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[Suggestion] A few requests, Can we has... |
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Sep 9 2012, 16:32
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Colman
Group: Gold Star Club
Posts: 7,333
Joined: 15-November 10

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QUOTE(ChosenUno @ Sep 9 2012, 22:14)  Anti-parry / Anti-resist hath perks.
100 haths per level on the first level, +100 for each level after the first level, total 7-10 levels. Each level gives a reduction of 10% of the monster's parry/resist.
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Sep 9 2012, 16:49
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Bunker Buster
Group: Gold Star Club
Posts: 2,220
Joined: 11-June 10

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no complete anti-parry/anti-resist plz
partially because it's practically the only defense monsters have against players now. enchants that reduce it by 30-50% are okay though
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Sep 9 2012, 17:35
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Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09

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QUOTE(ChosenUno @ Sep 9 2012, 16:14)  Anti-parry / Anti-resist hath perks.
100 haths per level, total 7-10 levels. Each level gives a reduction of 10% of the monster's parry/resist.
Should be an extra feature of the Damage Perk (IMG:[ invalid] style_emoticons/default/tongue.gif)
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Sep 9 2012, 19:41
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Lement
Group: Members
Posts: 2,977
Joined: 28-February 12

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Allow monsters to cast deprecating spells(Weaken, Slow, Silence, Sleep, Confuse(lol), Imperil, Blind, Nerf, Magnet, Lifestream, Stun, Bleed, Penetrated armor) with their skills.
Because of above and for rule of cool and great justice.
This post has been edited by Lement: Sep 9 2012, 19:43
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Sep 9 2012, 20:47
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Colman
Group: Gold Star Club
Posts: 7,333
Joined: 15-November 10

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QUOTE(Lement @ Sep 10 2012, 01:41)  Allow monsters to cast deprecating spells(Weaken, Slow, Silence, Sleep, Confuse(lol), Imperil, Blind, Nerf, Magnet, Lifestream, Stun, Bleed, Penetrated armor) with their skills.
Because of above and for rule of cool and great justice.
I think heal is good enough
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Sep 9 2012, 20:49
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Lement
Group: Members
Posts: 2,977
Joined: 28-February 12

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Even a full heal every time a skill is used may not be enough.
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Sep 9 2012, 22:12
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hzqr
Group: Gold Star Club
Posts: 4,672
Joined: 13-May 09

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Display potencies and upgrades in the floating popup when browsing through the Item World and Forge pages
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Sep 9 2012, 22:30
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MSimm1
Group: Members
Posts: 44,796
Joined: 26-December 09

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The battle scan information for your monster displayed in the monster lab would be nice (IMG:[ invalid] style_emoticons/default/biggrin.gif)
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Sep 9 2012, 23:38
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Necromusume
Group: Catgirl Camarilla
Posts: 6,848
Joined: 17-May 12

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QUOTE(Lement @ Sep 9 2012, 11:52)  mechafujoshi: A good drop that removes curses would be interesting. You can hit monsters, but you cannot curse them. A crap drop that does that- wtf shadowflake?
Which did you mean?
I meant the usual RPG mechanic where if you equip an unidentified item, it may turn out to be cursed, with negatives to damage/PABs/etc instead of pluses. In D&D, the player was considered to be psychologically compelled to use the item until someone else cast dispel curse on them; in computer games, it usually just sticks to you. If the player only switches equipment out of combat, standard cursed items wouldn't add much to the game, since one could presumably always get them ID'd/removed.
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Sep 9 2012, 23:52
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hitokiri84
Group: Gold Star Club
Posts: 10,945
Joined: 24-December 07

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QUOTE(Tiap @ Sep 9 2012, 15:12)  Display potencies and upgrades in the floating popup when browsing through the Item World and Forge pages
+1 Or just everywhere there is a mouseover equipment window. Having to open everything with C just to see upgrades is pretty annoying. Especially time remaining for shard effects.
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Sep 10 2012, 10:10
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aiwotorimodose
Group: Members
Posts: 7,012
Joined: 23-December 11

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QUOTE(mechafujoshi @ Sep 10 2012, 04:38)  I meant the usual RPG mechanic where if you equip an unidentified item, it may turn out to be cursed, with negatives to damage/PABs/etc instead of pluses. In D&D, the player was considered to be psychologically compelled to use the item until someone else cast dispel curse on them; in computer games, it usually just sticks to you.
If the player only switches equipment out of combat, standard cursed items wouldn't add much to the game, since one could presumably always get them ID'd/removed.
all equips dropped unidentified and their appraise cost is random between 1/100 to 1000 times of their (quality) bazaar value and has a good chance to be a cursed equips instead. cursed equips makes plus regen into minus and already minus regen becomes doubled, also selling those equips is minus in credits instead.
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Sep 10 2012, 12:21
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pureyang
Group: Gold Star Club
Posts: 765
Joined: 6-June 12

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QUOTE(teeeen @ Sep 7 2012, 18:57)  how about let the "Spelunker" do something with gain potential EXP
give additional EXP when player clear itemworld challenge >_<
This would be nice, I would train spelunker for a decent bonus to PXP on IW clears.
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Sep 10 2012, 18:32
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Bunker Buster
Group: Gold Star Club
Posts: 2,220
Joined: 11-June 10

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QUOTE(Evil Scorpio @ Sep 10 2012, 13:55)  Can we have some gambling in HV? Just as another credit sink, ya know. (IMG:[ invalid] style_emoticons/default/rolleyes.gif) daily pony race betting
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Sep 10 2012, 21:33
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Lement
Group: Members
Posts: 2,977
Joined: 28-February 12

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An option to see equipments' base stats when you aren't logged in the HV and look at equipment popup instead of having to log in would be nice.
Gambling: We already have monster lab. Anyhow, if you really want it there is always the old coin toss of removal of proficiency for extra chance to level. Imagine how many times you'd have to grind equip to level 10 to get your, say, butcher from 9 to 10 if the 50% isn't in your favor.
This post has been edited by Lement: Sep 10 2012, 21:33
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Sep 11 2012, 01:49
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Bunker Buster
Group: Gold Star Club
Posts: 2,220
Joined: 11-June 10

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Make monster lab bindings also roll on a table (similar to the grade materials tables) in order of utility:
Resist: <=500 PAB/prof/acc/defense/rare crit/rare edb: >500, <=750 crit/edb/rare damage: >750, <=1250 damage only: >1250
In addition to this:
Also, tokens spent on stuff other than Affection should influence binding chance. More tokens spent on monster stats = more binding chance. Halve the effect of PL-to-get-trolled-by-resist-binding on monsters to compensate.
Alternatively, cap binding drop chance at 50% and have players spend chaos tokens to "bias" monster material gathering towards grade materials or bindings, with a higher bias being more expensive (ie. same as current Chaos Token cost). Can be reversed by the same level of chaos tokens spent the other way ("undoing" a bias would take 20 tokens if there's 20 bias, 19 if 19, etc)
So people can end up choosing between 70/30 grademat/bindings or vice versa with a nominal amount of chaos tokens! For people who have "prize" monsters it's the perfect chaos token sinkhole let me tell you
This post has been edited by Bunker Buster: Sep 11 2012, 02:08
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Sep 11 2012, 02:09
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hzqr
Group: Gold Star Club
Posts: 4,672
Joined: 13-May 09

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QUOTE(Bunker Buster @ Sep 10 2012, 23:49)  More tokens spent on monster stats = more binding chance 
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Sep 11 2012, 02:12
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Bunker Buster
Group: Gold Star Club
Posts: 2,220
Joined: 11-June 10

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QUOTE(Tiap @ Sep 11 2012, 02:09)  it's also the sound of frith being trolled plus, consider the fucking BINDING ROLL TABLE man. you get to say goodbye to those resist binding losers at PL 500! and if you're a butt you could flood the market with slaughter/destro and drive down the price of damage bindings!!! This post has been edited by Bunker Buster: Sep 11 2012, 02:15
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