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

 
post Jan 5 2011, 23:04
Post #461
Razorflame



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I've a few ideas, though they might not be good ones, but I'll still request them nonetheless:

1) I'd like to suggest very rare enhancements that any Health Potion, Mana Potion, or Spirit Potion can do (very rarely).

Whenever you use any Health Potion, there is a .25% chance that your HP will be permanently boosted by 1, up to a maximum of 100 points.

Whenever you use any Mana Potion, there is a .1% chance that your Mana will be permanently boosted by 1, up to a maximum of 40 points.

Whenever you use any Spirit Potion, there is a .03% chance that your SP will be permanently boosted by 1, up to a maximum of 10 points.

2) Several new item ideas:

White Gem of EXP - Consumable item that drops rarely (.25% drop chance). When used, a predetermined amount of experience is awarded to the player based upon their level. These cannot be traded through MoogleMail and cannot be sold to the Bazaar.

Green Gem of Money - Consumable item that drops very rarely (.05% drop chance). When used, a predetermined amount of credits are added to your account, based upon the level you are when you use it. This method can only gain you a maximum of 1,000 credits per use, and can only be used to award a total of 3k credits a day. These cannot be traded through MoogleMail and cannot be sold to the Bazaar.

Red Gem of Health - Consumable item that drops very rarely (.1% drop chance). When used, 3-8 HP is permanently added to your player. This can only be used to gain a maximum of 20 HP a day, and can only be used to gain a maximum of 500 HP. These cannot be traded through MoogleMail and cannot be sold to the Bazaar.

Blue Gem of Focus - Consumable item that drops extremely rarely (.03% drop chance). When used, 2-4 MP is permanently added to your player. This can only be used to gain up to 10 MP a day, and can only be used to gain a maximum of 100 MP. These cannot be traded through MoogleMail and cannot be sold to the Bazaar.

All four of these items can only be used outside of battle.

Anyone like these ideas, or are they too overpowered?

This post has been edited by Razorflame: Jan 5 2011, 23:09
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post Jan 5 2011, 23:38
Post #462
Tenboro

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How about a small chance to get addicted every time you use a potion or infusion, and receive stat penalties unless you pop one every once in a while? (IMG:[invalid] style_emoticons/default/duck.gif)
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post Jan 5 2011, 23:41
Post #463
Razorflame



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Yeah, that might be a great counter to make it somewhat worthwhile, but I think I'd rather potions stay the way they are instead of having to mess around with the possibility of becoming addicted (IMG:[invalid] style_emoticons/default/happy.gif)
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post Jan 5 2011, 23:45
Post #464
marcho



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Sort of interesting, but tenb hates boosting credit gains and the rest are all achievable through the stat boosts from artifacts to an extent, other than credits and exp.

I still think that the power gem elemental spike variants are fuckall useless, so maybe remove all spike gems and replace them with something along these lines but only lasts a few turns like the rest of the power gems? ie a p.gem that boosts exp gain by x%, one for physical mitigation by x%, one that boosts physical damage by x%, same for magic mit rather than 5 flavors or spikefail.
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post Jan 6 2011, 00:18
Post #465
Razorflame



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The experience gain would have to be a custom gem that lasts until the round is over, and only for that round, or something like that.

I highly doubt that having it last a certain number of turns would be beneficial to anyone except the one-shot magers, which would make an EXP gem like the one described above (if it were turn based) overpowered. I think that it would have to last a certain number of rounds instead of turns...like 2 or 3 rounds or something along those lines.

The other ones you mentioned above like physical mit and so on could be turn based because there is no real risk of it being overpowered...
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post Jan 6 2011, 00:23
Post #466
grumpymal



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I still want a generic physical damage Spike Shield. Thorns Aura <3
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post Jan 6 2011, 00:26
Post #467
Razorflame



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QUOTE(cmal @ Jan 5 2011, 16:23) *

I still want a generic physical damage Spike Shield. Thorns Aura <3


So this would reciprocate damage taken in physical damage instead of the various elemental damage?

Man...if only Tenboro had the time to implement a feature that allowed us to design our own arenas (for a charge, of course)....100C per round, 50C per normal monster, 125C per mini-boss, 500C per Boss, 2,000C per Legendary....that would be wicked (IMG:[invalid] style_emoticons/default/happy.gif)

This post has been edited by Razorflame: Jan 6 2011, 00:32
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post Jan 6 2011, 00:33
Post #468
marcho



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QUOTE(Razorflame @ Jan 5 2011, 16:18) *

The experience gain would have to be a custom gem that lasts until the round is over, and only for that round, or something like that.

I highly doubt that having it last a certain number of turns would be beneficial to anyone except the one-shot magers, which would make an EXP gem like the one described above (if it were turn based) overpowered. I think that it would have to last a certain number of rounds instead of turns...like 2 or 3 rounds or something along those lines.

The other ones you mentioned above like physical mit and so on could be turn based because there is no real risk of it being overpowered...


lol i forget that there are still other ways to play besides clearing rounds in one move. D:

hmm, well, maybe it just gives you 1% of of your current + to next level count instantly (ie. 1% of the total exp needed for that level), but since its a p.gem you have to use it or lose it, cant store or stockpile them.
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post Jan 6 2011, 02:05
Post #469
Uchiha Madara 5



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multiplayer battle between player between two players. Clear Bonus is selected by those two users. those users also have permission to select battle or reject it. when battle is running one user is Flee than other user will be won battle will be not cancel (IMG:[invalid] style_emoticons/default/smile.gif)

i don't know guyz u like it or not but it's just Suggestion don't take it very seriously
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post Jan 6 2011, 02:44
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hgbdd



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QUOTE(ROHAN55555 @ Jan 6 2011, 00:05) *

multiplayer battle between player between two players. Clear Bonus is selected by those two users. those users also have permission to select battle or reject it. when battle is running one user is Flee than other user will be won battle will be not cancel (IMG:[invalid] style_emoticons/default/smile.gif)

i don't know guyz u like it or not but it's just Suggestion don't take it very seriously
The first guy who successfully cast silence would win.

This post has been edited by cmdct: Jan 6 2011, 02:45
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post Jan 6 2011, 02:47
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marcho



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99.999% chance for pvp not to happen.

Would require a lot of coding and a massive re-balancing. I could one-shot myself with basically any spell I can think of that does damage.
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post Jan 6 2011, 03:01
Post #472
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I don't think it's a good suggestion, but I think you guys are reading his suggestion wrong.
Think he means a multiplayer battle, as in 2 people fight in the same arena at the same time against mobs, not 2 people fight against each other.
Still a bad idea/difficult to code.
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post Jan 6 2011, 04:36
Post #473
mangalda



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Now my Suggestion is not to make any change but at-least Remain the Constant Quantity of Infusions and and other items in Bazaar.

Like in Board Index of forum Said

Our members have made a total of 907,913 posts
We have 502,312 registered members
The newest member is chozz
Most users ever online was 12,148 on Aug 10 2010, 15:05

But there are 5 to 6 Infusion in Bazaar then you Think (IMG:[invalid] style_emoticons/default/rolleyes.gif)
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post Jan 6 2011, 16:48
Post #474
DMG



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I would like an option in "Settings" from which to change my default attack to Magic Missile. I mean when I click on a target to cast Magic Missile instead of hitting it with my staff. And when I want to hit with the staff to use the "Attack" button.
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post Jan 6 2011, 16:50
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pvp is out of question, but group battles, then, it can be verrrrry interesting for taking some special arenas/grindfests in higher difficulties

a real bazaar where every user can put his items and equip and setting price... well it will need some trick for limiting spam of useless equip and items (allow people to put on sell a limited number of item per day, while useless items can be still dstroyed in the old way)
no more filler equip just the players equips

auction system like the one used for hath in galleries

renewing my old requests
-need more item sets
-need another quickbar
-need some way to separate item in groups (used in special sets or reserved, to be selled, to be leveled), a folder system maybe?
-the weapons used in sets behaves like armor (selectable in more than one set)
-add another tier of heavy (scalemail!?) with low compromise stats (8-10, near common leather limits) and add a resist percentage, so heavy pieces can be useful even at high level. Obviously this tier drops rarely like kevlar or phase
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post Jan 6 2011, 20:06
Post #476
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QUOTE
But there are 5 to 6 Infusion in Bazaar then you Think rolleyes.gif

That means tenb has succeeded in making items more useful.
QUOTE
I would like an option in "Settings" from which to change my default attack to Magic Missile. I mean when I click on a target to cast Magic Missile instead of hitting it with my staff. And when I want to hit with the staff to use the "Attack" button.

That would be nice.
QUOTE
a real bazaar where every user can put his items and equip and setting price... well it will need some trick for limiting spam of useless equip and items (allow people to put on sell a limited number of item per day, while useless items can be still dstroyed in the old way)

Moogle/current bazaar system works fine.
Though it would be nice to have a place to store specialized equip so you have a cleaner inventory.
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post Jan 6 2011, 21:47
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the current bazaar is a total scam, no way i will pay a thing with a x10 price

bazaar at least need to be tweaked to make player piece survive longer (based on level and quality)

too many times we see good equip disappearing because it cost too much
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post Jan 7 2011, 01:35
Post #478
Razorflame



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I'd like to see a tweak where if you use the same gem as the one that is currently active (say you get a Fire gem and you have Flame Spikes from a different Fire Gem active already), instead of the turns being reset to 19, why not just add the 20 turns to the current number of turns left?
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post Jan 7 2011, 04:21
Post #479
grumpymal



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How about a way to transfer Hath instead of using the Bounty System in a manner it was not intended to be used for. You go on the Claimed Bounties page, most of the newer ones are "transfers" rather than legitimate bounties.
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post Jan 7 2011, 12:14
Post #480
Tenboro

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Just goes to show, I can't ever add functionality without carefully considering how it can be abused. Using the bounty system for personal transfers is definitely not how it was intended.
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