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[Suggestion] A few requests, Can we has... |
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Dec 29 2010, 23:25
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Death Grunty
Group: Gold Star Club
Posts: 2,788
Joined: 18-November 09

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CODE <select class="stdinput" name="ac_1"> ... <option value="4020">Arcane Focus</option> <option value="4021">Heartseeker</option> (IMG:[ invalid] style_emoticons/default/rolleyes.gif) This post has been edited by Death Grunty: Jan 2 2011, 03:16
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Dec 30 2010, 00:20
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Razorflame
Group: Gold Star Club
Posts: 5,271
Joined: 21-November 10

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I'd like to request seven new trainings:
1. Bruiser - 25 levels, bsae cost 10,000, increases by increments of 20(x*.5(20/x)) where x is the level of the training, increases damage by 1% per level. 2. Heartstone - 50 levels, base cost 2,500, increases by increments of 20(x*.5(20/x)) where x is the level of the training, increases HP by 1% per level. 3. Innate Focus - 50 Levels, base cost 7,500, increases in increments as listed above, increases MP by 1% per level. 4. Inner Strength - 25 levels, base cost 10,000, increases in increments as listed above, increases SP by 1% per level. 5. Defender - 30 levels, base cost 15,000, increases in increments as listed above, increases physical and magical mitigation by .10% per level. 6. Absorber - 30 levels, base cost 15,000, increases in increments as listed above, increases physical and magical absorb by .20 per level. 7. Hyperdrive - 50 levels, base cost 20,000, increases in increments as listed above, increases overcharge by 1% per level.
Hope everyone likes this request!
This post has been edited by Razorflame: Dec 30 2010, 00:21
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Dec 30 2010, 00:39
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hgbdd
Group: Gold Star Club
Posts: 8,365
Joined: 8-December 08

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QUOTE(Razorflame @ Dec 29 2010, 22:20)  I'd like to request seven new trainings:
1. Bruiser - 25 levels, bsae cost 10,000, increases by increments of 20(x*.5(20/x)) where x is the level of the training, increases damage by 1% per level. 2. Heartstone - 50 levels, base cost 2,500, increases by increments of 20(x*.5(20/x)) where x is the level of the training, increases HP by 1% per level. 3. Innate Focus - 50 Levels, base cost 7,500, increases in increments as listed above, increases MP by 1% per level. 4. Inner Strength - 25 levels, base cost 10,000, increases in increments as listed above, increases SP by 1% per level. 5. Defender - 30 levels, base cost 15,000, increases in increments as listed above, increases physical and magical mitigation by .10% per level. 6. Absorber - 30 levels, base cost 15,000, increases in increments as listed above, increases physical and magical absorb by .20 per level. 7. Hyperdrive - 50 levels, base cost 20,000, increases in increments as listed above, increases overcharge by 1% per level.
Hope everyone likes this request!
It won't happen, specially because is too overpowered.
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Dec 30 2010, 00:43
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Razorflame
Group: Gold Star Club
Posts: 5,271
Joined: 21-November 10

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Hmm...ok...there possibly could be a way to make it not as powerful, like make it only give a tenth of a percent per level or something like that, up to a maximum of 10% HP, MP, SP increase...
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Dec 30 2010, 00:50
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AglowGolem
Group: Gold Star Club
Posts: 4,357
Joined: 26-July 07

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there're the hath auras for those increases of hp,mp and even regen rate
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Dec 30 2010, 23:34
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Razorflame
Group: Gold Star Club
Posts: 5,271
Joined: 21-November 10

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QUOTE(AglowGolem @ Dec 29 2010, 16:50)  there're the hath auras for those increases of hp,mp and even regen rate
Yeah, I know about the +10% HP and +10% MP increases (IMG:[ invalid] style_emoticons/default/happy.gif) I still can't wait for that training that increases the number of Item Worlds you can go into per day, as Tenboro said he has implemented it, but that it won't be available until next update (IMG:[ invalid] style_emoticons/default/sad.gif) I really would love this training, although he's probably gonna make it cost like 100,000 credits per level of training (which increaes very fast), and I'm betting he's gonna make the training take like 48-72 hours to finish (IMG:[ invalid] style_emoticons/default/dry.gif)
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Dec 31 2010, 00:44
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AglowGolem
Group: Gold Star Club
Posts: 4,357
Joined: 26-July 07

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QUOTE(Razorflame @ Dec 30 2010, 18:34)  Yeah, I know about the +10% HP and +10% MP increases (IMG:[ invalid] style_emoticons/default/happy.gif) I still can't wait for that training that increases the number of Item Worlds you can go into per day, as Tenboro said he has implemented it, but that it won't be available until next update (IMG:[ invalid] style_emoticons/default/sad.gif) I really would love this training, although he's probably gonna make it cost like 100,000 credits per level of training (which increaes very fast), and I'm betting he's gonna make the training take like 48-72 hours to finish (IMG:[ invalid] style_emoticons/default/dry.gif) Also think that there is a hath perk that increases your damage output, and is reaaaaaally expensive, doubt that tenb would add easier/cheaper training compared to those. But well... who knows (IMG:[ invalid] style_emoticons/default/tongue.gif)
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Dec 31 2010, 03:26
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Btech Thor
Lurker
Group: Gold Star Club
Posts: 2
Joined: 11-October 10

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My ideas to help out with HV is many, but the first to say is a text color for combat. My suggestions for color is off the top of my head but any color for the different things in text would help out for people who like to read as they fight.... like me. the numbers that state the monster start stats and during combat inspect can be made RED (or diff colors for each number stat if possible) Spells and abilities of monsters in BLUE Criticals for self or all in RED Spells and abilities for player in GREEN Gem drops in battle that can only be used during battle that seem to be random, can stay bold black but maybe put << >> on outside of it or slightly larger text size if that possible The combat time order I can see at top but I am still confused a little bit on how it works. Such as the PL before the monster Letters, not sure of the acronym. Don't have a vision on how to make it look and work better but I do have a lot of practice as I play it (IMG:[ invalid] style_emoticons/default/happy.gif) Those my current thoughts and ideas. Hope they help or sound interesting
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Dec 31 2010, 03:43
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masquepiph
Group: Gold Star Club
Posts: 6,823
Joined: 23-February 07

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When you visit the equipment part of the bazaar, any equipment you've acquired since your last visit should have a (IMG:[g.ehgt.org] http://g.ehgt.org/img/n.gif) next to it. This should've been suggested months ago. I'll probably PM this to Tenb if he doesn't respond to it here. This could actually be accomplished with GM but it would be excruciating, and I think it would be much easier for Tenb to implement since he has the internals. This post has been edited by DemonEyesBob: Dec 31 2010, 03:54
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Dec 31 2010, 04:16
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Razorflame
Group: Gold Star Club
Posts: 5,271
Joined: 21-November 10

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QUOTE(DemonEyesBob @ Dec 30 2010, 19:43)  When you visit the equipment part of the bazaar, any equipment you've acquired since your last visit should have a (IMG:[g.ehgt.org] http://g.ehgt.org/img/n.gif) next to it. This should've been suggested months ago. I'll probably PM this to Tenb if he doesn't respond to it here. This could actually be accomplished with GM but it would be excruciating, and I think it would be much easier for Tenb to implement since he has the internals. That would actually be a really, really good idea as it would help to single out the equipment that you've gotten from drops (IMG:[ invalid] style_emoticons/default/happy.gif) This should not be displayed on equipments that you got via MoogleMail, though, as that would kind of defeat the purpose of it, I think. I would rather it just be displayed on items gotten from drops. Also, I think that there should be a different display for the new, like maybe a bold asterisk next to the item or something like that. This post has been edited by Razorflame: Dec 31 2010, 04:21
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Dec 31 2010, 14:48
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mangalda
Group: Banned
Posts: 453
Joined: 27-March 10

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I think there must be Ring of Blood on 25 Level For Newer Players.
This post has been edited by mangalda: Dec 31 2010, 23:54
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Dec 31 2010, 14:50
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masquepiph
Group: Gold Star Club
Posts: 6,823
Joined: 23-February 07

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QUOTE(Btech Thor @ Dec 30 2010, 22:26)  My ideas to help out with HV is many, but the first to say is a text color for combat. My suggestions for color is off the top of my head but any color for the different things in text would help out for people who like to read as they fight.... like me. ...
Jeezus christ. SEE HERE!
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Jan 2 2011, 03:02
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Death Grunty
Group: Gold Star Club
Posts: 2,788
Joined: 18-November 09

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Introduce Item Usage proficiency. Which obviously increases effects and duration of items (slightly). Would be incredibly hard to cap too you know.. actually almost impossible unless you spend ridiculous amounts of items.
And while I'm at it.. a new special suffix to go along with it. Maybe something about as rare as hulk suffix. "of the Alchemist" with a proficiency bonus.
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Jan 3 2011, 01:36
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Razorflame
Group: Gold Star Club
Posts: 5,271
Joined: 21-November 10

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QUOTE(Death Grunty @ Jan 1 2011, 19:02)  Introduce Item Usage proficiency. Which obviously increases effects and duration of items (slightly). Would be incredibly hard to cap too you know.. actually almost impossible unless you spend ridiculous amounts of items.
And while I'm at it.. a new special suffix to go along with it. Maybe something about as rare as hulk suffix. "of the Alchemist" with a proficiency bonus.
Interesting proposals (IMG:[ invalid] style_emoticons/default/happy.gif) I'd like to see something like this (IMG:[ invalid] style_emoticons/default/happy.gif)
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Jan 3 2011, 02:05
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tribalspirit
Group: Members
Posts: 999
Joined: 9-May 10

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set selection directly from main page, instead of going every time on equipment
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Jan 3 2011, 18:41
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masquepiph
Group: Gold Star Club
Posts: 6,823
Joined: 23-February 07

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Suggestions:
1. Allow Staff proficiency to boost the amount of mp drained per turn from ether theft.
2. Spells cast with Channeling get reduced cast time.
This post has been edited by DemonEyesBob: Jan 3 2011, 18:52
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Jan 3 2011, 19:02
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hgbdd
Group: Gold Star Club
Posts: 8,365
Joined: 8-December 08

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QUOTE(DemonEyesBob @ Jan 3 2011, 16:41)  Suggestions:
1. Allow Staff proficiency to boost the amount of mp drained per turn from ether theft.
2. Spells cast with Channeling get reduced cast time.
1. Would be overpowered, per example on battletoads I can drain more MP than the Trio Goddess could restore, with 3-turn 40% ET, and "silence" their special attack. 2.Not sure, but I think it already does.
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Jan 3 2011, 19:13
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masquepiph
Group: Gold Star Club
Posts: 6,823
Joined: 23-February 07

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QUOTE(cmdct @ Jan 3 2011, 14:02)  1. Would be overpowered, per example on battletoads I can drain more MP than the Trio Goddess could restore, with 3-turn 40% ET, and "silence" their special attack. 2.Not sure, but I think it already does.
It hadn't actually occurred to me that you might be able to drain mana faster than they restor it. I'm pretty sure if he capped it at 1.25x or so it wouldn't be able to. On the other hand, draining it faster than they can regen would be awesomely hilarious (IMG:[ invalid] style_emoticons/default/tongue.gif) I'm not sure either, but I'm believe they don't.
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Jan 3 2011, 21:42
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hgbdd
Group: Gold Star Club
Posts: 8,365
Joined: 8-December 08

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I'm not sure if this was already been requested, but having an auto-cast for infusions and scrolls like the innate arcana would be nice.
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Jan 4 2011, 21:20
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Sayo Aisaka
Group: Members
Posts: 4,556
Joined: 27-September 08

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QUOTE(DemonEyesBob @ Jan 3 2011, 16:41)  2. Spells cast with Channeling get reduced cast time.
QUOTE(cmdct @ Jan 3 2011, 17:02)  2.Not sure, but I think it already does.
Don't think it does. I haven't done any special testing, but I've looked out for it when using spells with longer cast times, and it doesn't seem to make a difference.
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