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

 
post Jul 25 2014, 11:56
Post #11201
Colman



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QUOTE(Tenboro @ Jul 24 2014, 16:32) *

You only have to unlock to reforge it. But there will be some changes with the next patch to mitigate various fat-fingering and sleep playing accidents.

Anything else?
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post Jul 25 2014, 16:16
Post #11202
saphireweb



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QUOTE(Scremaz @ Jul 24 2014, 20:25) *

why on the hell you shouldn't be allowed? (IMG:[invalid] style_emoticons/default/huh.gif)


Because sometimes new players don't know the mechanics and they can make mistakes or ask for things that are already implemented.

Like i am about to do.

How about blood-binding an equipment? The equipment gets account-locked but it gets stronger bonuses or it gets easier to level.

Downsides: Cost, making it cost % of total HP or MP or a certain stat. The player might get part of the sacrifice back while having the gear equipped, but if he destroys or not uses that then he is weaker ( like the one ring from LoTR)

^^ see i have no idea if this is a good idea or not or if it would work or not
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post Jul 27 2014, 18:46
Post #11203
Colman



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How about adding IA slots for in battle scrolls and infusions? So that scrolls and infusions can be burn out faster.
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post Jul 27 2014, 21:17
Post #11204
Scremaz



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QUOTE(Colman @ Jul 27 2014, 18:46) *

How about adding IA slots for in battle scrolls and infusions? So that scrolls and infusions can be burn out faster.

how to deal with multiple effects like avatar and gods? recast them when the least-longing effect fades out? (IMG:[invalid] style_emoticons/default/laugh.gif)
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post Jul 27 2014, 22:28
Post #11205
e-Stark



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QUOTE(Scremaz @ Jul 27 2014, 16:17) *
how to deal with multiple effects like avatar and gods? recast them when the least-longing effect fades out? (IMG:[invalid] style_emoticons/default/laugh.gif)

Force IA Scrolls to be able to slot only "single effect" scrolls... Avatar and Gods can be used only manually... (IMG:[invalid] style_emoticons/default/unsure.gif)


@Colman awesome idea... but, i think it'll never happen... (IMG:[invalid] style_emoticons/default/tongue.gif)
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post Jul 28 2014, 14:50
Post #11206
Colman



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QUOTE(Scremaz @ Jul 28 2014, 03:17) *

how to deal with multiple effects like avatar and gods? recast them when the least-longing effect fades out? (IMG:[invalid] style_emoticons/default/laugh.gif)



QUOTE(e-Stark @ Jul 28 2014, 04:28) *

Force IA Scrolls to be able to slot only "single effect" scrolls... Avatar and Gods can be used only manually... (IMG:[invalid] style_emoticons/default/unsure.gif)
@Colman awesome idea... but, i think it'll never happen... (IMG:[invalid] style_emoticons/default/tongue.gif)

Make the multi-effect scroll become the material for the upcoming (in 10 years?!) accessory. (IMG:[invalid] style_emoticons/default/cool.gif)

Here is my suggestions.
- Accessory will not be dropped by monster.
- Accessory is produced by forge only.
- Players can use different grade of material to produce different grade of Accessory
e.g.:
- 10 LG metal + 10 LG leather + 10 LG cloth + 10 LG wood + 100 Scroll of Life to gamble an up to Exq grade accessory
- 10 MG metal + 10 MG leather + 10 MG cloth + 10 MG wood + 100 Scroll of the Avatar to gamble an up to Mag grade accessory
- 10 HG metal + 10 HG leather + 10 HG cloth + 10 HG wood + 100 Scroll of the Gods to gamble an up to Leg grade accessory
of course, most of them should be crude, even with the most expensive materials (IMG:[invalid] style_emoticons/default/laugh.gif)

- Accessory will only have one stat. Of course, players cannot choose the stat, to make players waste more materials.
i.e.: it can have PMI, MMI, prof, resist, etc. But it will never have more than one stat.

- Accessory should be shit. (IMG:[invalid] style_emoticons/default/laugh.gif)

This post has been edited by Colman: Jul 28 2014, 15:03
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post Jul 28 2014, 15:39
Post #11207
Scremaz



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QUOTE(Colman @ Jul 28 2014, 14:50) *

Make the multi-effect scroll become the material for the upcoming (in 10 years?!) accessory. (IMG:[invalid] style_emoticons/default/cool.gif)

wouldn't it be only a second shrine? (IMG:[invalid] style_emoticons/default/huh.gif)
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post Jul 28 2014, 15:55
Post #11208
Colman



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QUOTE(Scremaz @ Jul 28 2014, 21:39) *

wouldn't it be only a second shrine? (IMG:[invalid] style_emoticons/default/huh.gif)

At least it is under Forge cataloger. (IMG:[invalid] style_emoticons/default/smile.gif)
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post Jul 30 2014, 14:35
Post #11209
n125



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Currency sink idea:

I was bored and trying out a freemium game on my phone earlier, and in the game, you can only play for a certain amount of time before you're hit with a cool-down timer. You can either wait it off, or you can pay money to immediately play again.

HV is kind of like that already, so why not take it further and let us spend some credits to reset the arenas and Ring of Blood. We'd only be able to use this option once every 24 hours, and when it's used, the Dawn wouldn't reset the arenas and Ring of Blood for that cycle. We would just have more flexibility; on some days I find that it would be nice to have a head-start.

(Of course you could always not play on those days, but that's too hard. (IMG:[invalid] style_emoticons/default/rolleyes.gif))
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post Jul 30 2014, 19:03
Post #11210
Colman



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Keep repairing the gears are tiring.
How about allowing the IWed gear to have durability up to 100%+ 10% * IWed level?
While the repair cost per each % durability remain unchanged. (repair cost per kill do not change)

It mean level 10 gear can have 200% durability such that it can endure 3 times the rounds before dropping performance.

e.g. If a staff have 600 durability.
When it IWed to level 5, it can be repaired up to 900/600 (150%).
When it IWed to level 10, it can be repaired up to 1200/600 (200%).

To be fair, this suggestion do not reduce the repair cost for IWed gears.

edit: typo

This post has been edited by Colman: Jul 30 2014, 20:06
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post Jul 30 2014, 19:53
Post #11211
kserox



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QUOTE(Colman @ Jul 30 2014, 23:03) *

Keep repairing the gears are tiring.
How about allowing the IWed gear to have durability up to 100%+ 10% * IWed level?
While the repair cost per each % durability remain unchanged?

While mean level 10 gear can have 200% durability such that it can endure 3 times the rounds before dropping performance.

e.g. If a staff have 600 durability.
When it IWed to level 5, it can be repaired up to 900/600 (150%).
When it IWed to level 10, it can be repaired up to 1200/600 (200%).

To be fair, this suggestion do not reduce the repair cost for IWed gears.


Yes please (IMG:[invalid] style_emoticons/default/cry.gif)
Using Legendary shield with 200+ dur (I'm not kidding) is just painful.
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post Aug 1 2014, 19:53
Post #11212
☆Loli Police☆



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Why not add a 'Temporary loan' option to equipment? Anywhere from an hour, all the way up to a month. It would be really awesome to have it implemented into the game. It would be especially useful in those situations where you want to loan your ultra expensive equipment to other members, but are afraid of having them salvaged, accidentally sold or even stolen.

-Having an equipment on 'Temporary Loan' would only allow the person to equip/unequip the equipment, or use infusions on it.

-The 'Temporary Loan Timer' would show up on the equipment link, letting you know how much time you have left till the loan expires, just like infusions.

-Once the loan is expired the equipment would automatically return to it's owner. The person who had borrowed the equipment would get some sort of text/notice letting them know that the loan has expired, and the equipment has been returned.

-The owner of the equipment would have the option to 'recall' the equipment before the expiration time. By clicking on the equipment's link, they'd get a button or link giving them the option to recall their equipment.

This implementation would also work on Account Bound equipment.
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post Aug 1 2014, 20:00
Post #11213
Colman



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QUOTE(Colman @ Jul 4 2014, 01:12) *
Random suggestion of the month (IMG:[invalid] style_emoticons/default/smile.gif)
Too long to quote, please refer to the link, or you can ignore the old post (IMG:[invalid] style_emoticons/default/tongue.gif)

Random suggestion of the month, Part 2 (IMG:[invalid] style_emoticons/default/smile.gif)

Summary to the last suggestion, with minor changes
- Adding a single ability slot for the following abilities. Player can only choose one of the ability from the list.
- There are 3 choices for each weapon style, namely attack, defense and special.
- The required level for attack, defense and special are 250, 300 and 350 respectively.
- The AP required are 10, 15 and 20.

1H
- Attack: Always bypass 15% of the monster's PMI.
- Defense: Increase HP by 0.1% per each point of proficiency (will 1H player even die?)
- Special: Increase maximum counter attack per turn by 1 (to 4 times). Counter attack will not proc stun.

2H
- Attack: Always bypass 15% of the monster's PMI.
- Defense: Increase parry by 0.05% per each point of proficiency
- Special: ABD from weapon x 3. Always ignore monsters' parry and evade (always hit). No Domino Strikes. (no change to skill)

DW
- Attack: Always bypass 15% of the monster's PMI
- Defense: Increase the parry bonus of the offhand weapon from 50% to 100%
- Special: When parry an attack, player can do a counter attack per turn which can also increase OC by 1~5, no stun, no weapon proc, half damage.

Staff
- Attack: Always bypass 10% of the monster's resist
- Defense: Increase HP by 0.075% per each point of staff proficiency
- Special: ABD from weapon x 10, MBD = 0, Increase HP by 0.2% per each point of proficiency. (melee staff, which also provide an effective fighting style for training staff prof.)
Current suggestion
In addition to the last suggestion, I am going to suggest a few abilities for bleeding, stun and PA. The ability also use the same slot as the last suggestion so that player can only choose either strengthen their character based on weapon prof or by weapon proc.
- There are 2 choices for each of bleeding, stun and PA.
- It is necessary to equip corresponding weapon(s) to activate the ability.
- The required levels are 300 and 350 for the first and second skill respectively.
- The AP required are 20 and 25.

Bleeding
- Stronger Bleeding: +5% bleeding chance to the weapon, +1 duration turn, +1 maximum stacks (up to 6, with 240% x weapon base bleeding damage)
- Instant Bleeding: No stack, -2 duration turns, change the bleeding damage to 100% x weapon base bleeding damage.

Stun
- Stronger Stun: +5% stun chance to the weapon, +1 duration turn
- Overwhelming Stun: Monsters have no MP and SP recovery when stunned.

PA
- Stronger PA: +5% PA chance to the weapon, +1 duration turn, +1 maximum stacks (up to 4, with 100% PMI reduction)
- Armor piecing: PA chance = 0 (remove the PA), always bypass 35% monsters' PMI. The PMI reduction apply to both strikes in a DW setup, if at least one of the weapon having PA.

Basically, the stronger XX are just an upgrade of the existing weapon proc. While the second abilities are having special usage. The second ability for Bleeding and PA are mainly aim for players who are playing low difficulty. And the second skill for stun is to protect the mace user from monsters' mp/sp attack.

Fun? (IMG:[invalid] style_emoticons/default/laugh.gif)

This post has been edited by Colman: Aug 1 2014, 20:11
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post Aug 3 2014, 00:02
Post #11214
Pillowgirl



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QUOTE(ShatteredWings @ Aug 2 2014, 03:53) *

..

Lolno.
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post Aug 3 2014, 04:40
Post #11215
skillchip



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Would be nice to allow loans with the options of, can not be sold/sent/reforged/salvaged to/by anyone but real owner
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post Aug 4 2014, 11:38
Post #11216
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I wonder, why is the Script Thread in HV Chat and not here?
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post Aug 4 2014, 18:48
Post #11217
something



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can we have the option to break down mats into scraps too? namely to give low grades a purpose. it could be something like:

low grade: 5 scraps
mid grade: 10 scraps
high grade: 20 scraps
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post Aug 6 2014, 02:40
Post #11218
EsotericSatire



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Is luck of the draw broken when maxed?

It could be RNG but I used to get better drops at 23 than I do now at 25. Doing 1k rounds a day I was getting about 1 trash tier legendary a week. Now it has been 4-5 weeks with nothing and I am only getting about 1 magnificent item a week.
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post Aug 6 2014, 03:43
Post #11219
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QUOTE(EsotericSatire @ Aug 6 2014, 09:40) *

Is luck of the draw broken when maxed?

It could be RNG but I used to get better drops at 23 than I do now at 25. Doing 1k rounds a day I was getting about 1 trash tier legendary a week. Now it has been 4-5 weeks with nothing and I am only getting about 1 magnificent item a week.

Same here with 4000+ rounds a day. (IMG:[invalid] style_emoticons/default/heh.gif)
The lastest less-bad drop was legendary wakizashi about 8 weeks ago. (IMG:[invalid] style_emoticons/default/sad.gif)
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post Aug 6 2014, 05:54
Post #11220
Colman



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QUOTE(Cats Lover @ Aug 6 2014, 09:43) *

Same here with 4000+ rounds a day. (IMG:[invalid] style_emoticons/default/heh.gif)
The lastest less-bad drop was legendary wakizashi about 8 weeks ago. (IMG:[invalid] style_emoticons/default/sad.gif)

(IMG:[invalid] style_emoticons/default/rolleyes.gif)
That is usual.
And in the last two days, I spend xx shards (too many didn't count) and still cannot get eco 5. And it feel eco 3 is already very hard. (IMG:[invalid] style_emoticons/default/anime_cry.gif)
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