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

 
post Feb 26 2012, 21:46
Post #3161
4EverLost



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QUOTE(Ichy @ Feb 26 2012, 18:40) *

Requesting this again:
A Montage-like Feature to level up Equipments.
Because a few more level ups and High levels wont be able to clear their IWs because monster getting more and more HP and also get stronger deeper inside the IW... (IMG:[invalid] style_emoticons/default/faint.gif)


I tried a IW-BT in a Superior Phase L242. Took 12 Mana Elixirs & 1 Spirit Elixir, I needed to clear ~180 levels for it. With spark doing off just about every round, tried using different scrolls & infusions I quite when I ran out of spirit points around round 100.

Ya I'd say IW are a little more then messed up vs the why they use to be. Its like cool items can go up +10 levels in one IW. Like that is going to happen. I'd be much happier if they went back to the way there were ages ago. It was still faster to level gear back then then it is now.
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post Feb 26 2012, 23:50
Post #3162
skillchip



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Give Dovakin a small regen to hp/mp/sp whenever they kill a dragonkin
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post Feb 26 2012, 23:53
Post #3163
Ichy



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QUOTE(4EverLost @ Feb 26 2012, 20:46) *

I tried a IW-BT in a Superior Phase L242. Took 12 Mana Elixirs & 1 Spirit Elixir, I needed to clear ~180 levels for it. With spark doing off just about every round, tried using different scrolls & infusions I quite when I ran out of spirit points around round 100.

Ya I'd say IW are a little more then messed up vs the why they use to be. Its like cool items can go up +10 levels in one IW. Like that is going to happen. I'd be much happier if they went back to the way there were ages ago. It was still faster to level gear back then then it is now.

Maybe mobs should not get stronger each round like Hito suggested for Crysfest?
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post Feb 26 2012, 23:55
Post #3164
skillchip



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Just have them start at 100% damage instead of 50% and stay static?
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post Feb 26 2012, 23:56
Post #3165
Ichy



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QUOTE(skillchip @ Feb 26 2012, 22:55) *

Just have them start at 100% damage instead of 50% and stay static?

Yes.

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post Feb 27 2012, 02:16
Post #3166
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QUOTE(Ichy @ Feb 27 2012, 04:56) *

Yes.


That'd spell ouch for a lot of low levels, that's for sure. They'll be forced to either play Crysfest (no drops) or Grindfest (stamina problems) in order to level up. Sure, you can play Crysfest, but how can they get enough pots and drops to support themselves in arenas?

I suggest Tenb makes the monsters' increase in strength more towards linear instead of exponential. The monsters' growth should at most be parallel to the players' growth, and that's including items.

Maybe define certain milestones for the "average player" and then plot the monsters' growth based on that?

This post has been edited by ChosenUno: Feb 27 2012, 02:20
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post Feb 27 2012, 05:40
Post #3167
grumpymal



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So Tenboro has expressed some apprehension about introducing mechanics for salvaging materials for equipment due to how they may affect the credit pool/amount of materials in the system/etc. As the forge stands now, you have to be damned sure you want to upgrade a piece due to how valuable the materials are and there are no take-backs. I've been thinking up ways to do this so that the market isn't suddenly flooded, but still make it somewhat viable. This is what I came up with.

Material Salvaging
- It costs credits to salvage materials from a forged piece.
- The amount of credits depends on the number of upgrades you want to salvage and is based on the base credit value of the equipment.
- The higher the quality of the equipment, the cost will be slightly lower. My reasoning is that a good, well-made piece is going to be easier to deal with than your ordinary ones. It'll still be more than if it had been average, but it'll be lower relative to the base value of the equipment which is being used to calculate the salvage cost.
- The salvage basically starts from the "top" of the pile for the chosen stat you want to recover from. Meaning, if you choose to salvage damage upgrades which you've upgraded five times, then it'll recover the materials used for the fifth upgrade to that stat, and then the fourth, so on.
- Each salvage operation increases the cost of the next salvage operation for that stat, the cost is not based on overall number of salvages.
- You can choose how many upgrades' worth of materials you want to recover, but the cost can be prohibitive if you've sunk a lot into it. It's not meant to be 100% recovery, but you'll at least get most of it back if you've got the credits.

Equipment Breakdown
- It costs credits to break a piece down, depending again on its base value.
- You will always be guaranteed one (1) piece of a "basic" material (wood, leather, cloth, metal). The quality of that material will be dependent on the quality of the equip you're breaking down (you're not going to get a High-Grade from a Crude, obviously, but there may be a small chance from a Fine).
- If the piece is one of the "rare" types, that rare material will be included in the list of possible recovered materials. Again, the higher the quality, the more likely you are to get a rare.
- There is also a small chance to recover a Binding based on the Suffix of that piece. Quality again plays a role in the chance of this, as does the rarity of the piece to a small extent.
- You can pay extra to increase the chance to recover a Binding. The more you pay, the more likely you are to get a Binding. However, you can end up paying more than the Binding is "worth", so it is a gamble you must decided whether or not to take.

And just for shits and giggles, add hath perks that increase the "effectiveness" of salvage and breakdown operations. Because everyone loves hath perks; the more expensive, the better.
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post Feb 27 2012, 08:16
Post #3168
hitokiri84



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You should get 30x damage with the Backstab skill if you have a dagger equipped, like in Skyrim. (IMG:[invalid] style_emoticons/default/ph34r.gif)
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post Feb 27 2012, 13:48
Post #3169
Desirelessness



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button in the equipment inventory
add to sell poket

how does it work
all items inside sell poket can not be seeing from equipment inventory
but u can find them at "sell poket" button in the shop , u could find all items before u going to sell them
to prevent good stuff being sold and boosting equipment check and junk sell

-lock button is quite bugged and does not give 100% garateeh not to sell stuff u need



-add to chest button
add to "chest" items which are not displayed in the shop or sell poket page
items from chest can not be sold in any way to remove item from chest u simply send it
to "sell poket" or back to normal w.e.

why ?
i got some items which i probably would never use but to sell them nar i dont want
because such items became unique and it would be probably impossible to find it ever
again

-or i would like to store my light armor set and being safe or "not to sell it" by some aicident
so i could use more oftem "sell all" button at shop without worry to sell something very usefull


-----------------------------------------------------------------------------------------------------------------------------
to character setting :


power control

to classes (easy to change thingy and u can change it anytime and as many times as u want)

total power 100%
HP to MP u set from 1 to 100%
MP to HP u set from 1 to 99.99%


how does it work
for example i going to sacrifice all my MANA to 100% and add it to HP
so my HP gets boosted by 100% for that my MANA gets reduced by 100%

literaly

Total HP
1000
Total MP
100

after sacrifice

total HP (boosted by 100%)
2000
total MP (reduced by 100%)
0
(warning : u now not able to drink any mana potions )

MP to hp would simply give u 1 HP and boost ur mp by double (almost double)

hybrid gecks could get 50% or w.e. they need boost

example :
1500 HP (boosted by 50%)
50 MP (reduced by 50%)
--------------------------------------------------------------------------------------------------------------

"large" effect

applied to 2h weapons (instead of vamp , bloodletting and so one)
10% + value (how ever u calc it)

100% chance to
11% of MAIN TARGET HIT damage applied to all targets


10% as lowest base stat (not affected by anything for now)

1% as lowest value (value which improves over EQ levels , upgrades or w.e hidded stat u think should imrove it)

it is possible to increase this value over 100% going 101% and so one
- lvl 255 could add +25.5%
-fixes , prefix and sufix could add from 5~10%
-upgrades +1%
-some other hidded values
-if u miss MAIN target (this effect dont occur)
-if u hit MAIN target with skill or any other "hidden abilities" this effect dont occur
-to trigger this effect u need to attack with "melee only and HIT"

-----------------------------------------------------------------------------------------------------------

mobds HP displayed in numbers and not lines
-----------------------------------------------------------------------------------------------------------

damage display
damage taken 120 (-45 ) ( minus numbers is damage absorbed and mitigraded)

same thing if u attack
damage dealt 300 (-120 )


and option which reduce wall of text

example
short

PLAYER NAME - 100 (-34)
MOB NAME -200 (-134)
Player name +24 [for heals , regeneration or any other effects of hp changes in positive way]

AN long wall of text is the way it is now

-----------------------------------------------------------------------------------------------------------

arena is too hard , im getting wracked on normal mode on 4rd fight

-------------------------------------------------------------------------------------------------------------


add to all skills "active" "passive" skill pls

passive = always on
active = need to be cast , actived or w.e.

i bought protection and through its was a passive skill but it wasnt now i
have wasted skill points for useless skill

-------------------------------------------------------------------------------------------------------------
str could add absolute penetration value
1 str 0.1% pen
total def value in % - total pen in % = current pen

str units simpleh hit harder (penetrating armoring) armored things than units with low str
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post Feb 27 2012, 16:13
Post #3170
Ichy



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I somehow want Heal after Arena Clear back but just bringing Heal after Arena Clear back would be boring so here the best Suggestion ever: (IMG:[invalid] style_emoticons/default/laugh.gif)

Successfully clearing a Arena or Item World has a chance to trigger 'A wild Fangirl appears' Event. She will cheer for you and replenish some of your HP, mana and SP. There is also a small chance she will give you a additional Gift.
Said Gift (Bento Boxes and whatever) can be used like a Token of Healing or you can donate it to Snowflake where you can get a Pot or some Crystals for it. Sounds good? But if you do there is a chance your Fangirl will go Yandere and show up in your Random Encounter as a freaking strong Mini Boss Class Monster. To make it even more fun give her a higher Probability to drop Slaughter or Destruction Suffixed Gear.
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post Feb 27 2012, 16:31
Post #3171
Maximum_Joe



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QUOTE(Ichy @ Feb 27 2012, 06:13) *

'A wild Fangirl appears'

[] Fight [] Item
[] Pkmn [] Run
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post Feb 27 2012, 17:06
Post #3172
LangTuTaiHoa



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QUOTE(derpymal @ Feb 27 2012, 10:40) *

So Tenboro has expressed some apprehension about introducing mechanics for salvaging materials for equipment due to how they may affect the credit pool/amount of materials in the system/etc. As the forge stands now, you have to be damned sure you want to upgrade a piece due to how valuable the materials are and there are no take-backs. I've been thinking up ways to do this so that the market isn't suddenly flooded, but still make it somewhat viable. This is what I came up with.

Material Salvaging
- It costs credits to salvage materials from a forged piece.
- The amount of credits depends on the number of upgrades you want to salvage and is based on the base credit value of the equipment.
- The higher the quality of the equipment, the cost will be slightly lower. My reasoning is that a good, well-made piece is going to be easier to deal with than your ordinary ones. It'll still be more than if it had been average, but it'll be lower relative to the base value of the equipment which is being used to calculate the salvage cost.
- The salvage basically starts from the "top" of the pile for the chosen stat you want to recover from. Meaning, if you choose to salvage damage upgrades which you've upgraded five times, then it'll recover the materials used for the fifth upgrade to that stat, and then the fourth, so on.
- Each salvage operation increases the cost of the next salvage operation for that stat, the cost is not based on overall number of salvages.
- You can choose how many upgrades' worth of materials you want to recover, but the cost can be prohibitive if you've sunk a lot into it. It's not meant to be 100% recovery, but you'll at least get most of it back if you've got the credits.

Equipment Breakdown
- It costs credits to break a piece down, depending again on its base value.
- You will always be guaranteed one (1) piece of a "basic" material (wood, leather, cloth, metal). The quality of that material will be dependent on the quality of the equip you're breaking down (you're not going to get a High-Grade from a Crude, obviously, but there may be a small chance from a Fine).
- If the piece is one of the "rare" types, that rare material will be included in the list of possible recovered materials. Again, the higher the quality, the more likely you are to get a rare.
- There is also a small chance to recover a Binding based on the Suffix of that piece. Quality again plays a role in the chance of this, as does the rarity of the piece to a small extent.
- You can pay extra to increase the chance to recover a Binding. The more you pay, the more likely you are to get a Binding. However, you can end up paying more than the Binding is "worth", so it is a gamble you must decided whether or not to take.

And just for shits and giggles, add hath perks that increase the "effectiveness" of salvage and breakdown operations. Because everyone loves hath perks; the more expensive, the better.


QUOTE(Ichy @ Feb 27 2012, 21:13) *

I somehow want Heal after Arena Clear back but just bringing Heal after Arena Clear back would be boring so here the best Suggestion ever: (IMG:[invalid] style_emoticons/default/laugh.gif)

Successfully clearing a Arena or Item World has a chance to trigger 'A wild Fangirl appears' Event. She will cheer for you and replenish some of your HP, mana and SP. There is also a small chance she will give you a additional Gift.
Said Gift (Bento Boxes and whatever) can be used like a Token of Healing or you can donate it to Snowflake where you can get a Pot or some Crystals for it. Sounds good? But if you do there is a chance your Fangirl will go Yandere and show up in your Random Encounter as a freaking strong Mini Boss Class Monster. To make it even more fun give her a higher Probability to drop Slaughter or Destruction Suffixed Gear.


I love you guys. In a manly way.
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post Feb 27 2012, 17:27
Post #3173
Coloris



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i wonder if it's possible to change the abilities in that way, that the resistance ones are available if you got either of the equivalent element spells. after reaching the better element spells, it's kinda wasted to spend points in the lower ones just to get to the resistance ability(example: being able to spent points in flame tounge and/or hellfire when you got flare and meteor or fireball and inferno)

This post has been edited by Coloris: Feb 27 2012, 17:29
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post Feb 27 2012, 23:06
Post #3174
Desirelessness



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pls add "shatter strike" to fast buttons . like heal , magic arrow or protection
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post Feb 27 2012, 23:58
Post #3175
Death Grunty



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Tenbro, if you ever make skills or magic that recharges or drains overcharge please call it Siphon. Perfect fit. (IMG:[invalid] style_emoticons/default/laugh.gif)
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post Feb 28 2012, 00:08
Post #3176
Tenboro

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There's already three "Siphon" effects in the game. (IMG:[invalid] style_emoticons/default/rolleyes.gif)
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post Feb 28 2012, 00:33
Post #3177
Death Grunty



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QUOTE(Tenboro @ Feb 27 2012, 16:08) *

There's already three "Siphon" effects in the game. (IMG:[invalid] style_emoticons/default/rolleyes.gif)

Yeah but they're not called Siphon in the game, right? So there you have it. Add a fourth one that recharges Overcharge. (IMG:[invalid] style_emoticons/default/tongue.gif)
Better yet how about a proc called Siphon something. Chance to proc when you use skills, when triggered resets the cooldown timer of used skill. (IMG:[invalid] style_emoticons/default/cool.gif)
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post Feb 28 2012, 00:47
Post #3178
roadgray



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QUOTE(Death Grunty @ Feb 27 2012, 23:33) *

Yeah but they're not called Siphon in the game, right? So there you have it. Add a fourth one that recharges Overcharge. (IMG:[invalid] style_emoticons/default/tongue.gif)
Better yet how about a proc called Siphon something. Chance to proc when you use skills, when triggered resets the cooldown timer of used skill. (IMG:[invalid] style_emoticons/default/cool.gif)

http://hentaiverse.org/pages/showequip.php...;key=bdf40ce19d
>Syphon Magic
Name got changed some time ago because the weapons don't really drain anything.
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post Feb 28 2012, 00:47
Post #3179
Maximum_Joe



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QUOTE(Death Grunty @ Feb 27 2012, 14:33) *

Add a fourth one that recharges Overcharge.

We have that, it's called "meleeing".
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post Feb 28 2012, 01:50
Post #3180
Death Grunty



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QUOTE(roadgray @ Feb 27 2012, 16:47) *

http://hentaiverse.org/pages/showequip.php...;key=bdf40ce19d
>Syphon Magic
Name got changed some time ago because the weapons don't really drain anything.

U-wah. Totally missed that.

QUOTE(Maximum_Joe @ Feb 27 2012, 16:47) *

We have that, it's called "meleeing".

1/100
Obviously meant as a bonus to increase the effects..
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