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[Suggestion] A few requests, Can we has... |
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Sep 27 2012, 16:56
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Asariborn
Group: Catgirl Camarilla
Posts: 2,596
Joined: 31-October 09

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We have Void change for level 10 weapons so how about... Allow a level 10 armor to gain a single RANDOM stat which is not possible to obtain in any way or reduce burden/interference. Examples: Shade armor: gain some piercing resistance Heavy armor: reduce B/I depending on quality or remove one of the two completely. Cloth Armor: gain any form of physical resistance, melee attack bonus, mana conservation. It would be a treasure trove of original setups for max leveled armor. Just think of the possibilities! (IMG:[ invalid] style_emoticons/default/laugh.gif) Give me some Tesla Armor to jiggle EIJ 501 (IMG:[ invalid] style_emoticons/default/tongue.gif)
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Sep 27 2012, 17:50
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eovcoo5
Group: Members
Posts: 2,583
Joined: 16-September 10

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QUOTE(Lement @ Sep 27 2012, 21:01)  eovcoo5: If they're easy, don't silence/spark/SS them.
you forget one more thing "don't wear any equipments" (IMG:[ invalid] style_emoticons/default/sad.gif)
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Sep 27 2012, 19:21
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Drksrpnt
Group: Gold Star Club
Posts: 3,551
Joined: 27-December 10

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Make a training to increase Item World Potency experience.
When it's maxed out you would get double the amount of Potency experience you would normally get.
For example: You go 200 rounds in an Item World on IWBTH. Normally you'd get 10 times the number of rounds, 2000 potency experience. With this training maxed out you'd get 20 times the number of rounds, 4000 potency experience.
This suggestion is mostly to make that "item leveling service" thing not as useful, and not as necessary for lower level players.
This post has been edited by Drksrpnt: Sep 27 2012, 19:22
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Sep 27 2012, 19:30
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Thot
Group: Gold Star Club
Posts: 1,637
Joined: 15-April 08

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QUOTE(Ichy @ Sep 27 2012, 08:31)  I also suggest to support lazy players! Allow Regen 2, Heartseeker and Arcane Focus in IA (for Level 400+ people)
Or rather, make it into a new (more expensive) hath perk, maybe with less (or no) mana conservation or something. Heck, I'd even use it if it had +15% mana consumption. 500 hath for slot 1, 1000 for slot 2, maybe?
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Sep 27 2012, 21:59
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Lement
Group: Members
Posts: 2,977
Joined: 28-February 12

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QUOTE(eovcoo5 @ Sep 27 2012, 18:50)  you forget one more thing "don't wear any equipments" (IMG:[ invalid] style_emoticons/default/sad.gif) Pause and consider how powerful spells like "you should be squished, but instead you become more powerful than before when struck down", "no matter how many crystals and chaos tokens are spent on you, you shall only do at most this much damage" and "remove the absolute trump cards which were granted to make battles more than see how far player goes before running out of mana" are. Seriously, you'd be stronger fighting gods naked with those 3 spells than without and in your best armor. If gods are really easy to defeat you wouldn't use them. The only way to buff them when you have those spells is to either make them hit more often and harder and boost their HP, or make them remove those buffs/debuffs and/or apply their own. Albeit it'd be sort of cool if spark of life wouldn't work against real life, silence making invisible pink unicorn get huge evade, parry and resist with always hit and damage increase and spirit shield giving the FSM an opportunity to attack your spirit directly. This post has been edited by Lement: Sep 27 2012, 22:00
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Sep 28 2012, 01:35
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sigo8
Group: Gold Star Club
Posts: 3,647
Joined: 9-November 11

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QUOTE(Drksrpnt @ Sep 27 2012, 10:21)  Make a training to increase Item World Potency experience.
When it's maxed out you would get double the amount of Potency experience you would normally get.
For example: You go 200 rounds in an Item World on IWBTH. Normally you'd get 10 times the number of rounds, 2000 potency experience. With this training maxed out you'd get 20 times the number of rounds, 4000 potency experience.
This suggestion is mostly to make that "item leveling service" thing not as useful, and not as necessary for lower level players.
I'd prefer it cut then number of round in half, but really, please, just do something with spelunker. My poor OCD can't take it. This post has been edited by sigo8: Sep 28 2012, 01:35
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Sep 28 2012, 02:35
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Drksrpnt
Group: Gold Star Club
Posts: 3,551
Joined: 27-December 10

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QUOTE(sigo8 @ Sep 28 2012, 01:35)  I'd prefer it cut then number of round in half, but really, please, just do something with spelunker. My poor OCD can't take it.
I completely didn't even think of that. You're right, why does spelunker need to be removed? Just change it to do something else, right?
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Sep 28 2012, 04:44
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DYasha
Group: Members
Posts: 1,562
Joined: 2-August 10

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I hate having a spell resisted 5 times in a row by the same monster. There should be a penalty for a monster that resists a spell (like lowering it's evade/resist abilities) for each spell it resists which accumulates. That should help with ultra cheap monsters at level 200.
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Sep 28 2012, 05:44
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Drksrpnt
Group: Gold Star Club
Posts: 3,551
Joined: 27-December 10

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QUOTE(DYasha @ Sep 28 2012, 04:44)  There should be a penalty for a monster that resists a spell
Or evades/parries an attack. Magic isn't the only fighting style you know.
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Sep 28 2012, 06:39
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skillchip
Group: Catgirl Camarilla
Posts: 5,754
Joined: 31-December 06

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Problem with that suggestion (and it has been suggested before) tenboro would just give it to monsters as well as players
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Sep 28 2012, 07:41
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Luxury_blood
Group: Members
Posts: 757
Joined: 3-March 11

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maybe... in the section forge, "savage item" put more separate from the others options, in case of savage for error
=)
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Sep 28 2012, 07:42
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Evil Scorpio
Group: Gold Star Club
Posts: 6,565
Joined: 9-May 10

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QUOTE(DYasha @ Sep 28 2012, 06:44)  I hate having a spell resisted 5 times in a row by the same monster. There should be a penalty for a monster that resists a spell (like lowering it's evade/resist abilities) for each spell it resists which accumulates. That should help with ultra cheap monsters at level 200. QUOTE(Drksrpnt @ Sep 28 2012, 07:44)  Or evades/parries an attack.
Magic isn't the only fighting style you know. That will make people too happy. Do not want. (IMG:[ invalid] style_emoticons/default/rolleyes.gif) QUOTE(skillchip @ Sep 28 2012, 08:39)  Problem with that suggestion (and it has been suggested before) tenboro would just give it to monsters as well as players Let's just give this penalty for players only then. (IMG:[ invalid] style_emoticons/default/happy.gif) Also it'd be nice to have penalty for player's defeat, -10% of all current EXP, for example. Powerlevelers will shit themselves. (IMG:[ invalid] style_emoticons/default/biggrin.gif) This post has been edited by Evil Scorpio: Sep 28 2012, 07:46
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Sep 28 2012, 07:46
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varst
Group: Gold Star Club
Posts: 11,561
Joined: 30-March 10

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QUOTE(Luxury_blood @ Sep 28 2012, 13:41)  maybe... in the section forge, "savage item" put more separate from the others options, in case of savage for error
=)
Lock your better equips first, before you perform any salvaging.
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Sep 28 2012, 08:12
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Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09

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QUOTE(Evil Scorpio @ Sep 28 2012, 07:42)  Also it'd be nice to have penalty for player's defeat, -10% of all current EXP, for example. Powerlevelers will shit themselves. (IMG:[ invalid] style_emoticons/default/biggrin.gif) So instead of running and running inside a GF/CF you have to chicken out once your SP are low? (IMG:[ invalid] style_emoticons/default/rolleyes.gif) Bad suggestion is bad.
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Sep 28 2012, 08:30
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varst
Group: Gold Star Club
Posts: 11,561
Joined: 30-March 10

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QUOTE(Evil Scorpio @ Sep 28 2012, 13:42)  Also it'd be nice to have penalty for player's defeat, -10% of all current EXP, for example. Powerlevelers will shit themselves. (IMG:[ invalid] style_emoticons/default/biggrin.gif) It can be problematic though, as it will affect low-level players' survivability if not properly executed. However, it does make the game more interesting as players now need to think twice for the difficulty to play on, and when to end those endless CF/GFs. Instead of -10% EXP, maybe it's better if it's -10% on all stats for a few hours (fragile) instead. While this won't permanently hurt player's effort, it does make the 'flee' button more useful (right now I can be dead and there's simply no penalty). This post has been edited by varst: Sep 28 2012, 08:30
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Sep 28 2012, 08:35
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hzqr
Group: Gold Star Club
Posts: 4,672
Joined: 13-May 09

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Sep 28 2012, 08:38
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Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09

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How about just bring back Arena Entry fee?
Pay what is the reward now and double clear Bonus. (also make Penny Pincher work on it)
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Sep 28 2012, 08:57
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Lement
Group: Members
Posts: 2,977
Joined: 28-February 12

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Hm, pay 1000 to enter get back 2000 or pay 1000 to enter get back several tens of ks like I think you mean? Anyhow, as earlier posts have shown, DO NOT MESS WITH CURRENCIES UNLESS YOU KNOW WHAT YOU'RE DOING. This suggestion would add credits to the game with no real downside since the arena clear credit bonus doesn't scale with difficulty, thus imbalancing the currencies.
Albeit, when it comes to currencies: Suggestion: Make training costs downscale with level, because when the credit variation at different levels were removed they stayed the same
This post has been edited by Lement: Sep 28 2012, 08:58
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Sep 28 2012, 11:45
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Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09

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QUOTE(Ichy @ Sep 28 2012, 08:38)  Pay what is the reward now and double clear Bonus.
QUOTE(Lement @ Sep 28 2012, 08:57)  Hm, pay 1000 to enter get back 2000 or pay 1000 to enter get back several tens of ks like I think you mean?
what? (IMG:[ invalid] style_emoticons/default/blink.gif)
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