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

 
post Nov 5 2012, 06:15
Post #6341
Lement



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Since we don't know the python? backcode we don't really know, but we do know that it is rather difficult to, for example, have same main weapon in multiple sets, which is small rewrite to whole engine along with testing. It is entirely possible that allowing new monsters in monsterpane mid-battle may be just that, or it may be as simple as adding a new preexisting status effect to the battle.

Eiri: Some of them, like Starlight Beaker, scale rather badly(not to mention the logistics of getting OC with mage). Why make the heavy stance require base block at all(I'd also note that it's usability depends entirely on the battle length since you didn't mention turn cost or duration....).

mechafujoshi: For once, perfectly rational, sane and good suggestion. I support this.
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post Nov 6 2012, 01:46
Post #6342
pureyang



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QUOTE(aurabolt @ Nov 4 2012, 11:18) *


Thank you for the information.
As I said, its just what I was told by other users. If skillchip ran the numbers and found it doesn't work that way though then I will take his word for it.
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post Nov 6 2012, 01:50
Post #6343
skillchip



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QUOTE(Lement @ Nov 5 2012, 04:15) *

Since we don't know the python? backcode we don't really know, but we do know that it is rather difficult to, for example, have same main weapon in multiple sets, which is small rewrite to whole engine along with testing. It is entirely possible that allowing new monsters in monsterpane mid-battle may be just that, or it may be as simple as adding a new preexisting status effect to the battle.

Eiri: Some of them, like Starlight Beaker, scale rather badly(not to mention the logistics of getting OC with mage). Why make the heavy stance require base block at all(I'd also note that it's usability depends entirely on the battle length since you didn't mention turn cost or duration....).

mechafujoshi: For once, perfectly rational, sane and good suggestion. I support this.


I wish we had the code sometimes lol, then some of us could bug search
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post Nov 6 2012, 02:39
Post #6344
pureyang



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Drastically reduce % take from marketplace. At the moment it is a tremendous amount of effort and also a lot of wasted bandwidth. It requires more knowledge, skill, and time then running a real small business and it is just a PITA. Especially because searching for stuff means you have to wade through a sea of WTS / WTB posts dealing in commodities that shouldn't have threads but do because of the very high cost of doing business via the in game tools.

1. Commodities (wood, potions, artifacts, etc). Reduce marketplace bot % take significantly. To under 10% (preferably under 5%), this right there eliminates about 50% of WTS/WTB forum posts, saves users a ton of time, always gets fair prices (since it sells to higher bidder nor the person who bumps his store the most), saves bandwidth (handling all those moogles is not easy). Oh, and actually allows for a viable market for lower cost items.
1b. Further reduce the marketplace bot % take using penny pincher perk line

2. Add a "any artifact" option to bot which counts as a bid in ALL artifact categories to the marketplace bot.

3. Equipment: Rather then instant pittance payment on equipment "sale" to the market, have equipment sit in market for 1 day. If bought by a user (for the marketplace calculated value) then the marketplace gets only a small take (under 10%). if not bought in 24 hours then it is "scrapped" for a pittance of credits (the current amount given). Another huge chunk of WTS/WTB threads made obsolete... only exceptional equipment will be sold in WTS/WTB while average yet non trash will be handled through the market.
3b. reduce the marketplace equipment take using penny pincher perks.
3c. Telling the player the estimated value and letting them input their own fixed price would be an improvement to the above.
It is still not an auction system and thus does not require huge amount of code nor does it increase bandwidth and CPU usage on the servers at all, in fact it will reduce it slightly since it eliminates many mooglemail & forum transactions

4. Slash the % take of the hath exchange. Again removing a lot of threads/posts in WTB/WTS.
4b. Hath market bot... or just allow trading hath directly within the bazaar using the existing bot.
4c. Allow penny pincher to reduce this % taken as well.

5. COD cost for sending mooglemail should be either the current flat fee OR a % of COD whichever is lower. (or make it entirely % based)

This post has been edited by mrttao: Nov 6 2012, 02:47
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post Nov 6 2012, 02:59
Post #6345
Lement



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For 3. the equipment should be divided by suffix and prefix into dozens of categories to handle the 70x equipment we suddenly have.
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post Nov 6 2012, 03:02
Post #6346
pureyang



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QUOTE(Lement @ Nov 5 2012, 18:59) *

For 3. the equipment should be divided by suffix and prefix into dozens of categories to handle the 70x equipment we suddenly have.


More filters are welcome. I would like to see tier filters too.

I don't think it will be 70x more equipment. Typically people keep under 1% of dropped equipment for sale on the forum with the 99% of merch trash going to the bazaar (well, some of it to salvage and the rest to bazaar).
Also, items sold already last 1 day before being deleted by the game.

This post has been edited by mrttao: Nov 6 2012, 03:05
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post Nov 6 2012, 21:23
Post #6347
skillchip



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Make artifact stat bonuses be %increases instead of flat, change it from 0-20 to whatever it takes to make that fair and balanced.
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post Nov 6 2012, 21:44
Post #6348
Drksrpnt



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QUOTE(skillchip @ Nov 6 2012, 20:23) *

Make artifact stat bonuses be %increases instead of flat, change it from 0-20 to whatever it takes to make that fair and balanced.


Would the percentages be taken out of the base stats or all the stats compiled together from all of your equipment and such?
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post Nov 7 2012, 01:44
Post #6349
skillchip



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Either or, I'm not the balancer
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post Nov 7 2012, 07:00
Post #6350
Homicidalsage



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Suggestion:
What about being able to activate and deactivate "Auto-casts" during battles, when deactivated the icon becomes greyed out and then lights up again when you reactivate it
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post Nov 9 2012, 03:46
Post #6351
Lement



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Since there's been bunch of suggestions for killing mass amount of mobs that essentially amount to always having 10 mobs per round....

Make grindfest have +1 monster per round. Unlike the other battle-modes,there is no hard-cap of 10.
(it'd be nice if dead monsters obtained style+="visibility: hidden; " to avoid scrolling though since that's the reason for the cap =).

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post Nov 9 2012, 13:59
Post #6352
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Mage changes

Spells generate OC (1/2 of melee attack rate, Magic Missile at full rate, it's basically a mage's melee basic attack).
Focus no longer makes you a sitting duck. Losing a turn is bad enough without sticking a giant 'Kick me' sign on your back.
Add 25% Anti-Resist vs. the primary target of an AoE.


New mage skills (no skill chaining).

50 Staff Prof, 50 OC, 10 turn CD
Forcefield
+50% PMI and MMI.
Lasts 5 turns

100 Staff Prof, 75 OC, 10 turn CD
Piercing Magic
+50% Anti-Evade, +50% Anti-Resist.
Lasts 5 turns.


DW Changes

Allow a certain percentage of the Swift Strike bonus to stack. Not full, since that would result in silly Action Speeds given the way the system works, but say 50% of the second weapon's Swift Strike wouldn't break DW.


Shrine Change
Tier roll bonus on trophies. Fuck Cotton. (IMG:[invalid] style_emoticons/default/dry.gif)
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post Nov 9 2012, 14:52
Post #6353
Lement



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"
Allow a certain percentage of the Swift Strike bonus to stack. Not full, since that would result in silly Action Speeds given the way the system works, but say 50% of the second weapon's Swift Strike wouldn't break DW.
"

You mean, having DW be 11% faster at optimal equips would be silly?
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post Nov 9 2012, 15:14
Post #6354
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QUOTE(Lement @ Nov 9 2012, 08:52) *

"
Allow a certain percentage of the Swift Strike bonus to stack. Not full, since that would result in silly Action Speeds given the way the system works, but say 50% of the second weapon's Swift Strike wouldn't break DW.
"

You mean, having DW be 11% faster at optimal equips would be silly?



Action Speed determines how long a 1.0x time action takes (like an attack without X-Attack). Time is 500 - Action Speed, and AS is capped at 400. So, the minimum time for an attack is 100.

There are two possibilities for how Swift Strike is applied. One is as a multiplier on Action Speed, the other is as a multiplier on how long the attack takes. We do know it lets you break the AS cap.

If Swift Strike is a multiplier on Action Speed, a maxed weapon gets you about 444 AS, which means a normal attack takes 56 time units, and stacking two would get you 488 AS (12 time units), which is 8x as fast, which is insane. You'd see mages dual wielding full SS Ethereal Battlecaster Daggers and crap like that. I'm assuming that this is how it works (and why SS doesn't stack).

If Swift Strike just reduces the time for an attack by 11%, then two would make an attack take 78 time units, and full stacking wouldn't break anything. DW would still rape in RoB and fail in high Arena/IW/GF/CF.

This post has been edited by PK678353: Nov 9 2012, 15:16
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post Nov 9 2012, 15:59
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Lement



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iirc 10b said it works the same way as X-attack, which would meant the latter case. Swift strike multiplier on weapons: time taken *=(1-swift strike)
if you had 444 As and monsters had only 400 compared to both having 400 when you start, it'd be obvious in 3 turns.

This post has been edited by Lement: Nov 9 2012, 16:00
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post Nov 9 2012, 19:15
Post #6356
Ichy



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Arenas are so boring right now!
How about we go back to old Arena length with mni Bosses. until Monster lab is done just make random Monsters pop up as mini bosses. Just add randomized Damage, HP and Chaos upgrade Buffs to them (IMG:[invalid] style_emoticons/default/tongue.gif)
Could also be used as a test run for possible ML features.
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post Nov 10 2012, 01:43
Post #6357
skillchip



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QUOTE(PK678353 @ Nov 9 2012, 11:59) *

Mage changes

Spells generate OC (1/2 of melee attack rate, Magic Missile at full rate, it's basically a mage's melee basic attack).
Focus no longer makes you a sitting duck. Losing a turn is bad enough without sticking a giant 'Kick me' sign on your back.
Add 25% Anti-Resist vs. the primary target of an AoE.
New mage skills (no skill chaining).

50 Staff Prof, 50 OC, 10 turn CD
Forcefield
+50% PMI and MMI.
Lasts 5 turns

100 Staff Prof, 75 OC, 10 turn CD
Piercing Magic
+50% Anti-Evade, +50% Anti-Resist.
Lasts 5 turns.
DW Changes

Allow a certain percentage of the Swift Strike bonus to stack. Not full, since that would result in silly Action Speeds given the way the system works, but say 50% of the second weapon's Swift Strike wouldn't break DW.
Shrine Change
Tier roll bonus on trophies. Fuck Cotton. (IMG:[invalid] style_emoticons/default/dry.gif)



QUOTE(PK678353 @ Nov 9 2012, 13:14) *

Action Speed determines how long a 1.0x time action takes (like an attack without X-Attack). Time is 500 - Action Speed, and AS is capped at 400. So, the minimum time for an attack is 100.

There are two possibilities for how Swift Strike is applied. One is as a multiplier on Action Speed, the other is as a multiplier on how long the attack takes. We do know it lets you break the AS cap.

If Swift Strike is a multiplier on Action Speed, a maxed weapon gets you about 444 AS, which means a normal attack takes 56 time units, and stacking two would get you 488 AS (12 time units), which is 8x as fast, which is insane. You'd see mages dual wielding full SS Ethereal Battlecaster Daggers and crap like that. I'm assuming that this is how it works (and why SS doesn't stack).

If Swift Strike just reduces the time for an attack by 11%, then two would make an attack take 78 time units, and full stacking wouldn't break anything. DW would still rape in RoB and fail in high Arena/IW/GF/CF.



QUOTE(Lement @ Nov 9 2012, 13:59) *

iirc 10b said it works the same way as X-attack, which would meant the latter case. Swift strike multiplier on weapons: time taken *=(1-swift strike)
if you had 444 As and monsters had only 400 compared to both having 400 when you start, it'd be obvious in 3 turns.



K

First: swiftstrikes already stack, and you clearly don't know how the action system works.
https://forums.e-hentai.org/index.php?s=&am...t&p=1845119
https://forums.e-hentai.org/index.php?s=&am...t&p=2082267

Check those links out for enlightenment.

Second: Trophies already have tier bonuses. "Higher tier trophies now have a higher (2-5x) chance of dropping rare equipment types." -Tenboro 0.6.7 patch notes.
https://forums.e-hentai.org/index.php?s=&am...t&p=1888183

Third: I like the OC, focus, and skill ideas.
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post Nov 10 2012, 02:12
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How about a dawn of the day blood token. Three days of arenas and I still don't have enough blood tokens to fight FSM :\
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post Nov 10 2012, 02:46
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QUOTE(DemonEyesBob @ Nov 9 2012, 16:12) *

How about a dawn of the day blood token.

In b4 Catgirl exclusive.
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post Nov 10 2012, 03:57
Post #6360
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If possible, can the Stamina penalty day amount from the RiddleMaster be reduced from 3 days to just 1 day? Or perhaps increase the amount of time given to answer the riddle?

I am quite sad since I got two wrong answers on a span of 1-2 days not from my mistake. The problem was somehow the picture did not show up. And it already happened twice and when it finally showed up the time was almost expired so I could only guess the answer. I am sure the problem did not come from my internet also since I could open anything else just fine.

Now, I must answer correctly for 3 days otherwise my stamina will be reduced by 10. I am afraid the case I wrote above will happen again.

This post has been edited by Supergang: Nov 10 2012, 05:07
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