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> [Suggestion] A few requests, Can we has...

 
post Mar 4 2014, 12:58
Post #10401
Colman



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Random suggestion of the week (IMG:[invalid] style_emoticons/default/smile.gif).

Currently, the monsters that appear on each round are all random. They have no teamwork at all.
A round of all Giants do not post danger to the players because they lacking firepower. On the other hand, a round of all spell caster have no issue because they will be all one-shot before they can even cast anything.

To make the efficient of monsters (for killing players) better, it would be nice if trainers can group the monsters into different teams.
It means the trainers can assign the monsters into a team and they will always come together.

Let move to the detail of my suggestion:
- Player are allowed to have a maximum of 1/2/3/4/5/6/7/8/9/10 monster's team at level 50/100/150/200/250/300/350/400/450/500, with training and equipping a skill that cost 2/4/6/8/10/12/14/16/18/20 AP.
- Maximum number of monsters in a single team is limited to 5/6/7/8/9/10 at level default(no training is needed)/200/275/350/425/500, with training and equipping a skill that cost default(no training is needed)/4/8/12/16/20 AP.
- All monsters have to be assign to monster team or they will not be active.
- A team strength is determined by the total PL of the team.
- The strength of the monster team that a player will faced is determined by thier level and the difficulty like the current system.
- In any type of battle, the number of monsters will be decided first. Then a team that having the correct number of monsters will be choosen randomly.
- A single team cannot participate in battle more than once a minute.
- In case of no matching (and active) team is found, default team will be used, that mean no player's monsters will take part in that round.

edit: a lot of typo......

This post has been edited by Colman: Mar 4 2014, 13:13
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post Mar 5 2014, 14:09
Post #10402
SoraNoAki



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No separate sub-forum for auctions? (IMG:[invalid] style_emoticons/default/sad.gif)
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post Mar 5 2014, 15:54
Post #10403
gc00018



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QUOTE(Colman @ Mar 3 2014, 18:18) *

I think both PA and imperil should be changed.
Completely ignore PMI/MMI/elemental resistance make the mid-high level players all use the same style.


Yeah, the defense reducing does make things unbalanced.

Maybe the easiest way is changing them into damage increasing effects.
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post Mar 5 2014, 20:36
Post #10404
qw3rty67



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Absolutely not. Maybe if every monster didn't have 67+% specific mit and another 60+% magical mit, those debuffs wouldn't have to be so strong. Change the monsters, not the players.

This post has been edited by qw3rty67: Mar 5 2014, 20:36
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post Mar 5 2014, 20:46
Post #10405
gc00018



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QUOTE(qw3rty67 @ Mar 5 2014, 18:36) *

Absolutely not. Maybe if every monster didn't have 67+% specific mit and another 60+% magical mit, those debuffs wouldn't have to be so strong. Change the monsters, not the players.


Change defense decreasing into damage increasing won't nerf your current damage output but balance monster class and weapon class.



This post has been edited by gc00018: Mar 5 2014, 20:58
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post Mar 5 2014, 21:33
Post #10406
qw3rty67



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Wrong on both counts.

Say you deal 1000 damage and a monster has .5 magic mit and .5 specific mit. Doubling your damage takes you from 250 to 500. Halving his mits takes you to 562. It was better when you could bring specific mit below zero because you had a reason to combine different forms of attack.

The game is already balanced. Everyone can do every thing the exact same way. You have to change monsters before players because monsters are ridiculous. Players needed things equally as ridiculous to counter that, but this put monsters on the other end of the ridiculousness scale. PA and imperil are the symptoms of the monster disease.

Void needs to go before changing PA. (IMG:[invalid] style_emoticons/default/smile.gif)

This post has been edited by qw3rty67: Mar 5 2014, 21:34
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post Mar 5 2014, 21:41
Post #10407
Colman



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QUOTE(qw3rty67 @ Mar 6 2014, 03:33) *

Wrong on both counts.

Say you deal 1000 damage and a monster has .5 magic mit and .5 specific mit. Doubling your damage takes you from 250 to 500. Halving his mits takes you to 562. It was better when you could bring specific mit below zero because you had a reason to combine different forms of attack.

The game is already balanced. Everyone can do every thing the exact same way. You have to change monsters before players because monsters are ridiculous. Players needed things equally as ridiculous to counter that, but this put monsters on the other end of the ridiculousness scale. PA and imperil are the symptoms of the monster disease.

Void needs to go before changing PA. (IMG:[invalid] style_emoticons/default/smile.gif)

Some monsters class are stronger than others, with and without imperil.
e.g.
Without imperil, giant is the toughest monster for both melee and magic players.
With imperil, giant is also the toughest monster for both melee and magic players.

Also, the naturally high elemental resist for some monster class have no meaning at all because high PL monster have high elemental resistant for all elements......
BTW, imperil make everything 0 anyway.

Do you find any issue here?

This post has been edited by Colman: Mar 5 2014, 21:43
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post Mar 5 2014, 22:19
Post #10408
qw3rty67



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Yes. With the monsters and the lab, not the players.

Some monsters will be stronger than others, but each monster should be strong at something unique to its class. As long as gifts are tied to kill rate and there is no limiting factor to monster growth, there will be endless giants. Same for crazy resists. Who wants to make some dopey bird when you can make a GIANT, anyway? The endless anime characters with random spellings are more bothersome than giants.
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post Mar 5 2014, 22:52
Post #10409
Ichy



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PA and Imperil could be fixed by ML change.

Upgrade Trees: If you add plenty HP to your mob you can add less PMI and MMI.
Basically upgrading one Stat lock you out on another Upgrade.

Goal is to have a variety of different Mobs strong and weak against different things.
Now it is just 'pic good class max everything' which is boring.

In Tandem with this: increased difficulty Setting will make you encounter more mobs strong against your Style.
And then one Difficulty above PFUDOR with higher damage and only Mobs strong against you. It is called FUCK YOU! (IMG:[invalid] style_emoticons/default/duck.gif)

This post has been edited by Ichy: Mar 5 2014, 22:55
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post Mar 5 2014, 23:56
Post #10410
EsotericSatire



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QUOTE(Colman @ Mar 5 2014, 09:41) *

Without imperil, giant is the toughest monster for both melee and magic players.
With imperil, giant is also the toughest monster for both melee and magic players.

BTW, imperil make everything 0 anyway.

Do you find any issue here?


Arthropod's give me more problems than giants. Giants are weak against wind and electric. Imperil doesn't make everything zero, usually it leaves monsters on +14 for me, so I hit them with a wind based attack before using my main electric attack.
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post Mar 6 2014, 08:45
Post #10411
Lement



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Ichy: Problem is "weak against different things" / "strong against your style".

Mage with imperil: High Hp
Mage without imperil: High Hp, crazy resistances, crazy MMI
Light +2h/DW: High Hp, piercing skills, crazy PMI
Light with 1h/mace/club: even more High Hp, crazy PMI, Crushing resistance, regular strong attacks
...
Heavy +anything: High Hp, magical skills, crazy PMI, regular strong attacks(against power)

You see the problem? Or another way, count how many ways one can path monsters. Let's see, High HP, resistance, PMI, MMI, skills. Goes against the thematics though if you can randomly pick those for any monster.
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post Mar 6 2014, 09:27
Post #10412
gc00018



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QUOTE(qw3rty67 @ Mar 5 2014, 19:33) *

Wrong on both counts.

I am just telling the idea 'defense reducing enlarge unbalance', not the actually number.
I believe a skilled game designer like Tenb can handle it and keep your damage the same.

QUOTE(qw3rty67 @ Mar 5 2014, 19:33) *

The game is already balanced. Everyone can do every thing the exact same way.

I make a interesting test in my last auction. I don't think it called 'already balanced'.
Nothing can really reach the level 'balanced', thing need to keep evolving.

QUOTE(gc00018 @ Mar 5 2014, 03:59) *

No.2 500 x High-Grade Cloth
Current bid: 9000k ace_amuro

No.3 1000 x High-Grade Leather
Current bid: 1000k gzzhongqi

No.4 2000 x High-Grade Metals
Current bid: 1000k Kyoko Hori

No.5 150 x High-Grade Wood
Current bid: 3100k pori_n


QUOTE(Lement @ Mar 6 2014, 06:45) *


Mage with imperil: High Hp
Mage without imperil: High Hp, crazy resistances, crazy MMI
Light +2h/DW: High Hp, piercing skills, crazy PMI
Light with 1h/mace/club: even more High Hp, crazy PMI, Crushing resistance, regular strong attacks
...
Heavy +anything: High Hp, magical skills, crazy PMI, regular strong attacks(against power)



I fully agree with your point. When I think of fighting against mages, High Hp mob is the only choice...

My 1605 element only get half of the kill than gaints. (I am already regret feeding element...)
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post Mar 6 2014, 10:45
Post #10413
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QUOTE(gc00018 @ Mar 6 2014, 18:27) *

I make a interesting test in my last auction. I don't think it called 'already balanced'.
Nothing can really reach the level 'balanced', thing need to keep evolving.


So basically, in term of popularity, mage > light melee > heavy melee? I think it's kinda wrong O.o

And why is HG metal selling at 500c. Are you sure you didn't make any mistake? (IMG:[invalid] style_emoticons/default/ohmy.gif) (I'm more inclined to think that you miss a zero in 10,000k )

This post has been edited by holy_demon: Mar 6 2014, 10:50
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post Mar 6 2014, 12:09
Post #10414
gc00018



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QUOTE(holy_demon @ Mar 6 2014, 08:45) *

So basically, in term of popularity, mage > light melee > heavy melee? I think it's kinda wrong O.o

And why is HG metal selling at 500c. Are you sure you didn't make any mistake? (IMG:[invalid] style_emoticons/default/ohmy.gif) (I'm more inclined to think that you miss a zero in 10,000k )


It's an auction.

People only willing to pay such a price for HG metal and Leather for now.

5 people bid for HGcloth, 2 for HG-leather, 2 for HG-metal, 3 for HG-wood in the first day of auction.
(I don't count piyin... anyway not sure if he really want them..)
And cloth and wood almost reach WTS price; leather and metal is just over Bazzar price. (IMG:[invalid] style_emoticons/default/tongue.gif)


In term of popularity ( or rich level? ), I suggest: mages >> light melees > heavy melees
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post Mar 6 2014, 13:10
Post #10415
EsotericSatire



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Though it also shows what people need.

Melee is slower so the price of bindings of slaughter are the highest. To be a successful melee you need to forge your weapon.

For Mages defense is lower, so cloth and phazon are crazy high.

Melee mats are produced a higher rate which factors into the equation as well. (I could be completely wrong, but I believe leather and metal are twice as common, at least the equips for salvaging are more common)
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post Mar 6 2014, 13:20
Post #10416
Colman



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QUOTE(EsotericSatire @ Mar 6 2014, 19:10) *

Though it also shows what people need.

Melee is slower so the price of bindings of slaughter are the highest. To be a successful melee you need to forge your weapon.

For Mages attack power is not enough for one-shot with a forged stick alone, so cloth and phazon are crazy high.

Melee mats are produced a higher rate which factors into the equation as well. (I could be completely wrong, but I believe leather and metal are twice as common, at least the equips for salvaging are more common)

(IMG:[invalid] style_emoticons/default/rolleyes.gif)
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post Mar 6 2014, 13:27
Post #10417
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QUOTE(EsotericSatire @ Mar 6 2014, 12:10) *

Melee mats are produced a higher rate which factors into the equation as well. (I could be completely wrong, but I believe leather and metal are twice as common, at least the equips for salvaging are more common)



http://ehwiki.org/wiki/Monster_Lab

QUOTE
Distribution Ratio
Graded materials are gifted at a ratio of 2:1:1:1 in Metal:Cloth:Leather:Wood.


(IMG:[invalid] style_emoticons/default/ph34r.gif)
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post Mar 6 2014, 14:12
Post #10418
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QUOTE(Teresa of the Faint Smile @ Mar 6 2014, 01:27) *

http://ehwiki.org/wiki/Monster_Lab

Distribution Ratio
Graded materials are gifted at a ratio of 2:1:1:1 in Metal:Cloth:Leather:Wood.



Weighted: 9 / 3 / 3 / 3 / 15 / 15 / 15
(1H / 2H / Staff / Shield / Cloth / Light / Heavy)

Wood equips also drop at a lower rate than Metal, so we would assume that also contributes to the differences.

If it was supply alone, then Cloth, then leather, then wood, and then metal.

In the market it seems often HG metal is worth a bit more than HG leather.

QUOTE(Colman @ Mar 6 2014, 01:20) *


Yeah, the resist it burns. Tricksy counter resist from proficiency is usually insufficient:

Tenboro: I've changed the scaling for counter resist from proficiency so now you can get twice as much. P.S. 80% of players get half as much counter resist as before and the resist rates are being bumped up for each roll.


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post Mar 6 2014, 14:31
Post #10419
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QUOTE(EsotericSatire @ Mar 6 2014, 13:12) *

Tenboro: I've changed the scaling for counter resist from proficiency so now you can get twice as much. P.S. 80% of players get half as much counter resist as before and the resist rates are being bumped up for each roll.


sounds good, no?
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post Mar 6 2014, 19:18
Post #10420
Lement



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QUOTE(EsotericSatire @ Mar 6 2014, 14:12) *

Tenboro: I've changed the scaling for counter resist from proficiency so now you can get twice as much. P.S. 80% of players get half as much counter resist as before and the resist rates are being bumped up for each roll.

1 You cast imperil:
Monster resists
Monster gains 10% resist
2 You cast imperil
Monster resists
Monster gains 10% resists
...
7 ....
Monster resists. Monster now has 97% resist chance.

Prof usage predicted to go down along with maging in general.

This post has been edited by Lement: Mar 6 2014, 19:19
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