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[Suggestion] A few requests, Can we has... |
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Aug 1 2011, 17:54
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nwbell6
Group: Members
Posts: 2,450
Joined: 13-December 09

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My understanding is that a player monster with a weakness to dark of 1% and a resistance to fire of 49% will still show weak to dark and resistant to nothing on a scan. Currently, I believe a weakness disappears and a resistance appears at 0% and 50%. How about changing the points at which a weakness disappears and a resistance appears to 10% and 40%?
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When I started playing, it was a slow climb up. Just to grab numbers out of the air, it took 1 million rounds to reach level 80. And in those 1 million rounds, I received 100 artifacts. Now, it takes half the time to reach level 80 and in the .5 million rounds, only 50 artifacts will drop. To help even things out, how about one artifact drop as an additional bonus for clearing an arena challenge for the first time?
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How about add 1H/2H weapons of Surtr, Mjolnir, etc., that would have a chance of doing additional damage of the type named in a similar method as the weapons of Vampire or Illithid do of procing health or mana drain?
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How about adding a skill called Discard Gem that would allow the player to dump the gem without using it? As a mage, I will cast my own Lightning Spikes to be followed by multiple Infernos (hoping to proc explosions) and I don't want to use a gem that will disspell the Lightning Spikes I had cast, and I don't want the unwanted gem to prevent a more useful gem from appearing.
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Playing a mage can be very fast as a one-shot is available. For the melee fighter, how about adding a skill call Berserker Attack that would, starting at the top of the list, strike each monster once? So if there are eight live monsters left, the game would take eight turns in a row not stopping till the eighth turn or the player's defeat. This could be useful to speed up grinding on cakefest.
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The feature I like of STAT the most is showing that a crystal is waiting. How about reserving the leftmost place where the player spell effects are shown for 'crystal-in-wait'? So, the leftmost box would remain empty and unused unless a crystal was dropped and available for use.
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Aug 1 2011, 19:06
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Evil Scorpio
Group: Gold Star Club
Posts: 6,565
Joined: 9-May 10

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Can we have an item sorting for Item World? Because when you have hundreds of equipment pieces - it's kinda uncomfortable to search through the whole list. So it will be nice to have the ability of sorting by several types:
- by Quality (exquisite, superior, fine, etc.), ascending/descending - by Type (weapon 1h, weapon 2h, staffs, cloth, light, heavy, etc.), ascending/descending - by Level, ascending/descending
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Aug 1 2011, 22:58
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Battle_Hunter
Group: Members
Posts: 206
Joined: 29-September 10

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no seriously, how about a character reset feature? at least for us the donating members
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Aug 2 2011, 05:25
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Homicidalsage
Group: Catgirl Camarilla
Posts: 1,370
Joined: 8-April 08

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It would be nice to have Powerup drops a different color so they are more easily noticed when not paying attention to Round Info log thing.
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Aug 2 2011, 06:02
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Cronauron
Group: Members
Posts: 3,406
Joined: 29-November 06

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Requesting a popup that confirms whether or not you want to consume channeling with your spell selection, with the ability to disable it in the options menu if you don't care for it.
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Aug 2 2011, 10:16
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@43883
Group: Gold Star Club
Posts: 31,485
Joined: 6-March 08

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QUOTE(Ichy @ Aug 1 2011, 17:21)  Legendarys should always drop something. If the 10% chance for trophy fails you should at least get a pot! This. Let's not go overboard with Mana Elixirs, but a Godly Mana potion would be enough for arena motivation purposes. (IMG:[ invalid] style_emoticons/default/smile.gif) This post has been edited by Mika Kurogane: Aug 2 2011, 10:16
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Aug 2 2011, 10:56
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Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09

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QUOTE(Mika Kurogane @ Aug 2 2011, 10:16)  This. Let's not go overboard with Mana Elixirs, but a Godly Mana potion would be enough for arena motivation purposes. (IMG:[ invalid] style_emoticons/default/smile.gif) They could be handled like Mobs in the last round of a arena challenge. A good chance for a equipment drop could motivate me to do it on a higher Difficulty setting.
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Aug 3 2011, 15:05
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hgbdd
Group: Gold Star Club
Posts: 8,365
Joined: 8-December 08

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Increase the stamina limit to 999. (through natural regen) The 99 limit would still being applied for drinks.
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Aug 3 2011, 21:28
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Slobber
Group: Gold Star Club
Posts: 7,794
Joined: 4-February 11

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QUOTE(Ichy @ Aug 1 2011, 09:21)  Suggestion: Legendarys should always drop something. If the 10% chance for trophy fails you should at least get a pot!
actually this confuses me *a lot* what do you guys mean by the 10% trophy fail? i swear every time i've killed a legendary+ i've seen the purple text =\ e: yarh it's a tad off topic but i figured since ichy mentioned it, this would fit best This post has been edited by dcherry: Aug 3 2011, 21:28
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Aug 3 2011, 21:29
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Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09

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QUOTE(dcherry @ Aug 3 2011, 21:28)  actually this confuses me *a lot*
what do you guys mean by the 10% trophy fail? i swear every time i've killed a legendary+ i've seen the purple text =\
At the end of a Arenas they have a chance of 100% But during a Schoolgirl Marathon it is only 10% which can be very frustrating if you are plagued by bad luck.
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Aug 3 2011, 21:50
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Black Dynamite
Group: Gold Star Club
Posts: 15,046
Joined: 14-October 09

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stamina drain in great status in itemworld should be .02 instead of .05 it's not like we are earning credits in itemworld if it is .02 ignore this
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Aug 3 2011, 22:36
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20200
Group: Gold Star Club
Posts: 7,687
Joined: 28-May 07

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QUOTE(mr daniels @ Aug 3 2011, 12:50)  stamina drain in great status in itemworld should be .02 instead of .05 it's not like we are earning credits in itemworld if it is .02 ignore this
Ban please.
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Aug 3 2011, 22:41
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Maximum_Joe
Group: Gold Star Club
Posts: 24,074
Joined: 17-April 11

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I came up with some new Random Events to make things less monotonous in HV. Hope you like them, lemme know what you think!
Random Events Note: These occur in place of a normal round and only occur inside of IW, Grindfest, or as an hourly.
Potion Monster - Kill it for a bit of relief! (Weak monster. Upon its death the player receives a moderate restoration of either spirit/mana/health or a small amount of each, randomly chosen of course. Essentially replaces the Second Wind effect and perhaps Gems as well)
Quiz Monsters - Pick the right one and win a prize! (2 or more monsters appear with names that serve as possible answers for a quiz. Targeting and attacking the correct one results in a prize. The question is asked via the combat log. They only have 1 HP each and the first one targeted is the only one that qualifies for the prize. AoE attacks and missing are acceptable, since only the intended target is counted. Maybe used as a new anti-bot measure?)
Treasure Monster - Hit it as hard as you can for a better drop! (Has 1 HP, how much you hit it for in 1 attack determines the reward. Misses won't count against you. Spirit attacks are allowed for melee players to keep up with a mage's tier 3 spells. Maybe vulnerable to certain debuffs?)
Golden Monster - Defeat it before it gets to 100% mana for a reward! (Must be killed within ~5-7 turns since it has high WIS. Also has high END and no weaknesses, but has low attack strength and never uses its magic attack. If it gets to 100% there is no drop at all, not even credits or EXP; in essence you let it "run away" by that point)
Jumbo Monster - Defeat it before it defeats you! (Similar to a Golden Monster, but letting it get to 100% mana will result in a brutal attack. It's normal attack only does 1 damage though)
Shiny Monster - It may be hard to hit, but it drops a trophy 50% of the time. (Has high evasion but low defenses and offenses. Is immune to MagNet.)
Beat-up Monsters - Some battle-worn monsters appear, making them easy prey for a warrior. (Their health is just above the agitated threshold. Only for lower level players?)
Agitated Monsters - You ran into some very angry monsters, finish them off quick! (All agitated monsters, but the player receives +100% action speed for 1 turn ("Element of Surprise" buff). High level players only?)
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Aug 3 2011, 23:15
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grumpymal
Group: Gold Star Club
Posts: 10,923
Joined: 2-April 08

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QUOTE(Maximum_Joe @ Aug 3 2011, 16:41)  Golden Monster - Defeat it before it gets to 100% mana for a reward! (Must be killed within ~5-7 turns since it has high WIS. Also has high END and no weaknesses, but has low attack strength and never uses its magic attack. If it gets to 100% there is no drop at all, not even credits or EXP; in essence you let it "run away" by that point)
Cactuar. FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF
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Aug 3 2011, 23:25
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Black Dynamite
Group: Gold Star Club
Posts: 15,046
Joined: 14-October 09

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QUOTE(Boggyb @ Aug 3 2011, 16:36)  Ban please.
Ban Now
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Aug 3 2011, 23:39
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hzqr
Group: Gold Star Club
Posts: 4,672
Joined: 13-May 09

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QUOTE(Maximum_Joe @ Aug 3 2011, 22:41)  Quiz Monsters - Pick the right one and win a prize! (2 or more monsters appear with names that serve as possible answers for a quiz. Targeting and attacking the correct one results in a prize. The question is asked via the combat log. They only have 1 HP each and the first one targeted is the only one that qualifies for the prize. AoE attacks and missing are acceptable, since only the intended target is counted. Maybe used as a new anti-bot measure?) [ img52.imageshack.us] I like this. Do we also get the music? This post has been edited by (Cheater) Tiap: Aug 3 2011, 23:40
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Aug 4 2011, 00:29
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Slobber
Group: Gold Star Club
Posts: 7,794
Joined: 4-February 11

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@ichy damn... i was kinda looking forward to schoolgirl marathons but now not so much =( thx for enlightening me though (IMG:[ invalid] style_emoticons/default/happy.gif) some of joe's suggestions are pretty cool. i kinda miss the "original monsters" of HV and the potion monster might be the solution to "implementing second wind without having to remove the 2x regen" since we *do* lose a monster to fight because of it or we could just put the "potion seed" into a random monster in a round. some rounds oculd have many seeds while other rounds could have none. i guess it'd be different from gem drops in that you get the heal immediately following the kill and the spawn occurs upon monster creation? maybe even put an indicator to show which monster is the potion monster? it's still a tough call since the customs give so much more reward compared to an "original monster" and that "cactuar" better escape, otherwise it's gonna get farmed to shit mana wise ie free ET target
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Aug 4 2011, 01:37
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Maximum_Joe
Group: Gold Star Club
Posts: 24,074
Joined: 17-April 11

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QUOTE(dcherry @ Aug 3 2011, 14:29)  and that "cactuar" better escape, otherwise it's gonna get farmed to shit mana wise ie free ET target
I made it that way because I figured there was absolutely no "running away" code for monsters and I wanted to save Tenboro from having to make it. Assuming no big changes are made to ET mechanics, here's an easy way around that: Once it reaches 100% mana, it gains a special buff called "Golden Mana Shield" that prevents Coalesced Mana and Ether Theft debuffs.
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Aug 4 2011, 02:11
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Selcouth
Newcomer
 Group: Gold Star Club
Posts: 42
Joined: 16-April 09

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QUOTE(Maximum_Joe @ Aug 3 2011, 23:37)  Assuming no big changes are made to ET mechanics, here's an easy way around that: Once it reaches 100% mana, it gains a special buff called "Golden Mana Shield" that prevents Coalesced Mana and Ether Theft debuffs.
Still leaves passive mana regen and farming it for proficiency raising as possibilities. Otherwise liking your ideas. Variety is fun.
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Aug 4 2011, 07:15
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Ballistic9
Group: Members
Posts: 4,761
Joined: 4-January 09

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Monster lab ability: Cannabilize
Your monster eats another monster to regen full HP when agitated (and then stays agitated at full HP) :3
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