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

 
post Aug 8 2011, 10:10
Post #1981
DarkDespair5



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The Monster lab is the most crippled by the fact you really can't make every classic type of RPG enemy. Each stat affects way too many things, so if you wanted to make say, a weak monster with a crazy powerful special attack it spams often, you'd have to raise WIS and the ability's attribute, but that would raise barrier rating and other things not conducive to this goal. Try making a glass cannon monster - you can't because STR also raises HP and SR...
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post Aug 8 2011, 13:27
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Ehrm... Can all equipment and weapons have one more info line - "Data" - to show the actual day, month and year when it was dropped? It'll make comparing more easy because you can always tell which patches was working when it was dropped. Since every patch becomes a nerf-storm, I suppose it will be useful.
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post Aug 8 2011, 13:44
Post #1983
tocaodenhoi1



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about equipment, when I get a new quipment dropped by enemies, it is really hard to find that in my storage because I have had so many equipments already
So it would be great to have new quipment highlighted (i.e. red colored name) so I could find stuffs I haven't checked out yet, and consider equipping it
sorry if this was posted before
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post Aug 8 2011, 14:40
Post #1984
Tenboro

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QUOTE(Evil Scorpio @ Aug 8 2011, 13:27) *
Ehrm... Can all equipment and weapons have one more info line - "Data" - to show the actual day, month and year when it was dropped? It'll make comparing more easy because you can always tell which patches was working when it was dropped. Since every patch becomes a nerf-storm, I suppose it will be useful.


Should be easy enough to figure out from the equipment id.
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post Aug 8 2011, 14:59
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QUOTE(DarkDespair5 @ Aug 8 2011, 10:10) *
Try making a glass cannon monster - you can't because STR also raises HP and SR...

I'd be more concerned about the fact that if you decided to focus on a single stat, the crystal cost would quickly become ridiculously high and the resulting PL wouldn't be all that impressive.

It's most likely there to prevent easy mode.
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post Aug 8 2011, 23:30
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I'm still waiting for that Slime class. >=C
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post Aug 10 2011, 16:39
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can we have low training time for Ability boost.
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post Aug 10 2011, 17:06
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I don't understand why training needs time in the first place
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post Aug 10 2011, 17:18
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You know what be great? Rare Encounters.

A Bunch of special monsters who are encountered like once a year. Of Course they will drop amazing shit.
You know they are out there but you will most likely never meet them.
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post Aug 11 2011, 00:33
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QUOTE(Annoyed @ Aug 10 2011, 07:39) *

can we have low training time for Ability boost.

Nope.

QUOTE(varst @ Aug 10 2011, 08:06) *

I don't understand why training needs time in the first place

To annoy people.
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post Aug 11 2011, 01:42
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QUOTE(Ichy @ Aug 10 2011, 10:18) *

You know what be great? Rare Encounters.

A Bunch of special monsters who are encountered like once a year. Of Course they will drop amazing shit.
You know they are out there but you will most likely never meet them.


This could be implemented with one random monster that's way outside your PL range. You go WTF is this impossible monster?! and then it drops something epic (IMG:[invalid] style_emoticons/default/biggrin.gif)
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post Aug 11 2011, 05:14
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Can the Spawned monsters stand in a circle, so when hitting monster A with twohanded weapon the Domino Strike will calculate from A-B-C-D-E as well as from A-J-I-H-G? (assuming 200 2H prof)
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post Aug 11 2011, 17:09
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It would be usefull to have PvP to test against other players, and an option for the monster lab where the monster you create fight alongside you (they could be good helpers while healing).
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post Aug 11 2011, 22:26
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Let new Charakters start with 50 Stamina instead of 0.

We would get much less threads this way!

This post has been edited by Ichy: Aug 11 2011, 22:27
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post Aug 11 2011, 22:45
Post #1995
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New chars start with 99.999 stamina.
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post Aug 11 2011, 23:26
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Apparently, there's been a few players questioning why they don't gain any exp or credits, presumably due to having no stamina. Maybe you need to double check that?


Probably be a good idea to have mazes not show up until someone is level 10 as well, so they don't end up accidently killing their own stamina without having any idea what it does.
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post Aug 11 2011, 23:33
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QUOTE(cmal @ Aug 8 2011, 16:30) *

I'm still waiting for that Slime class. >=C

Slimes are damn near unkillable with physical attacks. It would be a bit...problematic for melee characters to kill them, except perhaps by bleed (IMG:[invalid] style_emoticons/default/biggrin.gif)
Then again, the way I've usually seen elementals is they are highly resistant to physical damage (or have a lot of health), and horrendously weak to one element but moderately strong to the rest.

This post has been edited by DarkDespair5: Aug 11 2011, 23:36
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post Aug 12 2011, 04:28
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Being able to bring one of your monsters to battle with you it attacks just like one of the bad monsters(you don't control it) except its on your side, and you're able to use your buff spells on it.
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post Aug 12 2011, 08:08
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QUOTE(Tenboro @ Aug 11 2011, 22:45) *

New chars start with 99.999 stamina.

Oh. But for some reason they end up with bad Stamina. Probably mazes or to much grindfest.

Would it be possible to have a Warning Pop-up the first time one reaches bad Status? Or open up a new browser window with the wiki page explaining about stamina.

This post has been edited by Ichy: Aug 12 2011, 08:17
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post Aug 12 2011, 19:30
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I think Item World needs a bit of a revamp at this point. It no longer provides exp rates comparatively high enough to warrant the 0 credit per round gain, and actually completing a high level item is extraordinarily time consuming, especially for just 1-2 levels gained.

How about instead of gaining 1 (or 2) level(s) for completing (item level * rounds), every 10th round of the items IW has a "gatekeeper" boss mob that adds +1 to the ilvl. So you have the opportunity to gain (ilvl / 10) levels for the item per clear.

To accommodate this change, rather than being able to clear an item once a day but enter as many time as you like, make the check for entrance so you can only enter each item once per day (prevents repeatedly farming the first 10 rounds for easy levels, but still overall greatly increases the value of IW)
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