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

 
post Jul 6 2012, 16:30
Post #4641
ChosenUno



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QUOTE(Kaosumx @ Jul 6 2012, 21:13) *

Sometimes, you have the time and patience to do a lot of IW rounds, sometimes you don't. The cooldown just complicates things.


Yep.

I am willing to do 10 hours of IWing during the weekends, but fitting 2 IWs into the weekdays is too much of a stretch (IMG:[invalid] style_emoticons/default/sad.gif)
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post Jul 6 2012, 19:08
Post #4642
Ichy



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A change to Item leveling?
When you find a new Toy it will be close to your level but you naturally want to upgrade it but this will make its level like 50-100 above yours and make a silly high Burden/Interference.

Maybe make Burden/Interference scale with level if you are Godslayer or above.

This post has been edited by Ichy: Jul 6 2012, 19:13
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post Jul 6 2012, 19:58
Post #4643
Maximum_Joe



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Binding of Leveling
Increases the equipment's level by 2 when used in the Forge. Gives no Forge EXP but has no cap on usage.

This post has been edited by Maximum_Joe: Jul 6 2012, 19:58
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post Jul 6 2012, 20:37
Post #4644
skillchip



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Since monsters can now evade/resist/parry as well as reduce our evade/resist/block/parry, can players have their accuracy be additive and be able to get over 100%, at which point it will reduce monsters avoidance by x% similar to how monsters can reduce ours.

Examples
If the player has 150% accuracy, monster avoidance will be reduced by 50%
If the player has 200% accuracy, monster avoidance will be reduced by 100%.
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post Jul 6 2012, 21:56
Post #4645
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QUOTE(Tenboro @ Jul 5 2012, 14:04) *

Because people where whining about it not insta-maxing their proficiencies.

And no.

ok (IMG:[invalid] style_emoticons/default/biggrin.gif) thx
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post Jul 6 2012, 23:03
Post #4646
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QUOTE(skillchip @ Jul 6 2012, 20:37) *

Since monsters can now evade/resist/parry as well as reduce our evade/resist/block/parry, can players have their accuracy be additive and be able to get over 100%, at which point it will reduce monsters avoidance by x% similar to how monsters can reduce ours.

Examples
If the player has 150% accuracy, monster avoidance will be reduced by 50%
If the player has 200% accuracy, monster avoidance will be reduced by 100%.

I agree that accuracy should influence monster evasion/resist/parry ignoring, not removing a tiny fraction of the insignificant 5% chance to miss. I don't think it needs to be that extreme, though. With the ridiculous amount of items and stats that give attack accuracy, attack accuracy is effectively a junk stat these days.
Instead, remove the accuracy bonuses from weapon/spell proficiency and have them influence ignored monster resist (for spells)/parry (for melee attacks) instead. Auras could be changed to evasion reduction. This could be introduced at the second phase of monster lab upgrades so the playing field would be more or less even.

Also, action speed needs tweaking because it is fucknuts. Instead of the current subtractive system, make action speed based on 50000 (45000 with X-perk) time units divided by action speed (base 100, so default action time would be 500, and 400 action speed (average 500 PL monster or Haste-buffed player) would make action time 125, and 1000 action speed (Frith's shit stain) would make action time 50, ie exactly ten times as fast as 100 action speed). This would effectively uncap action speed as well as remove awkward problems where 400 action speed is actually twice as fast as 300 action speed, as well as making Slow actually slow the target in all cases and not just stock monsters or underleveled user monsters.

This post has been edited by Bunker Buster: Jul 6 2012, 23:24
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post Jul 6 2012, 23:31
Post #4647
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QUOTE(ChosenUno @ Jul 6 2012, 09:40) *

Extend Spelunker to 24 levels, so that there's no longer a cool down period between IW clears?

It's already bad enough that we need to do thousands of boring IW rounds to clear an item.

We've been asking for something like this for forever, especially after Stamina was introduced. When the x IWs per Dawn was removed, the only limiting factor was Stamina. Having a cooldown was stupid. Instead of increasing the number of levels (which is stupid), the effect should just be doubled so that max Spelunker completely removes cooldown. If the levels HAVE to be doubled, add a Stamina usage reduction mod (*gasp* a Stamina-related suggestion, my argument is invalid) or reduce the training cost to balance the value.

QUOTE(Bunker Buster @ Jul 6 2012, 17:03) *

Also, action speed needs tweaking because it is fucknuts. Instead of the current subtractive system, make action speed based on 50000 (45000 with X-perk) time units divided by action speed (base 100, so default action time would be 500, and 400 action speed (average 500 PL monster or Haste-buffed player) would make action time 125, and 1000 action speed (Frith's shit stain) would make action time 50, ie exactly ten times as fast as 100 action speed). This would effectively uncap action speed as well as remove awkward problems where 400 action speed is actually twice as fast as 300 action speed, as well as making Slow actually slow the target in all cases and not just stock monsters or underleveled user monsters.

Oh, action speed and time modifiers. You're such a clusterfuck.
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post Jul 6 2012, 23:32
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QUOTE(derpymal @ Jul 6 2012, 23:31) *

Oh, action speed and time modifiers. You're such a clusterfuck.

It's not a suggestion of mine if it ain't no clusterfuck

This post has been edited by Bunker Buster: Jul 6 2012, 23:32
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post Jul 6 2012, 23:33
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buktore



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QUOTE(derpymal @ Jul 7 2012, 04:31) *

Oh, action speed and time modifiers. You're such a clusterfuck.


QFT



PS. Slow work well for me. At least with my current armor set (shitty light).

This post has been edited by buktore: Jul 6 2012, 23:36
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post Jul 7 2012, 00:45
Post #4650
ChosenUno



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QUOTE(derpymal @ Jul 7 2012, 04:31) *

We've been asking for something like this for forever, especially after Stamina was introduced. When the x IWs per Dawn was removed, the only limiting factor was Stamina. Having a cooldown was stupid. Instead of increasing the number of levels (which is stupid), the effect should just be doubled so that max Spelunker completely removes cooldown. If the levels HAVE to be doubled, add a Stamina usage reduction mod (*gasp* a Stamina-related suggestion, my argument is invalid) or reduce the training cost to balance the value.


Yeah, I was sleepy when I put 24 levels there. I don't mind if the cost is 1.5x to max it out compared to right now.

On the note of irrelevant and useless limiting factors, how about spirit stance using up spirit points? Can we change it to overcharge stance and not let it use spirit points? Our overcharge will always go down, you know.
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post Jul 7 2012, 01:43
Post #4651
lovehcomics



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QUOTE(skillchip @ Jul 6 2012, 12:37) *

Since monsters can now evade/resist/parry as well as reduce our evade/resist/block/parry, can players have their accuracy be additive and be able to get over 100%, at which point it will reduce monsters avoidance by x% similar to how monsters can reduce ours.

Examples
If the player has 150% accuracy, monster avoidance will be reduced by 50%
If the player has 200% accuracy, monster avoidance will be reduced by 100%.

I kind of covered this in the thread about the 'PL1229' monster. Somelike it being capped at 95% max effective proficiency but allowed to go to 120% pre-monster resist calcs.

We talked AGES AND AGES AGO about how messed up Final Fantasy 1's accuracy calculations are. Different game engine but we ran into similar issues with accuracy calculations. Effectively, it's capped at about 95% right now. Before the monsters got 'bonus' reductions to that accuracy (which stack AFAIK), this effectively meant that everyone had pretty close accuracies (+/- a few %). There isn't a whole lot of difference between missing 1 in 10 hits and missing 1 in 20 hits. Now we have monsters that it's more like the difference between 1 in 2 hits or 9 in 10 for some poor SOB's. Perhaps there'll be a use for the dexterity stat in the next update? (IMG:[invalid] style_emoticons/default/tongue.gif)

Some interface requests:

1) When clicking on something like Wrath of Thor, it shows the list of offensive spells with the electric area-of-effect spell highlighted. But when clicking on a spell like slow, it still shows the offensive spells. Why not have it show the strategic ones? This would mostly eliminate the need for a 2nd quick bar for mages who have tons of spells.

2) When selecting elemental spells, I noticed a kind of odd 'feature'. The elements can be chained (Elec->Fire->Ice->Wind->Fire) but their order in the spell list is not the same as their chaining order. This is a weird bug that I'm kind of surprised still exists after 3 years. Of course, holy/dark should be near each other as well but I think they already are.

It would be really cool if these 2 issues could be tweeked! The first one with a change to the generated javascript, the other with a change in the order of the outputted list. In theory these could be changed at the browser or PHP levels but it's more transparent to do it at the page generation level.

This post has been edited by lovehcomics: Jul 7 2012, 01:55
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post Jul 7 2012, 08:05
Post #4652
Death Grunty



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Item Shop Bot Request

I think it would be best if we had to deposit the money for tasks.
For example if I were to add a task for 10 Noodles at 150k each, the bot would take 10*150k credits immediately and return them once I cancelled the task. Or return part of the deposit once the items are bought at a lower price.

This would stop ridiculous overbidding a little.

Imo this is way better than the ebay bidding someone requested before. Because essentially all that one would do is to show the second best offer +1 at all times. Which would work like this...
Current price is shown as 3055 C.
Which means there's an unknown bid of 3055+ and a second highest bid of 3054 OR at least two bids of 3055.
So since you don't see the highest bid you'd have to bid either 3055 or more. But chances are the price will immediately jump to 3056 because someone's bid is higher. So in the end you still lose. Or if you bid more than that (eg. 3500) while the highest bid is even higher it would turn to 3501.
What I don't like about it is that it's too auction-like. You'd waste too much time with this shitty bidding war.
So please don't add that. (IMG:[invalid] style_emoticons/default/mellow.gif)
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post Jul 7 2012, 08:40
Post #4653
ChosenUno



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QUOTE(Death Grunty @ Jul 7 2012, 13:05) *

Item Shop Bot Request

I think it would be best if we had to deposit the money for tasks.
For example if I were to add a task for 10 Noodles at 150k each, the bot would take 10*150k credits immediately and return them once I cancelled the task. Or return part of the deposit once the items are bought at a lower price.

This would stop ridiculous overbidding a little.

Imo this is way better than the ebay bidding someone requested before. Because essentially all that one would do is to show the second best offer +1 at all times. Which would work like this...
Current price is shown as 3055 C.
Which means there's an unknown bid of 3055+ and a second highest bid of 3054 OR at least two bids of 3055.
So since you don't see the highest bid you'd have to bid either 3055 or more. But chances are the price will immediately jump to 3056 because someone's bid is higher. So in the end you still lose. Or if you bid more than that (eg. 3500) while the highest bid is even higher it would turn to 3501.
What I don't like about it is that it's too auction-like. You'd waste too much time with this shitty bidding war.
So please don't add that. (IMG:[invalid] style_emoticons/default/mellow.gif)


Or just allow credits to get negative from the item bot, and while your credits are negative you use 2x more stamina than usual?
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post Jul 7 2012, 09:01
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QUOTE(Death Grunty @ Jul 7 2012, 06:05) *

What I don't like about it is that it's too auction-like. You'd waste too much time with this shitty bidding war.


You don't have to waste any time because you put in the maximum you're willing to pay and let the system bid for you. When the price drops to your offer, the item gets bought, or if it stays above your offer, the price is more than you're willing to pay and so you don't buy the item.

Why can't people use this system?

It's the same as you would be doing yourself. You'd be thinking, "Okay, I have a maximum of 4k, so I'll up my bid until either I get the item or the bidding goes over 4k."

This post has been edited by mechafujoshi: Jul 7 2012, 09:02
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post Jul 7 2012, 09:57
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Death Grunty



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QUOTE(mechafujoshi @ Jul 7 2012, 01:01) *

You don't have to waste any time because you put in the maximum you're willing to pay and let the system bid for you. When the price drops to your offer, the item gets bought, or if it stays above your offer, the price is more than you're willing to pay and so you don't buy the item.

Why can't people use this system?

It's the same as you would be doing yourself. You'd be thinking, "Okay, I have a maximum of 4k, so I'll up my bid until either I get the item or the bidding goes over 4k."

Sure does sound good. But it'd suck.
Because if several people set their maximum bids the current price would automatically become second highest offer +1. And I don't like this for multiple reasons. For one the item values would flactuate more as there are always people willing to pay more than you do. Not generally speaking, but in the end there's always somebody out there who wants item X right away. Perhaps because he's missing that particular item for an upgrade he wants right away and thus he's willing to pay for that ONE item more than it's worth. There's always one reason or the other, but these unusual bids would only serve to increase the value of items.

In the end this transparency of actual price would work against us, because what you're suggesting is ideal for auctions, but it sucks for consumables that you need on an everyday basis.
If Tenboro were to release an auction system for Equipment shop, it should definitely work as you suggest. But please don't do that with consumables. (IMG:[invalid] style_emoticons/default/dry.gif)
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post Jul 7 2012, 11:40
Post #4656
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It seems to work according to textbook economics. The alternative to a free-floating price which can follow the current equilibrium price is a fixed price, which leads to either shortages or surpluses. The bazaar still has surpluses of some items because they have a fixed minimum price which is above the equilibrium price.

When the shop sells at a fixed "low, fair" price below the equilibrium price, with no limit on what quantities people can buy, they can profit by buying up all the stock available and saving it for resale or eventual use. For the commodities where the shop price was under the equilibrium price, the shop was always sold out and you had to camp.

If there is a lottery, they will just keep re-entering the lottery. You'd have to have a fixed quota of each commodity per person, and a ban on aftermarket trading, like in the Soviet Union.

Lesser mana potions and crystals used to always be sold out; now I can just buy them. The price for crystals has gone down because the demand resulting from perceived scarcity and hoarding is gone. Availability has improved.

When the maximum bid was higher than I wanted to pay, I put in an order at a decent price and let it ride. In a few hours to a couple of days, the few people who had rush orders or could afford to pay a premium were satisfied, and I got my stock. Now that pent-up demand has been satisfied, I typically don't even have to wait. In other words, it's working for me.
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post Jul 7 2012, 12:39
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The Ability to Re Roll a piece of Equipment to get another Suffix.
Requires Max Level at the Forge and will charge a lot depending on the Quality of the Item.
Superior will be like 100k while re rolling a Legendary will cost ~ 1-2 Million. If it is Ethereal or Elemental Suffix the cost is tripled/doubled.
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post Jul 7 2012, 13:13
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That would require someone insane enough to actually max the Forge
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post Jul 7 2012, 14:10
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QUOTE(Tiap @ Jul 7 2012, 15:13) *
That would require someone insane enough to actually max the Forge

Which means at least a half of people here. (IMG:[invalid] style_emoticons/default/laugh.gif)
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post Jul 7 2012, 17:40
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QUOTE(Tiap @ Jul 7 2012, 13:13) *

That would require someone insane enough to actually max the Forge

I want to do that but Snowflake refuses to give me something worth upgrading.
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