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

 
post Dec 26 2011, 03:18
Post #2561
grumpymal



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QUOTE(Drksrpnt @ Dec 25 2011, 19:35) *

Spark of life makes it silver. Not sure how it could have both at the same time.

That's the HP bar.
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post Dec 26 2011, 11:04
Post #2562
Darque_Flux



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Can we has skills that use overcharge like mana not consuming the entire gauge?
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post Dec 26 2011, 11:14
Post #2563
Drksrpnt



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QUOTE(derpymal @ Dec 26 2011, 02:18) *

That's the HP bar.


Bleh. Well, I feel stupid now.

Anyway, what color would it glow as? Gold?
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post Dec 26 2011, 12:06
Post #2564
Slobber



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Pink maybe? Overdrive is already gold. Health is green/silver, mana is blue... spirit is normally green... and "spirit" seems to be highlighted in pink to a degree when the mode is activated

e: spirit is normally *red

This post has been edited by dcherry: Dec 26 2011, 13:31
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post Dec 26 2011, 13:26
Post #2565
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QUOTE(Bunko @ Dec 16 2011, 20:08) *
Can we has:
1) Auctionhouse for equipment, that the auctioneer does not have to watch.
Need minimum bet, increment interval, instant buyout, time of auction. Max 7 days.

I agree with this, but it has pros ans cons. If the auctionhouse is just like the Hath auction system, bidwars are unlikely to happen since over 80,000,000 shitty equips will get auctioned every day. It would also require a look for X stat filter or auto-sorting.

However, automatically creating a shop subfolder for every user and adding initial price/buyout/timer fields to HV items for the owner to customize might work. All items with something in the price field are publicly displayed when you access the folder and can be bought by anyone. Also, display the actual Bazaar value of the item to customers in order to avoid scams.

If there is a buyout and a timer, the item will only sell if either one of the following conditions is met :
- buyout price reached ;
- timer has expired.

Easy private shops with an auction feature without having to link your potential customers to 1000 items. The Bazaar would still serve its purpose for people who don't use the forums. (Considering how many artifacts and materials get sold to and bought from the Bazaar every day, there's quite a bunch of them.)

This post has been edited by Mika Kurogane: Dec 26 2011, 13:35
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post Dec 27 2011, 20:37
Post #2566
Death Grunty



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Can we has skill tree?

Not to power up skills but to customize them a bit. Like upgrading a skill by picking one option of several.
An example of how it could work:
You're presented with 4 different kinds of upgrades for skill X: increase damage, increase proc duration, decrease oc cost (it becomes executable even below 100%), leave some OC after executing skill
And you can choose ONE among them and can put AP into it. Similar to ability tanks of 5. After you picked ONE of the upgrades you can put 5 AP into it to increase the effect.
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post Dec 28 2011, 02:49
Post #2567
Black Dynamite



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QUOTE(mr daniels @ Dec 27 2011, 18:09) *

the new title is too weak
lot of time wasted on some silly skill

this is what we should get

FUS RO DAH Skill
+15% Damage
+5% Evade
-10% Burden/Interference
and a special high quality trophy


This post has been edited by mr daniels: Dec 28 2011, 02:50
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post Dec 28 2011, 09:54
Post #2568
Soarin M



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i have one: increase the amount of credits gained.
people are already making hath prices insultingly high.
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post Dec 28 2011, 11:49
Post #2569
sigo8



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QUOTE(---M--- @ Dec 27 2011, 23:54) *

i have one: increase the amount of credits gained.
people are already making hath prices insultingly high.

The price of hath will just increase in response. It's called supply and demand.
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post Dec 28 2011, 18:09
Post #2570
Bunko



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Some worthless ideas again.

When I want to equp a 2hander, let me choose 2 handed weapons.
When I want to equip an off hand weapon (has one handed in main) show 1 handed only.

Can we also has me winning the lottery at the changing of years ?
Let's also has the overcharge do what it used to do.

If you agree, I'll donate the 4,7 € I have in my account.
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post Dec 28 2011, 19:11
Post #2571
Maximum_Joe



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New Ability:
Spiritual Discipline
Decreases the amount of Overcharge needed to maintain Spirit Mode by 10%.

1 AP. Available at Tier 6 and Tier 10. Permanent.
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post Dec 28 2011, 22:50
Post #2572
Soarin M



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QUOTE(sigo8 @ Dec 28 2011, 11:49) *

The price of hath will just increase in response. It's called supply and demand.



as opposed to just keep increasing and keep recieving the same amount?
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post Dec 28 2011, 23:33
Post #2573
Byledalej



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QUOTE(---M--- @ Dec 28 2011, 23:50) *

as opposed to just keep increasing and keep recieving the same amount?


I think you don't understand the simplest rules of economics.
Back in 80's my country government (there was no central bank), full of people without any proper education did similar mistake - they noticed that prices was going too high, so they began to print more and more money. In few years my country currency went down thousandfold.

In game is the same - T doesn't have any control on hath prices, meaning the more credits more people earn, the higher price will go. On the other hand - increasing amount of hath for sell would decrease prices, but ...
Hath is supposed to be exclusive, so that won't happen. Taking control over market also wouldn't solve anything (setting prices would only cause stagnancy - why would anyone sell them for that little).

Any internet game has similar problem - increasing inflation - as almost always high leveled players don't have any non-player cash sink (that is why forge was created with so high prices to upgrade).
With existence of forge inflation probably will go down by some amount.
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post Dec 29 2011, 13:38
Post #2574
Ichy



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Increase the effect of physical Mitigation for higher Difficulty settings.

Some days ago I tried full heavy gear and a scythe on BT. The Idea was to get double hitted so Bleed will kill them twice as fast but this has not worked out well. Even with Regen 2 I got slaughtered in a few turns.
With a full set of legendary Plate I would have lasted like 3 rounds longer (IMG:[invalid] style_emoticons/default/tongue.gif)
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post Dec 29 2011, 23:24
Post #2575
RajaNagaSoz



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QUOTE(Ichy @ Dec 29 2011, 06:38) *

Increase the effect of physical Mitigation for higher Difficulty settings.

Some days ago I tried full heavy gear and a scythe on BT. The Idea was to get double hitted so Bleed will kill them twice as fast but this has not worked out well. Even with Regen 2 I got slaughtered in a few turns.
With a full set of legendary Plate I would have lasted like 3 rounds longer (IMG:[invalid] style_emoticons/default/tongue.gif)


Never thought i'd quote ichy for a melee buff idea, but as a whole, i think armor has been nerfed the most. The large damage increase a few patches ago (for both players and monsters) made cloth what it should be (barely any protection from sharp and pointy or hard and unrelenting things that assault you) but turned even the strongest plate into barely more then some minor padding.

I've got mitigation hitting 40-50%+ on a few sets yet i still takes truckloads of damage, and switching to light armor doesn't really do a whole lot to compensate via speed that i keep hearing everyone claim.

I cure better (definitely), cast it slightly more often (stuff DOES hit noticably harder, but going from taking 193 to 230 only starts adding up in later rounds), but i'm not getting much better action speed going from 93 burden to 40~, and even in a full set of cloth i still don't see any improvement in double-turning anything (and agi is one of my highest stats, 118 compared to my highest, dex, at 120 currently.)

Heavy armor is seemingly completely out of style, asking anyone who plays even mid-game level, and is really just a big burden on your casting. Mitigation might be high, but it doesn't seem high enough comparatively. My profs don't help, my equipment doesn't help, but there should be a bigger difference imho.

I have a set of full power armor, and a set of (almost) full plate protection (it's got one high-end power armor piece because i've yet to find a better defensive plate piece for it) and the damage received difference is negligable, yet my damage output is quite different (and i can see for a fact my power armor set is shitty in the DEF department)

There's no reason i should be taking 75% of my max hp in damage from some random turd's special when i have a 50% physical mitigation (giants, mostly. and that's not taking into account additional crushing mitigation), and all HP tanks. In most games this would make every enemy a mid-boss or boss. When agitated, even the old generic non-owned creatures can do some pretty disgusting amounts of damage.

I'm going outside the town walls, encased in a giant 5" thick metal can, and all the local wildlife has 6-foot can openers. I might as well be wearing a cardboard box with "GUNDAM" written on the front.

This post has been edited by RajaNagaSoz: Dec 29 2011, 23:26
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post Dec 30 2011, 02:35
Post #2576
Soarin M



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QUOTE(Byledalej @ Dec 28 2011, 23:33) *

inflation probably will go down by some amount.



thats never gonna happen.
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post Dec 30 2011, 09:00
Post #2577
Drawde



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An increase in Action Speed is only noticable if you already have a lot.

I believe the formula is 400-as+(modifier based on your action) to determine how long until you go next. I believe Haste gives a +50 AS modifier. Going from 400-15=385 to 400-65=335 isn't as noticable as going from 400-300=100 to 400-350=50. In the last case it pretty much doubled your unmodifed speed.
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post Dec 30 2011, 09:17
Post #2578
skillchip



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Pretty sure it is 500, since (100,500) is the range Tenboro stated when he raised the ceiling on speed
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post Dec 31 2011, 01:31
Post #2579
hzqr



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Can we has a training to restore vitals upon arena completion?
eg 10 levels, (max vitals - current vitals)*level/10 restored, cost similar to Spelunker
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post Dec 31 2011, 02:15
Post #2580
grumpymal



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QUOTE((Cheater) Tiap @ Dec 30 2011, 18:31) *

Can we has a training to restore vitals upon arena completion?
eg 10 levels, (max vitals - current vitals)*level/10 restored, cost similar to Spelunker

Another credit sink? I approve.
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