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

 
post Oct 31 2015, 19:57
Post #12961
gc00018



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QUOTE(Dan31 @ Oct 31 2015, 09:34) *

Oh, right. Then I guess that people selling equipment can't be allowed to buy them back?


So if you accidentally sell you equipment... (IMG:[invalid] style_emoticons/default/rolleyes.gif)
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post Oct 31 2015, 19:58
Post #12962
Dan31



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QUOTE(gc00018 @ Oct 31 2015, 18:57) *

So if you accidentally sell you equipment... (IMG:[invalid] style_emoticons/default/rolleyes.gif)

(IMG:[orig03.deviantart.net] http://orig03.deviantart.net/c50f/f/2007/135/e/5/nyoro_n_by_blue_ivy.png)
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post Nov 1 2015, 04:22
Post #12963
gc00018



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QUOTE(Tenboro @ Jul 26 2015, 08:09) *

- Crude, Fair and Average gear are no longer assigned a level at drop time. They can therefore be equipped by all level players. Like legacy gear, they will be assigned a level the first time they are equipped.



So all the avg fair thing has no level limit now, happy end~ (IMG:[invalid] style_emoticons/default/rolleyes.gif)

This post has been edited by gc00018: Nov 1 2015, 04:25
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post Nov 1 2015, 11:57
Post #12964
EsotericSatire



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I think that is a good change that will help new players.
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post Nov 4 2015, 23:13
Post #12965
Dan31



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Suggestion: add shields as a possible lottery prize.
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post Nov 5 2015, 00:32
Post #12966
skillchip



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QUOTE(Dan31 @ Nov 4 2015, 21:13) *

Suggestion: add shields as a possible lottery prize.

For weapons, too many things in the armor lottery already
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post Nov 5 2015, 04:41
Post #12967
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Ability to equip monsters with some junk/extra equipment.

As it stands, Giants and Dragonkin seem to pose the largest threat to the majority of players. Because of how their stats and/or resistances are distributed to end players, many players choose to mainly invest these types for the highest profit returns. The other monster types just don't perform up to the standard of player-killing as these slow powerhouses.

So why not introduce some way to make one of the weaker types, for example Humanoid, be able to equip a full set of some upper end gear? For example, Humanoids would be able to equip a full set of legendary plate, and the stronger base-stat monsters would have fewer options, like average cotton equipment at best.

Of course, equipment on monsters should also deteriorate over time, similar to morale (obviously no decay on monster death). This would force players with a large army of extremely well equipped monsters to have some sort of upkeep. Although repairing is somewhat cheap, for some players it would measure in the hundred thousands, and should force the player to choose which monster gets more repair-costly equipment.

This post has been edited by CrazyFlame: Nov 5 2015, 04:42
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post Nov 5 2015, 05:19
Post #12968
gc00018



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Suggestion:

Let the High-PL monsters can pass the limit of 1 monster per player per round.


Because,
High-level monsters don't really worth their price than before. High-Lv player are harder to be killed now.
A PL-1455 mob get more wins and gifts than a PL-1604 one, now.
And 810 one get more than 25% wins of a 1450 one, though it costs less than 10% of the latter one.

Spam low PL mobs are quite profitable now.
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post Nov 5 2015, 14:34
Post #12969
EsotericSatire



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QUOTE(gc00018 @ Nov 4 2015, 17:19) *

Suggestion:

Let the High-PL monsters can pass the limit of 1 monster per player per round.
Because,
High-level monsters don't really worth their price than before. High-Lv player are harder to be killed now.
A PL-1455 mob get more wins and gifts than a PL-1604 one, now.
And 810 one get more than 25% wins of a 1450 one, though it costs less than 10% of the latter one.

Spam low PL mobs are quite profitable now.



That would be against Tenboro's 'nerf whatever gc00018' is doing policy.
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post Nov 5 2015, 16:05
Post #12970
Void Domain



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QUOTE(gc00018 @ Nov 5 2015, 11:19) *

Suggestion:

Let the High-PL monsters can pass the limit of 1 monster per player per round.
Because,
High-level monsters don't really worth their price than before. High-Lv player are harder to be killed now.
A PL-1455 mob get more wins and gifts than a PL-1604 one, now.
And 810 one get more than 25% wins of a 1450 one, though it costs less than 10% of the latter one.

Spam low PL mobs are quite profitable now.

Really? (IMG:[invalid] style_emoticons/default/blink.gif)
I guess I will go back to unlock more slots
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post Nov 5 2015, 16:08
Post #12971
nobody_xxx



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QUOTE(Void Domain @ Nov 5 2015, 21:05) *

Really? (IMG:[invalid] style_emoticons/default/blink.gif)
I guess I will go back to unlock more slots

I think so , since my low lvl monsters like to bring me some rare binding now compare to my higher lvl monster (IMG:[invalid] style_emoticons/default/laugh.gif)
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post Nov 5 2015, 19:13
Post #12972
Ichy



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Having a semi low army was always the best to farm rare bindings and Phazons. (IMG:[invalid] style_emoticons/default/tongue.gif)
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post Nov 5 2015, 19:35
Post #12973
Tenboro

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QUOTE(CrazyFlame @ Nov 5 2015, 03:41) *

As it stands, Giants and Dragonkin seem to pose the largest threat to the majority of players. Because of how their stats and/or resistances are distributed to end players, many players choose to mainly invest these types for the highest profit returns. The other monster types just don't perform up to the standard of player-killing as these slow powerhouses.

So why not introduce some way to make one of the weaker types, for example Humanoid, be able to equip a full set of some upper end gear? For example, Humanoids would be able to equip a full set of legendary plate, and the stronger base-stat monsters would have fewer options, like average cotton equipment at best.


At some point, you can expect the tanky monsters to actually act as tanks for the weaker monsters.
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post Nov 5 2015, 19:35
Post #12974
Void Domain



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QUOTE(Ichy @ Nov 6 2015, 01:13) *

Having a semi low army was always the best to farm rare bindings and Phazons. (IMG:[invalid] style_emoticons/default/tongue.gif)

Actually I was doing that, but my 200 pl mobs are doing nothing and only get paid the "minimum wage", so I try to change a bit and power up a mob. Its now 1400 with 60% chaos, it has 70 wins in a week or 2 weeks I dont remember.

So chaos token is whats important (IMG:[invalid] style_emoticons/default/huh.gif)
I should just chaos in the 800~900pl I guess
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post Nov 5 2015, 19:45
Post #12975
gc00018



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QUOTE(Void Domain @ Nov 5 2015, 14:05) *

Really? (IMG:[invalid] style_emoticons/default/blink.gif)
I guess I will go back to unlock more slots


It used to be fine.

But with the infinite potion introduced, thing changed.
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post Nov 5 2015, 20:58
Post #12976
Ichy



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QUOTE(gc00018 @ Nov 5 2015, 19:45) *

It used to be fine.

But with the infinite potion introduced, thing changed.

What changed? No more need to leech mana?
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post Nov 5 2015, 21:09
Post #12977
gc00018



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QUOTE(Ichy @ Nov 5 2015, 18:58) *

What changed? No more need to leech mana?


For high-level player, no need to care mana and more way to avoid death.
For Low-levels... (IMG:[invalid] style_emoticons/default/rolleyes.gif)

It makes low-pl mob much more useful than high-pl ones.
Because high-pl mob can't get so many wins from high-level players.
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post Nov 5 2015, 21:10
Post #12978
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QUOTE(Ichy @ Nov 5 2015, 18:58) *
What changed? No more need to leech mana?
0-action-time unlimited items is what changed. Sparked at 1 HP with Cure, Full-cure, and health potion on CD? Use a spirit draught, wait till next turn. If a curative is still on CD, use a mana draught. Etc. You never die.
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post Nov 5 2015, 21:35
Post #12979
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post Nov 5 2015, 21:49
Post #12980
Dan31



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QUOTE(Superlatanium @ Nov 5 2015, 20:10) *

0-action-time unlimited items is what changed. Sparked at 1 HP with Cure, Full-cure, and health potion on CD? Use a spirit draught, wait till next turn. If a curative is still on CD, use a mana draught. Etc. You never die.

That works? I guess Tenboro can remove CD reductions when doing an instant action to fix that. Or rather, it shouldn't consume a tick (tiny bonus of keeping our buffs up a little bit longer).

This post has been edited by Dan31: Nov 5 2015, 21:53
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