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

 
post Mar 1 2012, 17:00
Post #3201
xdgfsdf



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QUOTE(Boggyb @ Feb 13 2010, 01:32) *

Another quickbar would be nice, and you can never have too many equipment sets. I, however, am not that sure that item sets would be that valuable though I'd probably use them...


Yeah, I agree.
It would be nice if a new item bar could be add.
It makes it easy to use item in the battles.(I use them all the time, so personally really hope the GMs are consider it in their next update version. (IMG:[invalid] style_emoticons/default/laugh.gif)
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post Mar 1 2012, 17:56
Post #3202
LangTuTaiHoa



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QUOTE(xdgfsdf @ Mar 1 2012, 22:00) *

Yeah, I agree.
It would be nice if a new item bar could be add.
It makes it easy to use item in the battles.(I use them all the time, so personally really hope the GMs are consider it in their next update version. (IMG:[invalid] style_emoticons/default/laugh.gif)


I don't know which would be more useful, another quick spell bar or a new item bar (both would be sweet (IMG:[invalid] style_emoticons/default/biggrin.gif) )
A little thing: can hourlies restore HP and MP after clearing them (like in arenas each time we finish with higher difficulty)
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post Mar 1 2012, 18:32
Post #3203
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Let LOTD increase the multiplier for drop chance of higher tier equipment on higher difficulties (but please don't lower the base 5x chance, just make it scale with the training)

Also let LOTD increase crystal drops from crysfest by (1+x/100) where x is the level of LOTD, so maxed LOTD will give the player 25% more crystals.

Finally, double base drop chance of items in crystalfest, but skew the item drops towards crystals from potions

And another: Remove stam cost of hourlies, barely noticeable but why have it? Fix mana regen so it works while using skills and items (gems!).

And another: Increase prof gain chance while using skills

This post has been edited by skillchip: Mar 2 2012, 09:14
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post Mar 2 2012, 09:31
Post #3204
eovcoo5



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mage staff skill Suggestion

Concussive Strike

how about cut off or low down the physic damage

change the damage into proc【Coalesced Mana】+【stunning】

proc chance and number depend on OC and staff Proficiencies

when staff proficiencies 250 + OC 250% = 6-9 mob gets CM keep 4 trun stunning

when staff proficiencies 200 + OC 200% = 3-6 mob gets CM keep 3 turn stunning

when staff proficiencies 100 + OC 100% = 1-3 mob gets CM keep 2 turn stunning

This post has been edited by teeeen: Mar 2 2012, 09:56
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post Mar 2 2012, 10:01
Post #3205
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QUOTE(teeeen @ Mar 2 2012, 07:31) *

mage staff skill Suggestion

Concussive Strike

how about cut off or low down the physic damage

change the damage into proc【Ether Theft】+【stunning】

proc chance and number depend on OC and staff Proficiencies

when staff proficiencies 250 + OC 250% = 6-9 mob gets ET keep 4 trun stunning

when staff proficiencies 200 + OC 200% = 3-6 mob gets ET keep 3 turn stunning

when staff proficiencies 100 + OC 100% = 1-3 mob gets ET keep 2 turn stunning


FTFY, though I think that it would just be insanely OP at that point, I know some others would be thinking this
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post Mar 2 2012, 10:45
Post #3206
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QUOTE(skillchip @ Mar 2 2012, 16:01) *

FTFY, though I think that it would just be insanely OP at that point, I know some others would be thinking this


why you change my word and QUOTE it

i didn't say that

if it's going free ET and stunning that senseless

i mean CM proc ET still high risk

mage player needs CM to proc ET


if you think this idea is too bad

please just say it






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post Mar 2 2012, 11:23
Post #3207
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No I like it, I'm just beating others to the punch when they change it to making it overpowered. I wanted a shot at it.
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post Mar 2 2012, 11:24
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thought it again

Concussive Strike

change into random proc【Coalesced Mana】+【stunning】

proc chance and number depend on OC and staff Proficiencies and how many monsters on stage


when staff proficiencies 100 and 100% OC = random 1-3 mob gets CM gain 3 turn stunning

when staff proficiencies 200 and 200% OC = random 1-6 mob gets CM gain 2 turn stunning

when staff proficiencies 250 and 250% OC = random 1-9 mob gets CM gain 1 turn stunning



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post Mar 2 2012, 11:33
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QUOTE(skillchip @ Mar 2 2012, 17:23) *

No I like it, I'm just beating others to the punch when they change it to making it overed. I wanted a shot at it.



if i unjustly blamed you

i deeply sorry to you

i respect all player

my english is bad

please forgive me sir

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post Mar 2 2012, 17:29
Post #3210
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Can we get a battle mode that uses 10x the stamina of an arena but gives 7-8x the rewards? It would be nice for people without a lot of time. If you're worried about bots just add the RiddleMaster for every round and have it grant no bonus buffs.
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post Mar 2 2012, 22:04
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The last few pages of this thread have been pretty full of lulz. Do people seriously think those kinds of suggestions would get implemented?

Guess I'll break the ice and get this thread back on track to the realm of sensible suggestions, not to toot my own horn or anything.

1) Personalized energy drinks. It is basically a new type of energy drink and is a new system for replenishing stamina. The old system involves players recovering a fixed 20 stamina per 24 hours when you're not in a battle. Under the new system, players won't recover stamina anymore, whether you're in a battle or not. Instead, you get one personalized energy drink per dawn, which recovers 20 stamina and has exactly the same effects as the normal drinks. To prevent abuse, they have the following criterion:
  • You get 1 drink per day, which resets every dawn.
  • They cannot be sold nor traded under any circumstances.
  • The max quantity is 10 at any given point in time. This is to prevent players from stashing a huge pile by AFK'ing for large periods of time. And yes, that means even if you AFK for a century and come back in 2112, you will still only have 10 of these drinks.

PROS:
  • Players get a static 20 stamina a day regardless of how long your battles are.
  • You can take a breather every once in a while without having to worry that your stamina has been wasted by going over the 99 limit.

CONS:
  • Not related to ponies.
  • Precious minutes wasted coding for a trivial browser game when it could have been spent on more important stuff*
    *Translator Note: More important stuff means looking at ponies.


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post Mar 2 2012, 22:13
Post #3212
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QUOTE(Sushilicious @ Mar 2 2012, 21:04) *
The last few pages of this thread have been pretty full of lulz. Do people seriously think those kinds of suggestions would get implemented?


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QUOTE(Sushilicious @ Mar 2 2012, 21:04) *
[*]You get 1 drink per day, which resets every dawn.
[*]They cannot be sold nor traded under any circumstances.
[*]The max quantity is 10 at any given point in time. This is to prevent players from stashing a huge pile by AFK'ing for large periods of time. And yes, that means even if you AFK for a century and come back in 2112, you will still only have 10 of these drinks.


You know that a much simpler version that would pretty much accomplish exactly the same is "let stamina regenerate naturally past 99.999", right?
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post Mar 2 2012, 22:23
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QUOTE(Tenboro @ Mar 2 2012, 21:13) *

You know that a much simpler version that would pretty much accomplish exactly the same is "let stamina regenerate naturally past 99.999", right?

i would like this.

I could have a lazy day without wasting so much Stamina (IMG:[invalid] style_emoticons/default/happy.gif)
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post Mar 2 2012, 22:43
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How about a ratio for monster types??

Like for example, certain monster types cannot get past 30%/25% of the total monster population. It'll force diversity.

So once the monster type has reached its cap, players can no longer create monsters of that type until the population sufficiently increases.

This post has been edited by ChosenUno: Mar 2 2012, 22:43
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post Mar 2 2012, 23:05
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QUOTE(Tenboro @ Mar 2 2012, 14:13) *

You know that a much simpler version that would pretty much accomplish exactly the same is "let stamina regenerate naturally past 99.999", right?

Indeed it is, but people has been asking for that numerous times and you ignored it so it can be safe to assume you didn't like the idea. Also, even if regeneration can get past 99.999, that still doesn't solve solve the issue where your stamina doesn't regen while you're in a battle. However you did at one point changed it so that stamina regens during battles but for some inexplicable reason reverted back to the non-regen system. This was the system I came up with that solves both problems and doesn't seem that difficult to implement.

/my2cents
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post Mar 2 2012, 23:25
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QUOTE(Tenboro @ Mar 3 2012, 04:13) *

"let stamina regenerate naturally past 99.999"


Implement that and make it so that you gain only 1 stamina a day past 100, up to a max of 200 stamina.
Of course, using Energy Drinks should only go up to 99.
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post Mar 2 2012, 23:46
Post #3217
Tenboro

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QUOTE(Sushilicious @ Mar 2 2012, 22:05) *
However you did at one point changed it so that stamina regens during battles but for some inexplicable reason reverted back to the non-regen system.


Stamina regen in battle was related to the instant vital recovery bug, and was basically caused by the regen function being called before the regen timer was reset as the battle ended. It was never intentional.
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post Mar 3 2012, 00:06
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QUOTE(Tenboro @ Mar 2 2012, 13:46) *

It was never intentional.

Part of the problem is still that time spent fighting = more stamina lost, hence why higher difficulties that take more time per round are seen as less worthwhile.
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post Mar 3 2012, 08:51
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Incoming stupid Suggestions regarding Item Worlds: 1 Will only affect IW while 2 and 3 could be used for CF and GF as well.

# make Spelunker reduce the rounds needed. (reasoning: it is now the most worthless Training)
# Slower or no Monster Damage growth for higher Difficulty settings (reasoning: BT and IWBTH are already pretty tough and we just can't survive deeper in when they hit even harder.)
# Start out without Monster HP buff but it will increase like every 100 rounds. So after ~500-1000 ish rounds it is back to how it is now where it is capped. Resets at Dawn (could also grow beyond this to prevent Frith like gaming (IMG:[invalid] style_emoticons/default/tongue.gif) )

This post has been edited by Ichy: Mar 3 2012, 08:52
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post Mar 3 2012, 09:06
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QUOTE(Ichy @ Mar 3 2012, 06:51) *

Incoming stupid Suggestions regarding Item Worlds: 1 Will only affect IW while 2 and 3 could be used for CF and GF as well.

# make Spelunker reduce the rounds needed. (reasoning: it is now the most worthless Training)
# Slower or no Monster Damage growth for higher Difficulty settings (reasoning: BT and IWBTH are already pretty tough and we just can't survive deeper in when they hit even harder.)
# Start out without Monster HP buff but it will increase like every 100 rounds. So after ~500-1000 ish rounds it is back to how it is now where it is capped. Resets at Dawn (could also grow beyond this to prevent Frith like gaming (IMG:[invalid] style_emoticons/default/tongue.gif) )


# Slower or no Monster Damage growth for higher Difficulty settings (reasoning: BT and IWBTH are already pretty tough and we just can't survive deeper in when they hit even harder.)
If you are doing this one, then the rest of the difficulties should cap at the lower one.
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