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

 
post Mar 3 2012, 14:25
Post #3221
LangTuTaiHoa



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Can we have some change in the ability screen already? I mentioned this once but nobody seemed to notice: Change the way it works: you can multi-select abilities WITHOUT reloading the page each time (that including select-deselect), of course in the available range only (can't deselect the applied ones). Then when you're happy with the current result, press the apply button only once and by then the current ability set will be saved. This has 2 advantages:
_ Less mistakes: currently if you miss-click on an ability you don't want, you will have to either live with it, or waste credits AND efforts to re-choose them all.
_ Faster ability reset: each time you do an ability reset now, you have to waste a lot of time, most of which is the page reloading time between each select. With this fix we can re-select all the abilities will want at once and then apply it with ease.
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post Mar 3 2012, 14:44
Post #3222
hzqr



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QUOTE(Tenboro @ Sep 3 2011, 08:29) *
QUOTE(Vasistas @ Sep 3 2011, 09:42) *
can't you, Tenboro, do the same update to the ability tree like you did on the stats?

It's on my to-do list.
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post Mar 3 2012, 16:21
Post #3223
LangTuTaiHoa



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So that's it. Given it's from Sep 2011 and still no changes happened, so... (IMG:[invalid] style_emoticons/default/ohmy.gif)
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post Mar 3 2012, 16:59
Post #3224
Tenboro

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If it's from September 2011, it's one of the more recent entries on the list.
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post Mar 3 2012, 20:58
Post #3225
ChosenUno



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How about a timer for hourlies? Telling us how long left til our next hourly. That'd be awesome.

Also, I think you can't get an hourly if you just got a Dawn event. Is this intentional?
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post Mar 3 2012, 21:12
Post #3226
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QUOTE(ChosenUno @ Mar 3 2012, 10:58) *

Also, I think you can't get an hourly if you just got a Dawn event. Is this intentional?

Yes.
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post Mar 3 2012, 21:41
Post #3227
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Upgrade the elemental spike spells so that they're more useful damage wise? I think a Tank/Thorn strat would make shield armor much more useful (IMG:[invalid] style_emoticons/default/happy.gif)
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post Mar 3 2012, 22:49
Post #3228
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I asked for Thorns Aura back when the Spikes were first introduced. I'm still waiting.
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post Mar 3 2012, 23:19
Post #3229
buktore



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


The problem that I see about the forge:

• Even for some not-so-high quality gear like Fine or Superior, a disheartening amount of Mid-grade material are required from the first upgrade.

• For the amount of stats you gained for each upgrade and the amount needed to upgrade something, a single piece of binding are too rare. This make upgrading low-stats equipment unfeasible ... I do believe that Tenb aware of this, and he did try to remedy this by having the itemshop generates binding. But still...

• For its rarity and price... The amount of 'special' material required to upgrade, which remain constant at any level of upgrade, are a huge barrier of entry for anyone who want to upgrade something.

All of this make upgrading a non-godlike gear, even for a small upgrade, seems wasteful or prohibitively expensive for most people... (IMG:[invalid] style_emoticons/default/sad.gif)

Some ideas:

- Some kind of 'Salvaging' feature. But this solution has its flaws... (IMG:[invalid] style_emoticons/default/mellow.gif) ... Which maybe was the reason why Tenb didn't implement it even though he did mentioned about it before. (or maybe he just lazy (IMG:[invalid] style_emoticons/default/heh.gif) )

- Some kind of mechanism to 'Re-process' or 'Transmute' materials. However this solution also has its flaws as well... (IMG:[invalid] style_emoticons/default/dry.gif)

- Adjustment to the scaling of material quality needed for each level of upgrade. For example: At lower upgrade level, reducing the amount of higher quality material but increase (even significantly) the amount of low grade material instead, plus a more linear increase of mat for each upgrade instead of the now 'quality tier' scaling system use currently.

- An easier way to get binding. There are many way to do this. An example would be to have a chance for a certain amount (2-4?) of random binding for offering an artifact sounds good to me (I'm not sure for other though).

- A more sophisticated scaling for gears that need 'special' material ... Example: For Phase - 1 Phazon is needed to upgrade the first 5 level of upgrade > 1 more for the next 4 lv > another 1 for the next 3 lv > 1 for next 2 upgrade > and 1 each for the last 6 upgrade.


Just a thought... (IMG:[invalid] style_emoticons/default/wink.gif)

This post has been edited by buktore: Mar 3 2012, 23:37
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post Mar 3 2012, 23:35
Post #3230
skillchip



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Maybe also decrease the materials needed to upgrade the other stats.

Ex. if you upgrade evade by 1, it should be cheaper to raise resist and all other stats by 1
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post Mar 3 2012, 23:43
Post #3231
Ichy



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I kinda like the Forge as it stands.

Maybe add a feature to unforge Pieces which returns you 25-50% of the used Materials and Bindings but destroys the gear.
Patches often changes good gears into awful gear so you would at least get a little bit back.

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post Mar 3 2012, 23:57
Post #3232
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QUOTE(Ichy @ Mar 3 2012, 21:43) *

I kinda like the Forge as it stands.

Maybe add a feature to unforge Pieces which returns you 25-50% of the used Materials and Bindings but destroys the gear.
Patches often changes good gears into awful gear so you would at least get a little bit back.


Something back besides anguish and rage?
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post Mar 4 2012, 00:06
Post #3233
buktore



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QUOTE(Ichy @ Mar 4 2012, 04:43) *

I kinda like the Forge as it stands.


It's pretty good. The biggest kink about it, as I see it, is the rarity of binding, and Tenb certainly aware of this as I said earlier.

If binding weren't as rare or expensive as it is, another problem may be justified in some way to a certain extent.

This post has been edited by buktore: Mar 4 2012, 00:09
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post Mar 4 2012, 00:48
Post #3234
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QUOTE(Ichy @ Mar 3 2012, 13:43) *

I kinda like the Forge as it stands.

Forge yes, Monster Lab not so much.
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post Mar 4 2012, 01:31
Post #3235
hzqr



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QUOTE(buktore @ Mar 3 2012, 22:06) *
It's pretty good. The biggest kink about it, as I see it, is the rarity of binding, and Tenb certainly aware of this as I said earlier.

If binding weren't as rare or expensive as it is, another problem may be justified in some way to a certain extent.

It's not like he has many alternatives.

Make Bindings more accessible > everyone starts reforging and getting stronger > monsters need to be made stronger too to make up for it > angst, rage and drama

Solution #1: Make Bindings more accessible but increase the number of bindings required > only makes reforging easier, doesn't solve anything
Solution #2: Make Bindings more accessible but increase the number of materials required > kind of defeats the purpose of making bindings easier to get in the first place
Solution #3: Make Bindings more accessible but reforging less effective (reduce the bonus from 1% to 0.5% or something) > reforging becomes useless; also rage and drama
Solution #4: Make Bindings more accessible but reduce the loot bonus since everyone will be playing at higher difficulties > possibly a bigger shitstorm than the one caused by 0.6.4
Solution #5: Make Bindings more accessible, enemies stronger, brace for the shitstorm but try to soothe everyone's nerves with ponies > already proven it doesn't work
Solution #6: Make Bindings more accessible, enemies stronger and haters gonna hate

This post has been edited by (Cheater) Tiap: Mar 4 2012, 01:31
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post Mar 4 2012, 01:39
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Solution #7 Introduce a balanced scavenging mechanism so that once a player has attained the amount of bindings he needs, he won't have to buy more. In this sense, bindings will become like accessories rather than the expendable high cost power up they are right now. If a player has extra bindings he can sell to other players.
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post Mar 4 2012, 01:41
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how about increase bindings/materials a bit, but

Limit # of upgrades available for equipment based on equip levels. Probably player level too to prevent abuse.

Have an artifact drop that allows you to give a piece of equipment more upgrades (shall we say slots?)

So I have no clue how many times you lvl 300s have been upgrading, but just for an example, let's say 2 upgrade slots under level 50, 10x or so at lvl 300? Artifact could give a +2 to slots.

Honestly I think forging needs to be more accessible to players. I've been wanting to try it; most people would want to, seeing as how there's a tab there waiting for us to use it. I have no clue when it even becomes viable, since the randomness of my materials acquired hasn't yielded any usable recipes yet. Better to make it accessible to low levels, but limited, than to just have it there completely unusable.

This post has been edited by etothex: Mar 4 2012, 01:54
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post Mar 4 2012, 01:43
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QUOTE(dcherry @ Mar 3 2012, 23:39) *
Solution #7 Introduce a balanced scavenging mechanism so that once a player has attained the amount of bindings he needs, he won't have to buy more. In this sense, bindings will become like accessories rather than the expendable high cost power up they are right now. If a player has extra bindings he can sell to other players.

Might as well call them Runes and introduce a new Runecrafting system then.
Someone (Death Grunty I think) suggested something similar a while ago.
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post Mar 4 2012, 01:47
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I think the term bindings = just fine. Bindings just need to be unbound (IMG:[invalid] style_emoticons/default/happy.gif)

Edit: although I guess it'll conflict a little with the whole low/mid/high grade stuff in terms of flavor =\

This post has been edited by dcherry: Mar 4 2012, 01:50
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post Mar 4 2012, 03:03
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buktore



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QUOTE((Cheater) Tiap @ Mar 4 2012, 06:31) *

Solution #2: Make Bindings more accessible but increase the number of materials required > kind of defeats the purpose of making bindings easier to get in the first place


I don't think so. (IMG:[invalid] style_emoticons/default/mellow.gif) ... I can honestly say that don't remember when was the last time I got slaughter or destruction binding (I got 1 Isaac a few days ago though), but I get all 3 kinds of mat of various quality everyday.

At the high-end gear and/or high upgrade level, you are correct that nothing may change (depend on how much more the mat is needed), and that exactly what I intent; its work just fine as it is.

But the problem is that for a vast majority of people, binding is just something for sell (preferably at high price to other people) and the low-grade mat they got from their lowly monster are nothing more than a piece of shit, with no use whatsoever to them. The forge is not accessible for most people; it's only the playground of the rich and powerful... And that's sad.

Although not to the same extent as the lowlies, this unhappy situation still apply even to a not-so-low level people. Like me, for example... I've upgraded some good-but-can-be-better gear and ended up sold it sometime later because I actually got something better. The only thing I still a little bitter about is the binding... I don't really care about the mat that much, if at all; it just some mid-grade mat, no sweat.

And it's funny you mentioned the need for some kind of 'balancing' if binding are more easy to get... The rich and powerful are already on the upgrade spree, and no one seems to have a problem with it! But if more people, whom mostly are not as strong as the rich, could begin to upgrade their gear too, then there's a problem? (IMG:[invalid] style_emoticons/default/rolleyes.gif)

If Tenb didn't made so that the item shop generates binding, I'm pretty sure that those people who made a WTB thread for a certain kind of binding would have to wait for much, much longer than they do now... (IMG:[invalid] style_emoticons/default/ph34r.gif)

......

About the idea of 'retaining' the mat & binding & etc in some way (unforge, 'have it with you' instead of 'spent it' kind of mechanic, etc) ... Although it could work at remedy this, it has its own flaws gameplay wise as well. It's pretty complex and hard to explains so meh... (IMG:[invalid] style_emoticons/default/duck.gif)

This post has been edited by buktore: Mar 4 2012, 03:13
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