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[Suggestion] A few requests, Can we has... |
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Sep 22 2010, 03:06
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grumpymal
Group: Gold Star Club
Posts: 10,923
Joined: 2-April 08

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It would probably be more productive if Tenb tweaked the quality modifiers so that higher quality stuff is actually better, rather than trying to get more higher quality stuff.
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Sep 25 2010, 03:54
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sekirei07
Group: Gold Star Club
Posts: 448
Joined: 6-March 10

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How about an equipment suffix that raises soul damage? There's one for all elements and Dark and Light, but not for soul.
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Sep 25 2010, 04:15
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20200
Group: Gold Star Club
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QUOTE(sekirei07 @ Sep 24 2010, 18:54)  How about an equipment suffix that raises soul damage? There's one for all elements and Dark and Light, but not for soul.
I would rather all the specific elemental suffix increases be removed. Or strengthened by 50%.
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Sep 25 2010, 12:18
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hgbdd
Group: Gold Star Club
Posts: 8,365
Joined: 8-December 08

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QUOTE(Boggyb @ Sep 25 2010, 03:15)  I would rather all the specific elemental suffix increases be removed. Or strengthened by 50%.
Why?
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Sep 25 2010, 15:02
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Death Grunty
Group: Gold Star Club
Posts: 2,788
Joined: 18-November 09

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How about some Crafting/Synthesizing options?
As for ingredients.. How about using existing equipment/weapons/items. Sort of like use 2 Lesser Potions to create 1 Average Potion.
This seems pretty useless so far. So how about this: - you're only able to synthesize 2 items of the same type (eg. Rapier + Rapier, Estoc + Estoc, Silk Gloves + Silk Gloves and so on) - BUT you're guaranteed an item of the same type as a result (unless there's a failure result, ich which case you will get something completely useless)
On related note there could also be a sub category called Enhancement to add suffixes to your equipment. I don't know if that is possible at all without making a new roll on ALL stats.. But if it is.. How about you pick an equipment piece, eg. Average Cotton Robe. Then you choose the enhancement ingredient.. in this case a Fair Cotton Robe of Protection. As a result giving your Average Cotton Robe an 'of Protection' suffix and a corresponding stat bonus.
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Sep 25 2010, 15:39
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hgbdd
Group: Gold Star Club
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Joined: 8-December 08

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QUOTE As for ingredients.. How about using existing equipment/weapons/items. Sort of like use 2 Lesser Potions to create 1 Average Potion. It wouldn't ever happen with items, because you can already do it, just sell lower items, and buy higher items. (HV is supposed to be credit sinker) QUOTE This seems pretty useless so far. So how about this: - you're only able to synthesize 2 items of the same type (eg. Rapier + Rapier, Estoc + Estoc, Silk Gloves + Silk Gloves and so on) - BUT you're guaranteed an item of the same type as a result (unless there's a failure result, ich which case you will get something completely useless)
Perhaps WTS/WTB sections would die, as well bazzar would be filled of totally worse junk. Plus it would need more code to avoid gear being synthesized more than once. QUOTE On related note there could also be a sub category called Enhancement to add suffixes to your equipment. I don't know if that is possible at all without making a new roll on ALL stats.. But if it is.. How about you pick an equipment piece, eg. Average Cotton Robe. Then you choose the enhancement ingredient.. in this case a Fair Cotton Robe of Protection. As a result giving your Average Cotton Robe an 'of Protection' suffix and a corresponding stat bonus. This is good, but the problem is that can be explored for credit farming. i.e. buy low level crudes, to turn superior/fine high level suffix-less gear into more valuable suffix gear = profit
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Sep 25 2010, 16:54
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20200
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QUOTE(cmdct @ Sep 25 2010, 03:18)  QUOTE(Boggyb @ Sep 24 2010, 19:15)  I would rather all the specific elemental suffix increases be removed. Or strengthened by 50%.
Why? They are functionally equal in power to elementalist gear while only giving damage to one element.
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Sep 25 2010, 18:00
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Death Grunty
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QUOTE(cmdct @ Sep 25 2010, 07:39)  Perhaps WTS/WTB sections would die, as well bazzar would be filled of totally worse junk. Plus it would need more code to avoid gear being synthesized more than once.
That particular code wouldn't be necessary. My point was .. for everyone to be able to turn in 2 equipments for a completely new roll on an equipment piece of the same time. For instance useless rare types. Turn in your 2 useless Katanas for a new one that has about the same quality roll as the ones you turned in. And to reduce the risk of people abusing it.. give it a level cap. Like the level difference of the 2 items in question cannot be higher than 10 or 20. And of course a failure rate is possible too. QUOTE(cmdct @ Sep 25 2010, 07:39)  This is good, but the problem is that can be explored for credit farming. i.e. buy low level crudes, to turn superior/fine high level suffix-less gear into more valuable suffix gear = profit
Well I was strictly referring to suffixes not PREfixes. Like adding to your sufixless "Average Mithril Rapier" a suffix "of Slaugter" which would ONLY add a small random boost to Attack Damage Multiplier.
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Sep 25 2010, 18:17
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sekirei07
Group: Gold Star Club
Posts: 448
Joined: 6-March 10

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How about an IW round where you spend all 10 of your equipment level up chances for the day for 1 chance of upgrading your armor quality. Of course at a much more significantly challenging monsters.
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Sep 25 2010, 18:25
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20200
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QUOTE(sekirei07 @ Sep 25 2010, 09:17)  How about an IW round where you spend all 10 of your equipment level up chances for the day for 1 chance of upgrading your armor quality. Of course at a much more significantly challenging monsters.
There is no way this works out well. If the enemies are all mini-bosses, it still isn't that much harder. If each round had a boss, it would be too abusable for accumulating trophies. If they are all legendaries, that would probably be way too much effort.
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Sep 25 2010, 18:27
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hgbdd
Group: Gold Star Club
Posts: 8,365
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QUOTE(Death Grunty @ Sep 25 2010, 17:00)  That particular code wouldn't be necessary. My point was .. for everyone to be able to turn in 2 equipments for a completely new roll on an equipment piece of the same time. For instance useless rare types. Turn in your 2 useless Katanas for a new one that has about the same quality roll as the ones you turned in. And to reduce the risk of people abusing it.. give it a level cap. Like the level difference of the 2 items in question cannot be higher than 10 or 20. And of course a failure rate is possible too.
Unless the failure is you don't get any gear, what would prevent me from buying for doing and doing until I get something good? QUOTE(Death Grunty @ Sep 25 2010, 17:00)  Well I was strictly referring to suffixes not PREfixes. Like adding to your sufixless "Average Mithril Rapier" a suffix "of Slaugter" which would ONLY add a small random boost to Attack Damage Multiplier.
A level 200 equipment have 5x the value of a level 1 equipment (that's what Tenb said on some release, page something) This means that the suffix added can give a small credit value, superior to the value of "low level crude item" have by itself. i.e. 200 level superior Katana -> 5000C, level 1 Crude Katana of Slaugter -> 500. You buy from a low level player by 1000C Katana+Katana= 200 level Katana of Slaughter -> 6200C = 200C profit. This post has been edited by cmdct: Sep 25 2010, 18:29
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Sep 25 2010, 18:34
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Death Grunty
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Ah. I get it. However that's not really at apoint where it's abuseable. But let's add the same level cap I mentioned before to that as well. The 2 items have to be in a close level range.
Well there are a dozen ways to define a failure in that context. Eg. you get a Flimsy equip as result. Imagine that.. you turn in 2 Fine weapons for synthesizing and you get a flimsy instead cuz it failed. Sure you could turn your flimsy and a different item for another roll but your next quality roll would be lower since at least one of the ingredients is of Flimsy quality. Another option is you get absolutely nothing. Or maybe Tenboro could create an item called Waste or Rock or Junk that has absolutely no purpose whatsoever and can only be sold to the bazaar for 10 Credits. Yet another way is the failure equip gets a complete demotion. Eg. A Katana could get demoted to a normal 2h Longsword with lower quality. Phase -> Cotton, etc.
This post has been edited by Death Grunty: Sep 25 2010, 18:43
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Sep 27 2010, 01:26
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Zorcher
Newcomer
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i still think we should be able to reset auras and primary attributes for a cost, just like the abilities, failing that, we could have the option of killing our HV characters without nuking our entire E-H account (IMG:[ invalid] style_emoticons/default/mellow.gif)
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Oct 7 2010, 18:35
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Death Grunty
Group: Gold Star Club
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Joined: 18-November 09

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Time for another suggestion. Since the spirit attack is based on a 'spirit familiar', how about a skill that let's your familiar fuse with your weapon? Sort of like Magichange ability from Disgaea. Or Deathscythe from Soul Eater. What I'm getting at is an Eathereal Coating ability. Using SP to fuse that 'spirit familiar' with your weapon and give it ethereal properties for a fixed number of turns. Either draining a small amount of SP while activated or pay a reasonable amount when executing.
Admittedly this is redundant because there's Infusion of Gaia. But I like the idea of a coating SKILL. And maybe add some other bonus to spice things up.
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Oct 7 2010, 18:44
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Battle_Hunter
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QUOTE(Death Grunty @ Oct 7 2010, 10:35)  Time for another suggestion. Since the spirit attack is based on a 'spirit familiar', how about a skill that let's your familiar fuse with your weapon? Sort of like Magichange ability from Disgaea. Or Deathscythe from Soul Eater. What I'm getting at is an Eathereal Coating ability. Using SP to fuse that 'spirit familiar' with your weapon and give it ethereal properties for a fixed number of turns. Either draining a small amount of SP while activated or pay a reasonable amount when executing.
Admittedly this is redundant because there's Infusion of Gaia. But I like the idea of a coating SKILL. And maybe add some other bonus to spice things up.
reminds me of Shaman King sounds cool but i'd say it should be an alternative to the standard Spirit Attack, instead of doing a super powerful single attack, you'd use all your spirit points and double the power of your weapon for turn, the number of turns would be determined per a fixed amount of the aforementioned spirit points, like say, 5 points = 1 turn of super weapon with soul damage
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Oct 8 2010, 00:45
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grumpymal
Group: Gold Star Club
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I'd like to actually see Skills before suggesting any more.
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Oct 11 2010, 01:18
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Battle_Hunter
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Joined: 29-September 10

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how about adding special trainings (like the "Scavenger" and "Luck of the Draw" type) or a special type of montage to transfer armor/weapon/magic proficiencies?
as in, transfering all the proficiency points from heavy armor to cloth, or from 1H to 2H weapons
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Oct 11 2010, 01:23
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20200
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QUOTE(Battle_Hunter @ Oct 10 2010, 16:18)  how about adding special trainings (like the "Scavenger" and "Luck of the Draw" type)
That do...?
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Oct 11 2010, 01:31
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Battle_Hunter
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QUOTE(Boggyb @ Oct 10 2010, 17:23)  That do...?
QUOTE(Battle_Hunter @ Oct 10 2010, 17:18)  ...to transfer armor/weapon/magic proficiencies?
as in, transfering all the proficiency points from heavy armor to cloth, or from 1H to 2H weapons
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Oct 11 2010, 01:41
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20200
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How exactly would that be a training or montage?
This post has been edited by Boggyb: Oct 11 2010, 01:41
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