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[Suggestion] A few requests, Can we has... |
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Mar 1 2012, 17:00
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xdgfsdf
Group: Members
Posts: 1,889
Joined: 28-February 10

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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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Mar 1 2012, 17:56
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LangTuTaiHoa
Group: Banned
Posts: 1,792
Joined: 8-June 10

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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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Mar 1 2012, 18:32
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skillchip
Group: Catgirl Camarilla
Posts: 5,754
Joined: 31-December 06

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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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Mar 2 2012, 09:31
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eovcoo5
Group: Members
Posts: 2,583
Joined: 16-September 10

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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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Mar 2 2012, 10:01
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skillchip
Group: Catgirl Camarilla
Posts: 5,754
Joined: 31-December 06

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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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Mar 2 2012, 10:45
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eovcoo5
Group: Members
Posts: 2,583
Joined: 16-September 10

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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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Mar 2 2012, 11:23
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skillchip
Group: Catgirl Camarilla
Posts: 5,754
Joined: 31-December 06

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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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Mar 2 2012, 11:24
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eovcoo5
Group: Members
Posts: 2,583
Joined: 16-September 10

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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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Mar 2 2012, 11:33
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eovcoo5
Group: Members
Posts: 2,583
Joined: 16-September 10

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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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Mar 2 2012, 17:29
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Maximum_Joe
Group: Gold Star Club
Posts: 24,074
Joined: 17-April 11

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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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Mar 2 2012, 22:04
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Sushilicious
Group: Catgirl Camarilla
Posts: 10,384
Joined: 21-October 10

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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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Mar 2 2012, 22:13
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Tenboro

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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?  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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Mar 2 2012, 22:23
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Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09

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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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Mar 2 2012, 22:43
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ChosenUno
Group: Gold Star Club
Posts: 4,170
Joined: 23-February 10

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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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Mar 2 2012, 23:05
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Sushilicious
Group: Catgirl Camarilla
Posts: 10,384
Joined: 21-October 10

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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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Mar 2 2012, 23:25
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Zero Angel
Group: Gold Star Club
Posts: 11,314
Joined: 29-December 07

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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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Mar 2 2012, 23:46
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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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Mar 3 2012, 00:06
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Maximum_Joe
Group: Gold Star Club
Posts: 24,074
Joined: 17-April 11

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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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Mar 3 2012, 08:51
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Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09

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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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Mar 3 2012, 09:06
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skillchip
Group: Catgirl Camarilla
Posts: 5,754
Joined: 31-December 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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