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[Suggestion] A few requests, Can we has... |
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Feb 26 2012, 21:46
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4EverLost
Group: Gold Star Club
Posts: 36,632
Joined: 2-April 10

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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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Feb 26 2012, 23:50
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skillchip
Group: Catgirl Camarilla
Posts: 5,754
Joined: 31-December 06

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Give Dovakin a small regen to hp/mp/sp whenever they kill a dragonkin
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Feb 26 2012, 23:53
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Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09

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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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Feb 26 2012, 23:55
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skillchip
Group: Catgirl Camarilla
Posts: 5,754
Joined: 31-December 06

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Just have them start at 100% damage instead of 50% and stay static?
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Feb 26 2012, 23:56
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Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09

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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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Feb 27 2012, 02:16
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ChosenUno
Group: Gold Star Club
Posts: 4,170
Joined: 23-February 10

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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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Feb 27 2012, 05:40
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grumpymal
Group: Gold Star Club
Posts: 10,923
Joined: 2-April 08

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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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Feb 27 2012, 08:16
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hitokiri84
Group: Gold Star Club
Posts: 10,945
Joined: 24-December 07

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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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Feb 27 2012, 13:48
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Desirelessness
Newcomer
 Group: Members
Posts: 29
Joined: 18-March 10

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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"
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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
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arena is too hard , im getting wracked on normal mode on 4rd fight
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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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Feb 27 2012, 16:13
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Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09

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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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Feb 27 2012, 16:31
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Maximum_Joe
Group: Gold Star Club
Posts: 24,074
Joined: 17-April 11

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QUOTE(Ichy @ Feb 27 2012, 06:13)  'A wild Fangirl appears'
[] Fight [] Item [] Pkmn [] Run
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Feb 27 2012, 17:06
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LangTuTaiHoa
Group: Banned
Posts: 1,792
Joined: 8-June 10

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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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Feb 27 2012, 17:27
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Coloris
Group: Members
Posts: 1,234
Joined: 19-October 06

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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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Feb 27 2012, 23:06
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Desirelessness
Newcomer
 Group: Members
Posts: 29
Joined: 18-March 10

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pls add "shatter strike" to fast buttons . like heal , magic arrow or protection
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Feb 27 2012, 23:58
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Death Grunty
Group: Gold Star Club
Posts: 2,788
Joined: 18-November 09

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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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Feb 28 2012, 00:33
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Death Grunty
Group: Gold Star Club
Posts: 2,788
Joined: 18-November 09

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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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Feb 28 2012, 00:47
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Maximum_Joe
Group: Gold Star Club
Posts: 24,074
Joined: 17-April 11

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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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Feb 28 2012, 01:50
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Death Grunty
Group: Gold Star Club
Posts: 2,788
Joined: 18-November 09

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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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