragon Hide the only source of Fire-Eater/Frost-Born/Wind-Waker etc. suffixes other than Shielding Aura and Hulk, which appear on Plate/Shield/Power Heavy armors. Hulk doesn't drop anymore, same for Swordchucks. QUOTE(marcho @ Apr 29 2011, 02:06)  Cloth armor - remove cloth armor from the loot table Silk Armor - spawns only fleet, cheetah, raccoon
? QUOTE(marcho @ Apr 29 2011, 02:06)  Dragon Hide increased spawn rate of elemental suffixes
Why? QUOTE(marcho @ Apr 29 2011, 02:06)  Gameplay Slight decrease in exp / credit value of regular monsters
Scale exp / credit / loot bonus of player created monsters with power level
I don't think that's an idea that gonna pass, after all, we see more times the stronger ones. QUOTE(marcho @ Apr 29 2011, 02:06)  significantly increase exp value of bosses/legendaries/gods
Lol another thing I doubt it will happen, he already adjust it in 4.8. *thankstothefacemeltermages*
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Apr 29 2011, 03:56
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marcho
Group: Gold Star Club
Posts: 2,017
Joined: 25-February 09

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for the stat suffixes, either way but i'm trying to make each type of equipment as unique as possible. I suppose a massive stat bonus would do the same. either way I guess. QUOTE Hulk doesn't drop anymore, same for Swordchucks. Oreally? Guess I missed that memo QUOTE ? cotton armor, useless, theres got to be some way to get rid of it. I know you;d have to adjust silk/goss as otehrwise everyone would turn in trophies for "cloth" but still QUOTE Why? Goes along with "For elemental mitigation suffixes (fire-eater, frost born, etc.) add elemental damage of the appropriate type to physical attacks (maybe a fire eater piece with a 20 mit rating also grants half that amount, 10% on your physical damage score on top in fire damage) Make Dragon Hide the only source of Fire-Eater/Frost-Born/Wind-Waker etc. suffixes other than Shielding Aura and Hulk, which appear on Plate/Shield/Power Heavy armors." QUOTE I don't think that's an idea that gonna pass, after all, we see more times the stronger ones. would go along with "At X power level, player monsters gain miniboss/boss/legendary/god status, granting a stat multiplier but decreasing appearance rate to the applicable pool." so you would see strong monsters much less frequently. As it is they are all pain no gain. QUOTE Lol another thing I doubt it will happen, he already adjust it in 4.8. *thankstothefacemeltermages* D: the time spent to exp rewarded ratio seems out of whack. But if Tenb already went over it and decided against, oh wells. This post has been edited by marcho: Apr 29 2011, 04:50
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Apr 29 2011, 04:01
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Msgr. Radixius
Group: Gold Star Club
Posts: 30,859
Joined: 15-May 06

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QUOTE(Grahf @ Apr 28 2011, 20:43)  Although it might be a long shot, I wouldn't mind seeing an armor of a variety that has a high mitigation in lieu of other stats.
It would probably be semi-rare as not to be unbalancing, but it might be worth a shot to introduce.
Agreed. Or buff the functions of mitigation and/or absorption.
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Apr 29 2011, 04:31
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skillchip
Group: Catgirl Camarilla
Posts: 5,753
Joined: 31-December 06

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by cloth armor you mean cotton right marcho?
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Apr 29 2011, 04:49
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marcho
Group: Gold Star Club
Posts: 2,017
Joined: 25-February 09

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er, yes that. Cotton. I suppose I should correct that.
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