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[Suggestion] A few requests, Can we has... |
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Jun 21 2012, 00:39
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grumpymal
Group: Gold Star Club
Posts: 10,923
Joined: 2-April 08

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Unless Tenboro has his account flagged to use alternate drop rates. Because, y'know, Tenboro is that evil.
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Jun 21 2012, 01:00
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skillchip
Group: Catgirl Camarilla
Posts: 5,754
Joined: 31-December 06

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QUOTE(TheTornPrince @ Jun 20 2012, 21:06)  For God's sake man! I may as well have posted it myself!
You were supposed to post it as if it was your suggestion.
Now there's no chance he'll ever listen.
Useless!
I'm surprised your paranoia doesn't inform you that Tenboro reads all messages you send This post has been edited by skillchip: Jun 21 2012, 01:01
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Jun 21 2012, 08:21
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DarkDespair5
Group: Gold Star Club
Posts: 898
Joined: 20-December 10

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I posted some of this in the HV thread, but here are some specific suggestions. Let me know what you guys think, I may have missed something simple XD.
-- Niten: Calculate proficiency gain chance based on the average of both proficiencies, and if the check succeeds apply the gain to the lowest of the two profs. -- Scans: Increase speed of use, provide exact monster resistances and stats -- Monster Lab: Chaos Upgrades have a global cap per monster. This is in addition to the level-dependent maximum per stat. Crystal upgrade costs globally decreased. -- Battles: Average PL of monsters increases based on round number and difficulty, and the formula favors higher numbers than before. This replaces difficulty direct stat scaling completely. -- Spikes: Instead of increasing elemental mit, it absorbs 15% of the damage (before mitigations) of the specified element type, and reflects 5% of incoming damage before mitigations directly to monster HP, ignoring elemental resistance. One ability point would now unlock every type of spikes. -- Mitigation Abilities: Changed to "Elemental Resistance" and "Spiritual Resistance" (for elemental and Holy/Dark, granting resistances to those categories).
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Jun 21 2012, 08:36
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varst
Group: Gold Star Club
Posts: 11,561
Joined: 30-March 10

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QUOTE(DarkDespair5 @ Jun 21 2012, 14:21)  -- Battles: Average PL of monsters increases based on round number and difficulty, and the formula favors higher numbers than before. This replaces difficulty direct stat scaling completely.
I'm quite sure that this will further screw people up instead of making the game easier. Imagine facing 10 monsters with random PL against 10 monsters with high PL.
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Jun 21 2012, 15:29
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DarkDespair5
Group: Gold Star Club
Posts: 898
Joined: 20-December 10

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QUOTE(varst @ Jun 21 2012, 01:36)  I'm quite sure that this will further screw people up instead of making the game easier. Imagine facing 10 monsters with random PL against 10 monsters with high PL.
This is completely replacing *all* of the boosts from difficulty though -- health, etc. It's also why the crystal cost would be decreased -- because it would be drawing difficulty from player monster upgrades instead of a static buff to monsters.
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Jun 21 2012, 15:35
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varst
Group: Gold Star Club
Posts: 11,561
Joined: 30-March 10

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QUOTE(DarkDespair5 @ Jun 21 2012, 21:29)  This is completely replacing *all* of the boosts from difficulty though -- health, etc. It's also why the crystal cost would be decreased -- because it would be drawing difficulty from player monster upgrades instead of a static buff to monsters.
You surely know we can easily cast 40k+ damage spells, right? It will become too easy. This post has been edited by varst: Jun 21 2012, 15:35
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Jun 21 2012, 20:46
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Necromusume
Group: Catgirl Camarilla
Posts: 7,037
Joined: 17-May 12

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Requesting that periods and apostrophes be allowed in monster names.
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Jun 22 2012, 01:16
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Bunker Buster
Group: Gold Star Club
Posts: 2,220
Joined: 11-June 10

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QUOTE(derpymal @ Jun 21 2012, 00:39)  Unless Tenboro has his account flagged to use alternate drop rates. Because, y'know, Tenboro is that evil.
As I said before, whatever Tenboro advertises, the actual amount will be 79% of what he claims.
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Jun 22 2012, 01:21
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grumpymal
Group: Gold Star Club
Posts: 10,923
Joined: 2-April 08

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You know what would be a novel idea? Instead of making a lot of shit equipment, make them less common but actually good. Fresh players who are naked might have a tougher time, but once they actually drop equipment, it'll be worthwhile to use. And its not like the player market isn't already flooded with tons of decent equipment, like when equipment first started dropping. A lot of usable stuff ends up getting tossed out, anyway.
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Jun 22 2012, 02:52
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ChosenUno
Group: Gold Star Club
Posts: 4,170
Joined: 23-February 10

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QUOTE(derpymal @ Jun 22 2012, 06:21)  You know what would be a novel idea? Instead of making a lot of shit equipment, make them less common but actually good. Fresh players who are naked might have a tougher time, but once they actually drop equipment, it'll be worthwhile to use. And its not like the player market isn't already flooded with tons of decent equipment, like when equipment first started dropping. A lot of usable stuff ends up getting tossed out, anyway.
I wholly agree. Make equipment drops 1/3 of what it is now, however increase the "floor" quality by 50-60% is a much better situation than a 1/500 chance of getting something usable like now. And I play on nightmare. And still get crudes/fair/average, with 0 PABs.
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Jun 22 2012, 03:34
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DarkDespair5
Group: Gold Star Club
Posts: 898
Joined: 20-December 10

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QUOTE(derpymal @ Jun 21 2012, 18:21)  You know what would be a novel idea? Instead of making a lot of shit equipment, make them less common but actually good. Fresh players who are naked might have a tougher time, but once they actually drop equipment, it'll be worthwhile to use. And its not like the player market isn't already flooded with tons of decent equipment, like when equipment first started dropping. A lot of usable stuff ends up getting tossed out, anyway.
Thirded (IMG:[ invalid] style_emoticons/default/smile.gif)
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Jun 22 2012, 07:07
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Death Grunty
Group: Gold Star Club
Posts: 2,788
Joined: 18-November 09

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Forge upgrades beyond +20, pls. Maybe something that would require an ultra rare item to upgrade each stat beyond the limit. And by rare I mean something very hard to come by.
Also how about a way to make up for the old items that got screwed over whenever there was a buff/nerf. Like adding the suffix Ancient or something to the first 0.1% of total equips. For instance.. earlier dropped an equipment with eid=8818426. 8818426*0.1/100 = 8818.43
Meaning the first 8818 equips (as in eid=1 to eid=8818) would gain the suffix "Ancient" which boosts stats by 15%? (value between magnificent and legendary)
This ain't selfless, since I am the proud owner of one old item that would profit from that sooner or later. But it's not game-breaking.
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Jun 22 2012, 20:35
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kserox
Group: Catgirl Camarilla
Posts: 727
Joined: 26-December 10

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QUOTE(derpymal @ Jun 22 2012, 01:21)  You know what would be a novel idea? Instead of making a lot of shit equipment, make them less common but actually good. Fresh players who are naked might have a tougher time, but once they actually drop equipment, it'll be worthwhile to use. And its not like the player market isn't already flooded with tons of decent equipment, like when equipment first started dropping. A lot of usable stuff ends up getting tossed out, anyway.
I agree.
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Jun 22 2012, 22:34
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Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09

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QUOTE(Death Grunty @ Jun 22 2012, 07:07)  Forge upgrades beyond +20, pls. Maybe something that would require an ultra rare item to upgrade each stat beyond the limit. And by rare I mean something very hard to come by.
Can only be dropped by Lisi Powerlevel Monsters (IMG:[ invalid] style_emoticons/default/happy.gif)
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Jun 23 2012, 05:05
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4EverLost
Group: Gold Star Club
Posts: 36,632
Joined: 2-April 10

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QUOTE(derpymal @ Jun 21 2012, 23:21)  You know what would be a novel idea? Instead of making a lot of shit equipment, make them less common but actually good. Fresh players who are naked might have a tougher time, but once they actually drop equipment, it'll be worthwhile to use. And its not like the player market isn't already flooded with tons of decent equipment, like when equipment first started dropping. A lot of usable stuff ends up getting tossed out, anyway.
I like the part about newer players having a hard time. That is what the bazaar is for (or WTB) When I first started out I used what I found, sold everything else so I could buy something that hitokiri84 tossed out to the bazaar. As to the rest of it, isn't that more or less the way it use to be? If you wanted better stuff you play on harder settings or cleared more rounds. If you wanted more drops you trained Scavenger, more equipment then Quartermaster, better stats Luck of the Draw, if you needed more artifacts you have Archaeologist and then if you wanted to save credits on training and get a few more credits by selling stuff there are the credit hath perks. I always thought it use to worked pretty good and was balanced. The more you play the more you get, now it seems everything has gone to shit. More drops doesn't = better drops or more credits. It can take year's to find a good set of equipment and now its even harder since so much of it has junk stats.
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Jun 23 2012, 05:33
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grumpymal
Group: Gold Star Club
Posts: 10,923
Joined: 2-April 08

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QUOTE(4EverLost @ Jun 22 2012, 23:05)  As to the rest of it, isn't that more or less the way it use to be? If you wanted better stuff you play on harder settings or cleared more rounds. If you wanted more drops you trained Scavenger, more equipment then Quartermaster, better stats Luck of the Draw, if you needed more artifacts you have Archaeologist and then if you wanted to save credits on training and get a few more credits by selling stuff there are the credit hath perks.
Not quite. It was better before this patch, but that was still weak. And the whole "play higher difficulties for better stuff" was busted. I'm talking a significant difference in drops-to-quality ratio. And I mean actual quality, not "quality". Reduce the number of equipment drops, but tighten the range for base rolls on stats and shift them so that there's a noticeable difference in stats between the different "quality" ranges. The removal of automatic PABs and how it affected the quality calculation sort of dealt with this, but its incomplete and not an adequate solution. People should be able to make do with Crudes and Fairs, albeit with some difficulty, and Average and Fines should be more than adequate for Normal and a few notches up the difficulty ladder. Superiors and up should be definitively that -- superior. The "coolness modifier" Tenboro added several patches back works towards this end, but it isn't enough.
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Jun 23 2012, 05:40
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DarkDespair5
Group: Gold Star Club
Posts: 898
Joined: 20-December 10

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derpymal speaks the truth. Because I TOTALLY want that Legendary staff with godly Dexterity PAB, or that phase with a strength bonus! I mean come on....
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Jun 23 2012, 06:10
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ChosenUno
Group: Gold Star Club
Posts: 4,170
Joined: 23-February 10

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QUOTE(derpymal @ Jun 23 2012, 10:33)  Not quite. It was better before this patch, but that was still weak. And the whole "play higher difficulties for better stuff" was busted. I'm talking a significant difference in drops-to-quality ratio. And I mean actual quality, not "quality". Reduce the number of equipment drops, but tighten the range for base rolls on stats and shift them so that there's a noticeable difference in stats between the different "quality" ranges. The removal of automatic PABs and how it affected the quality calculation sort of dealt with this, but its incomplete and not an adequate solution. People should be able to make do with Crudes and Fairs, albeit with some difficulty, and Average and Fines should be more than adequate for Normal and a few notches up the difficulty ladder. Superiors and up should be definitively that -- superior. The "coolness modifier" Tenboro added several patches back works towards this end, but it isn't enough.
I think the problem is also how "diverse" the equipment table is. With so much useless shit lying around, it's no wonder people're getting mostly junk. Daggers and Shortswords are all but irrelevant. Oak and Willow? Cotton and leather? Why do they never get used? Should those tier 1s be buffed a little bit so they're at least usable for everyone? Also, a fix to the prefix of the item would be nice. As it stands right now it's all but misleading.
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Jun 23 2012, 06:10
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ChosenUno
Group: Gold Star Club
Posts: 4,170
Joined: 23-February 10

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QUOTE(DarkDespair5 @ Jun 23 2012, 10:40)  derpymal speaks the truth. Because I TOTALLY want that Legendary staff with godly Dexterity PAB, or that phase with a strength bonus! I mean come on....
You underestimate the need for hit chance for a mage. ET is vital to a mage's success.
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Jun 23 2012, 07:13
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DarkDespair5
Group: Gold Star Club
Posts: 898
Joined: 20-December 10

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How much do you use ET outside fighting gods? I like my mana bottled, it tastes much better than raw ether (IMG:[ invalid] style_emoticons/default/happy.gif). Let's say the staff has no INT or WIS PBs and really amazing physical stats and PABs. I don't think it deserves to be called even Fine in that case, because one point of INT is worth its weight in gold, while one point of DEX is not. You're right accuracy is useful, but the stats need to be weighted for quality calculations I think. This post has been edited by DarkDespair5: Jun 23 2012, 07:17
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