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[Suggestion] A few requests, Can we has... |
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Dec 31 2011, 03:05
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Drksrpnt
Group: Gold Star Club
Posts: 3,551
Joined: 27-December 10

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QUOTE((Cheater) Tiap @ Dec 31 2011, 00:31)  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
This, pretty much.
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Dec 31 2011, 05:44
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Msgr. Radixius
Group: Gold Star Club
Posts: 30,859
Joined: 15-May 06

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How about an option in the forge that allows us to shatter garbage equipment for materials based on the quality of the item and maybe a 1% chance at a binding or, if it's shade, shield, phase or... whatever the other ones are, a miniscule chance at getting one of the special item.
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Dec 31 2011, 06:17
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rpgman1
Group: Members
Posts: 7,249
Joined: 28-November 09

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QUOTE(radixius @ Dec 30 2011, 22:44)  How about an option in the forge that allows us to shatter garbage equipment for materials based on the quality of the item and maybe a 1% chance at a binding or, if it's shade, shield, phase or... whatever the other ones are, a miniscule chance at getting one of the special item.
That sounds pretty good. Salvaging useless equipment into materials, then forging them into special items.
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Dec 31 2011, 08:11
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grumpymal
Group: Gold Star Club
Posts: 10,923
Joined: 2-April 08

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QUOTE(radixius @ Dec 30 2011, 22:44)  How about an option in the forge that allows us to shatter garbage equipment for materials based on the quality of the item and maybe a 1% chance at a binding or, if it's shade, shield, phase or... whatever the other ones are, a miniscule chance at getting one of the special item.
If it means less equipment getting sold to the bazaar for credits, it might be good. If it means a flood of materials, not so much. It would have to be balanced so there's no significant gain from either. Though I think Tenboro might have already said no to breaking down equipment for materials, not sure.
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Dec 31 2011, 08:29
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Msgr. Radixius
Group: Gold Star Club
Posts: 30,859
Joined: 15-May 06

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Well, there's a simple solution to that.
Don't make the acquisition of a material 100% for the shatterening(sic).
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Dec 31 2011, 08:55
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varst
Group: Gold Star Club
Posts: 11,561
Joined: 30-March 10

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Problem is that it will affect the efficiency of the forge system as a credit sinker (IMG:[ invalid] style_emoticons/default/tongue.gif) If it is effective, nobody will give a shit to the monsters. If it isn't, then nobody will give a shit to the shattering system. And it's way too difficult to balance that IMO.
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Dec 31 2011, 09:11
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Sushilicious
Group: Catgirl Camarilla
Posts: 10,384
Joined: 21-October 10

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Tenboro already stated that breaking items as a substitute for forging materials isn't happening. I personally asked him that when he first hinted toward the system.
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Dec 31 2011, 09:47
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Msgr. Radixius
Group: Gold Star Club
Posts: 30,859
Joined: 15-May 06

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Well, that's just silly. But I don't make the decisions, I guess. I just deal with the consequences.
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Dec 31 2011, 11:41
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Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09

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Getting Materials from Equipment would make monsters worthless.
Suggestion regarding skills: Some of them are pretty sad. Change Iris Strike to a series of rapid strikes. each 10% OC will grant one extra hit- So with 280% OC you will strike 28 times in one round.
Shield Bash ---> Holy Shield. As long it is active it will grant you a 25% to Block, your Counter damage will be tripled and Holy Damage will be absorbed.
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Dec 31 2011, 11:42
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Tenboro

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I considered that, but no. The only way it could work is if the breakdown thing actually cost credits to use.
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Dec 31 2011, 19:51
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grumpymal
Group: Gold Star Club
Posts: 10,923
Joined: 2-April 08

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QUOTE(Tenboro @ Dec 31 2011, 04:42)  I considered that, but no. The only way it could work is if the breakdown thing actually cost credits to use.
So why not make it a pay service?
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Jan 1 2012, 00:19
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gaiablade
Group: Members
Posts: 1,110
Joined: 8-April 11

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How about limiting it so you can only salvage a set amount each day or after a certain time period (like the item world).
This post has been edited by gaiablade: Jan 1 2012, 00:19
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Jan 1 2012, 00:48
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sigo8
Group: Gold Star Club
Posts: 3,648
Joined: 9-November 11

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Or maybe Salvage only gives Common mats. Never any Bindings or Rare. QUOTE(Ichy @ Dec 31 2011, 01:41)  Suggestion regarding skills: Some of them are pretty sad. Change Iris Strike to a series of rapid strikes. each 10% OC will grant one extra hit- So with 280% OC you will strike 28 times in one round.
Shield Bash ---> Holy Shield. As long it is active it will grant you a 25% to Block, your Counter damage will be tripled and Holy Damage will be absorbed.
I also want to second this.
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Jan 1 2012, 14:50
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Darque_Flux
Group: Gold Star Club
Posts: 131
Joined: 12-August 09

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Can We Has more lesser skills that do not completely drain the overcharge bar, so that they can be used to dispatch of multiple lesser enemies versus our primary capacity being to destroy larger enemies with a single swift blow.
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Jan 1 2012, 18:50
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Maximum_Joe
Group: Gold Star Club
Posts: 24,074
Joined: 17-April 11

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Here's a list of suggested skills I whipped up, lemme know what you think.
Unarmed You wa Shock Massive single-target damage. Costs 100%.
One-Handed Tiger Strike Damages the target twice. Costs 25%.
Battering Ram Damages and stuns up to 3 adjacent monsters. Costs 50%.
Aurora Wall Take no damage for the next 5 turns. Costs 150%.
Two-Handed Pulverise Single-target attack that inflicts all melee procs. Costs 50%.
Shockwave Stuns all enemies for 1 turn. Costs 50%.
Dive Bomb AoE damage that ignores all resistances. Costs 150%.
Dual Wielding Berserker Rush AoE attack. Costs 75%.
Deadly Pincer Single-target damage that ignores all resistances and bleeds the target. Costs 125%.
Rapid Strikes Single-target damage, hits up to a dozen times. Costs 200%.
Niten Ichiryu Honorable Strike Normal attack, take no damage next turn. Costs 50%.
Iaido Single-target attack performed at maximum action speed. Costs 75%.
Perfect Technique AoE attack performed at maximum action speed. Costs 150%.
Staff: Mana Condensation Procs CM on all targets. Costs 25%.
Void Missle Magic Missle that does void damage. Costs 50%.
Void Blast AoE void damage. Costs 125%.
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Jan 1 2012, 20:18
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Tenboro

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QUOTE(Maximum_Joe @ Jan 1 2012, 17:50)  Staff: Mana Condensation Procs CM on all targets. Costs 25%. That's why I don't ask. (IMG:[ invalid] style_emoticons/default/smile.gif) FWIW, here are my current thoughts on where I'm taking skills. First of all, no, they won't drain the OC gauge. They only do that now because cooldown wasn't implemented yet. (And yes, all skills will have a cooldown, depending on power.) Secondly, there will be skill chains of some form. You will have to use low-cost/low-tier skills to temporarily make higher tiers available. Which will be one of the advantages of having a larger OC tank. Thirdly, most class skills are unlocked with proficiency. But there are already a couple of special skills that require certain titles/items, and there will likely be more. And yes, I'm going for a unified quickbar for both magic and skills, but it's quite a bit of reworking involved. (Not to mention all skills will need an icon.) Nothing of this is set in stone yet, outside of the first point which is already implemented. And I don't know exactly what will make it into the next patch, or when that will be. So if the final result is something completely different, there's your disclaimer right there.
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Jan 1 2012, 20:20
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Msgr. Radixius
Group: Gold Star Club
Posts: 30,859
Joined: 15-May 06

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Sounds erotic.
ADDENDUM: Anything you may want to outsource (such as icon gathering or whatnot) I'd be glad to assist you, sirmadam.
This post has been edited by radixius: Jan 1 2012, 20:31
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Jan 1 2012, 21:23
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grumpymal
Group: Gold Star Club
Posts: 10,923
Joined: 2-April 08

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Neat.
Do you have any plans to do anything with AP related to Skills? Because I've got boxes of them looking all sad and unloved.
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Jan 1 2012, 21:26
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buktore
Group: Members
Posts: 4,353
Joined: 9-September 09

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It sound good and all. But I have hard time imagine how skill cooldown and chaining could be integrate well into a game that's mostly about keep yourself sane while fighting lots of (usually) weak* monsters for hundreds, thousands, or even more rounds as fast as possible...
I'm not against it BTW, I'm just curious and interesting how this will turn out.
** You can, of course, change this (weak > stronger monsters) ... But since the 'Hundreds of rounds and more ...' bit couldn't be change easily, changing it make it hard to keep your sanity intact...
This post has been edited by buktore: Jan 1 2012, 21:27
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Jan 1 2012, 21:34
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varst
Group: Gold Star Club
Posts: 11,561
Joined: 30-March 10

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The new skill system sounds promising (IMG:[ invalid] style_emoticons/default/smile.gif) @buktore Maybe we should have more supportive skills? It may not be a good idea to use skills on tons of enemies, but getting a buff on your evade/action speed is always good.
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