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[Suggestion] A few requests, Can we has... |
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Jan 12 2011, 19:51
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hgbdd
Group: Gold Star Club
Posts: 8,365
Joined: 8-December 08

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QUOTE(hitokiri84 @ Jan 12 2011, 10:20)  100% all normal mobs? The only things you could do to speed up is use Chrome and have WoT in your quickcast bar.
I wished, only consistently not 100%, besides my base acc isn't 100% yet. I use Chrome and WoT in the quickcast bar, but even so +20 min is the time I need. QUOTE(hitokiri84 @ Jan 12 2011, 10:20)  LotD doesn't effect special drops AFAIK. Scavenger might be the only thing that actually increases their drop rate.
You sure? IIRC Elixirs are the lowest of special items, (although they aren't in the special category in bazzar) and I think I get more than I used before. Then again, perhaps it's really because of scavenger.
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Jan 12 2011, 20:14
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Razorflame
Group: Gold Star Club
Posts: 5,271
Joined: 21-November 10

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I've gotten two special drops in the last ~6,200 item drops.
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Jan 12 2011, 20:21
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masquepiph
Group: Gold Star Club
Posts: 6,823
Joined: 23-February 07

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OK, now for a serious suggestion, since Tenb tends to get tired of my complaints: is it possible to make the quickcast bar modifiable mid-arena?
Edit: not that I don't consider the special increase a valid suggestion.
This post has been edited by DemonEyesBob: Jan 12 2011, 20:32
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Jan 12 2011, 20:34
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Razorflame
Group: Gold Star Club
Posts: 5,271
Joined: 21-November 10

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To tell you the truth, I think that more normal mob monsters should be added to provide more of a variety than what is already present (not that the variety already present isn't all that bad, but, I think that you should introduce more variety in monsters into the game every update or every other update, otherwise, players will start to get bored. You have to keep them with that "new thing" feeling so that they keep enjoying the game and playing it longer.
I think that adding more different monsters would help to achieve that.
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Jan 12 2011, 20:48
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marcho
Group: Gold Star Club
Posts: 2,017
Joined: 25-February 09

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Unless the monsters do something different, I cant imagine why adding another slightly different string of text to click would be any better. At this point I consider all of the normal mobs the same anyways, i just go by color coding rather than looking at a name.
I;d like to second (or third or fourth or whatever) the suggestion that boss arenas not be allowed to drop regular consumables as their arena clear bonus.
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Jan 12 2011, 22:41
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hitokiri84
Group: Gold Star Club
Posts: 10,945
Joined: 24-December 07

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QUOTE(cmdct @ Jan 12 2011, 11:51)  I wished, only consistently not 100%, besides my base acc isn't 100% yet. I use Chrome and WoT in the quickcast bar, but even so +20 min is the time I need.
Another big part of that is server response time. If the page loads are slow then I tend to just stop playing.
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Jan 12 2011, 22:56
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Razorflame
Group: Gold Star Club
Posts: 5,271
Joined: 21-November 10

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QUOTE(marcho @ Jan 12 2011, 12:48)  Unless the monsters do something different, I cant imagine why adding another slightly different string of text to click would be any better. At this point I consider all of the normal mobs the same anyways, i just go by color coding rather than looking at a name.
I;d like to second (or third or fourth or whatever) the suggestion that boss arenas not be allowed to drop regular consumables as their arena clear bonus.
The monsters that I had in mind would have some rare weaknesses/resistances. For example, Purple Slime would be resistant to Soul, and weak to physical attacks, for example.
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Jan 12 2011, 23:53
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lovehcomics
Group: Members
Posts: 1,354
Joined: 28-August 09

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Draughts to Potions? I don't even know what I'm going to do with these since they're getting deleted and I bought so many a long time ago.
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Jan 13 2011, 04:10
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JSMII
Newcomer
 Group: Gold Star Club
Posts: 32
Joined: 7-June 10

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Gads, there are alot of threads - I think I need a thread to tell me about threads. Then again it likely exists, I just need another thread to tell me.
Suggestion :
Add an Arch Mage shop to the Bazaar. The purpose would be to allow a player to spend credits to inscribe Runes on their equipment. Conceptually a rune could allow for adding/increasing values to an item, limited to allowable values defined by the data base. Perse for adding for a weapon which did not grant a Dexterity bonus, the Arch Mage could be paid to inscribe a rune which gives the weapon a base Dexterity bonus. A different cost {table} could be used to have the Arch Mage 'fortify' {increase} an existing rune {an existing equipment bonus}.
If this idea is appealing, consider the following :
Runes could also be expanded to : Grant an equipment Suffix such as 'of Destruction' Grant a spell (1*) Grant the affect of an Infusion.
For the number of runes a piece of equipment could have, this could be limited by : The space available/size of the equipment (*2) The 'Quality Grade" of the equipment ie. Crude, Fine etc. Credits paid.
For limitations on the range of bonuses a rune grants : The 'Quality Grade' of the equipment determine the range of the bonus that could be added/purchased. ie. 'Crude' could be limited to +X while 'Fine' would have a much greater range (*3) Credits paid.
(*1) In the case of this rune, the Arch Mage should charge for inscribing the rune initially. After each use the player would pay to have the rune 'recharged'. Conceptually good but your database would have to append a tag to each rune indicating its charge status. This idea is expanded further - Aura usage, which follows, is an interesting add on.
(*2) Conceputally good but this implies a table be written which cross indexes weapons with the number of runes.
(*3) Again conceputally good and the Bonus can be multiplied against a table/or simple formula to develop the cost of the rune.
If idea is appealing and it could be expanded a bit further with it : Trade goods : An artifact could be used as partial/full payment to the Arch Mage, expand this to possibly that different artifacts have different trade values at the Arch Mage. A victory in the 'Ring of Blood' grants a 'Payment {TOKEN}' ~and/or~ a 'Component {Token}' which could (1) Be required to make a spell rune, (2) extend the range of the rune's Bonus when made, or (2) combinations of both (1) and (2). The frequency of drops is one thing to consider, the value of these tokens should be determined by the combat value of the Avatar vs. the combat value of the opponent in the 'Ring of Blood'. Though personally I am not enthused with the the idea of training influecing drop rates/Component value, a new training could be implemented. [An artifact could also be used, some players have expressed a use perse of having collected an entire set of "Chainsaw" artifacts. Perhaps this would allow for a Spell Rune, an +% to a rune's bonus, or a unique Spell Rune ]
If this is implemented this, it could have 'Scroll' drops play a part in creating runes, {x number of } Infusions grant Infusion benefits to equipment {consider permentally or 'to charge' an Infusion Rune}. A new spell(s) or spell tier for charging a rune which is done at the Arch Mage shop (ie it negates or reduces the cost of recharging a rune or the comabt value of Spell Rune}, expensive runes which have a recharge rate outside of combat. New trainings for charging different runes where the training level specifies how potent {how much damage/affect} the rune will have when employed.
Side Note : I was thinking of this for a number of reasons. The first was to expand the game. In its base format, Runes would not imply modifying the data base that is used as it could just modify existing fields. The second was another place to spend credits, as older players have likely racked up {and continue to push the limits} on training specific 'trainings'. If you run with this, you might decide to have an Aura which allows a player to power their own spell runes or grant the Aura as a reward ~or~ use existing Auras {and that run's level} to determine the extent to which a rune might be charged {even allowing Aruas to charge Runes during combat}. Third, in some of forum threads I note that some items which no longer drop are still held by players. Consider that an item which no longer drops actually is a unique form of 'Trade Good' or 'Component {TOKEN}'. This should cause some players to , cause tons of forms posts, and alas cause you respond to some of those posts.
If this implemented, there's of course effort involved in the coding but also playability/enjoyment vs. player abuse - so this is the why of posting here. Runes was just a thought in any event.
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Jan 13 2011, 04:38
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masquepiph
Group: Gold Star Club
Posts: 6,823
Joined: 23-February 07

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.... You really need to make a tl;dr. Jeez. @Tenb: could you devise a way to submit multiple trophies at once to the shrine? Wouldn't want to make this too insane, so you could only submit a single trophy type at once for a single equipment type, like 50 manbearpig tails for cloth. And we'd get a list of what was received. People *cough* hito/conquest/me/etc *cough* are going to have hundreds of trophies when the next update comes out, and I know I'm going to go insane exchanging them one by one (IMG:[ invalid] style_emoticons/default/tongue.gif)
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Jan 13 2011, 05:26
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Cyberdemon
Group: Members
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Joined: 2-March 10

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How about a new difficulty level only accesible when you've accomplished certain requeriments, like clear some arenas on Battletoads or obtaining a higher rank? A fitting name would be Bydo or something oldschool like that .
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Jan 13 2011, 18:28
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Death Grunty
Group: Gold Star Club
Posts: 2,788
Joined: 18-November 09

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QUOTE(Cyberdemon @ Jan 12 2011, 21:26)  How about a new difficulty level only accesible when you've accomplished certain requeriments, like clear some arenas on Battletoads or obtaining a higher rank? A fitting name would be Bydo or something oldschool like that .
Unknown difficulty. Tales homage.
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Jan 14 2011, 02:19
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hyl
Group: Gold Star Club
Posts: 3,381
Joined: 11-January 07

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But i don't recall any tales game that's more difficult than battletoads.
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Jan 15 2011, 23:48
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Ichy
Group: Catgirl Camarilla
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Joined: 19-February 09

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Jan 15 2011, 23:53
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Cyberdemon
Group: Members
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We should do a contest: "Name the new difficulty level" If there's gonna be a new difficulty level, that is.
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Jan 15 2011, 23:54
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hyl
Group: Gold Star Club
Posts: 3,381
Joined: 11-January 07

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i have seen harder danmaku from cave than mushihimesame though and ninja gaiden was a pain but battletoads was imo harder
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Jan 16 2011, 00:24
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Tenboro

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Considering it's a three minute job, I did put in a new difficulty level. But seeing as the only well known classic game that compares to Battletoads in difficulty is Ghouls 'n Goblins, I came up with something else. (IMG:[ invalid] style_emoticons/default/smile.gif) (No, Mushihimesama and Ninja Gaiden both rank well below those.)
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Jan 16 2011, 00:30
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hyl
Group: Gold Star Club
Posts: 3,381
Joined: 11-January 07

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QUOTE(Tenboro @ Jan 15 2011, 23:24)  Considering it's a three minute job, I did put in a new difficulty level. But seeing as the only well known classic game that compares to Battletoads in difficulty is Ghouls 'n Goblins, I came up with something else. (IMG:[ invalid] style_emoticons/default/smile.gif) (No, Mushihimesama and Ninja Gaiden both rank well below those.) Actually the silver surfer game and double dragon 3 on the nes are also notorious for being extremely hard but that's due to bad controls and unfair gameplay though This post has been edited by hyl: Jan 16 2011, 00:32
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