 |
 |
 |
[Suggestion] A few requests, Can we has... |
|
Mar 17 2013, 05:41
|
Necromusume
Group: Catgirl Camarilla
Posts: 7,153
Joined: 17-May 12

|
Spread the HV servers around the world so your ping to a server depends less on where you live.
Melee is supposed to be slower than mage, but able to go more rounds at high difficulty. If a player has a super-fast connection to the server, melee keeps the survivability, but just gets faster and faster.
Create an even playing field that doesn't require a super-fast connection by capping the rate at which player turns can be taken. There's no reason why players should be rewarded with 2x, 3x, 5x, 10x the gains per hour of grinding simply for living closer to the server.
Players with advantageous connections: What you need to do when someone suggests this is not respond to it and just push the post down 5-10 pages as quickly as possible.
|
|
|
|
 |
|
Mar 17 2013, 07:40
|
HTTP/308
Group: Catgirl Camarilla
Posts: 1,087
Joined: 8-April 10

|
QUOTE(skillchip @ Mar 16 2013, 22:52)  2. Make it so any of the 4 elemental spell types proc any of the other debuffs. Instead of Elec/Fire/Cold/Wind cycle Wind could proc the Fire debuff, or Cold the Elec, ect. that way Elemental mages can have the flexibility that they should have and were made for.
The main reason very few people cycle, is that their main element damage is so much higher then the next element in the chain, and the debuff increasing the damage through reduced resistance, and the explosion, usually don't make up the difference of just casting the same spell again.
The same for holy/dark. Cycling is rather inefficient. For dark, cycling is a must because holy debuff reduces MMI, and saves some MP. For holy, I guess there is little point to cycle. This post has been edited by HTTP/308: Mar 17 2013, 07:42
|
|
|
|
 |
|
Mar 17 2013, 09:23
|
Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09

|
QUOTE(mechafujoshi @ Mar 17 2013, 05:41)  Spread the HV servers around the world so your ping to a server depends less on where you live.
Melee is supposed to be slower than mage, but able to go more rounds at high difficulty. If a player has a super-fast connection to the server, melee keeps the survivability, but just gets faster and faster.
Create an even playing field that doesn't require a super-fast connection by capping the rate at which player turns can be taken. There's no reason why players should be rewarded with 2x, 3x, 5x, 10x the gains per hour of grinding simply for living closer to the server.
Players with advantageous connections: What you need to do when someone suggests this is not respond to it and just push the post down 5-10 pages as quickly as possible.
If this internets wasn't made of cheating jerks tenb could let us play offline without delay (IMG:[ invalid] style_emoticons/default/cry.gif)
|
|
|
|
 |
|
Mar 17 2013, 16:42
|
amped
Group: Gold Star Club
Posts: 406
Joined: 12-August 10

|
It would be nice to be able to change the order that monsters appear in the monster lab. Being able to view them by powerlevel would be really helpful.
|
|
|
Mar 17 2013, 19:40
|
xmagus
Group: Members
Posts: 1,042
Joined: 16-July 12

|
QUOTE(Ichy @ Mar 17 2013, 17:23)  If this internets wasn't made of cheating jerks tenb could let us play offline without delay (IMG:[ invalid] style_emoticons/default/cry.gif) I could think of a thousand ways of having all the battle calculations happen client-side and still have the server validate that the results were not tampered with. But yes, no doubt somebody else could think of a thousand ways to circumvent the validation, and then we'd be stuck in a Lensman Arms Race.
|
|
|
|
 |
|
Mar 17 2013, 20:40
|
Malenk
Group: Gold Star Club
Posts: 1,151
Joined: 12-June 12

|
a second quickcast bar would be neat, other than that it would be nice if you could recast an active effect just clicking on the icon in the active effects bar.
also i don't quite like the way channeling is calculated, i think the formula should be reworked.
right now the chance is: (spell cost) / (base mana * 1.2)
ok, according to the wiki it's just an estimate but, if correct or close enough i think there is a concept problem:
the higher your base mana is the lower is the chance to get channeling!
i don't think that the base mana should be used in the balancing formula because it mean an important stat that you should want to invest into as a magicia is counterproductive when it comes to channeling. it would be better to ditch the base mana and use the player level as balancing factor.
|
|
|
|
 |
|
Mar 18 2013, 12:47
|
Colman
Group: Gold Star Club
Posts: 7,333
Joined: 15-November 10

|
Currently, Only weapon have unique potency at IW LV10 (Hollowforged /elemental strike). I think it would be nice if every type of gear have their unique LV10 potency.
For example: Heavy armor: -2 burden/interference light armor: +2 speed bonus cloth: +2 cast speed
In addition, to make elemental weapons more usable, a -4 burden/interference for Hollowforged weapon is nice.
|
|
|
Mar 18 2013, 14:09
|
kserox
Group: Catgirl Camarilla
Posts: 727
Joined: 26-December 10

|
QUOTE(Colman @ Mar 18 2013, 12:47)  -4 burden/interference for Hollowforged weapon is nice.
At least make it -50%. Seriously.
|
|
|
Mar 18 2013, 16:05
|
xmagus
Group: Members
Posts: 1,042
Joined: 16-July 12

|
QUOTE(Colman @ Mar 18 2013, 20:47)  Currently, Only weapon have unique potency at IW LV10 (Hollowforged /elemental strike). I think it would be nice if every type of gear have their unique LV10 potency.
For example: Heavy armor: -2 burden/interference light armor: +2 speed bonus cloth: +2 cast speed
In addition, to make elemental weapons more usable, a -4 burden/interference for Hollowforged weapon is nice.
I could get behind this and push. I would further second @kserox, in that it is either -4 or -50%, whichever is HIGHER. Actually, I think Shade should get a +5% Pierce resist.
|
|
|
|
 |
|
Mar 18 2013, 16:52
|
MSimm1
Group: Members
Posts: 45,612
Joined: 26-December 09

|
QUOTE(skillchip @ Mar 16 2013, 09:52) 
Also, a way to alleviate the horrible elemental cycle can be done in two steps.
1. Merge all elemental damages on phase into 1 type, so Fire/Cold/Wind/Elec become Elemental, this also changes the drop rates to 50%/25%/25% Elemental/Dark/Holy for Phase gear. A variant of this is make it so the gear stays the way it is, but gives half the EDB to the other elements.
2. Make it so any of the 4 elemental spell types proc any of the other debuffs. Instead of Elec/Fire/Cold/Wind cycle Wind could proc the Fire debuff, or Cold the Elec, ect. that way Elemental mages can have the flexibility that they should have and were made for.
The main reason very few people cycle, is that their main element damage is so much higher then the next element in the chain, and the debuff increasing the damage through reduced resistance, and the explosion, usually don't make up the difference of just casting the same spell again. Semi-Joke below
3. (optional) make explosion hit all, and chaos ensue!
How about combining the Elemental spells with Holy / Dark into just two proficiencies? Example: Flash would be Fire, Electric and Holy Dismal would be Cold, Wind and Dark You could then take the combined proficiencies of Elemental, Holy and Dark divide 2 for the new player proficiency Each of the Flash spells would produce a buff to be countered by any Dismal spell for the debuff proc It would still leave the spells currently available in the ability tree and the mana cost wouldn't change Just the proficiencies and the ability to have to cast only two spells for the cycle, like the current Holy/Dark for the elemental spells Just a thought (IMG:[ invalid] style_emoticons/default/biggrin.gif)
|
|
|
|
 |
|
Mar 18 2013, 16:58
|
ChosenUno
Group: Gold Star Club
Posts: 4,170
Joined: 23-February 10

|
QUOTE(MSimm1 @ Mar 18 2013, 21:52)  How about combining the Elemental spells with Holy / Dark into just two proficiencies? Example: Flash would be Fire, Electric and Holy Dismal would be Cold, Wind and Dark You could then take the combined proficiencies of Elemental, Holy and Dark divide 2 for the new player proficiency Each of the Flash spells would produce a buff to be countered by any Dismal spell for the debuff proc It would still leave the spells currently available in the ability tree and the mana cost wouldn't change Just the proficiencies and the ability to have to cast only two spells for the cycle, like the current Holy/Dark for the elemental spells Just a thought (IMG:[ invalid] style_emoticons/default/biggrin.gif) Too simple. This is Tenboro we're talking about here! (IMG:[ invalid] style_emoticons/default/duck.gif)
|
|
|
|
 |
|
Mar 19 2013, 16:51
|
destructorspace
Group: Gold Star Club
Posts: 403
Joined: 22-November 09

|
A way to increase quality, exp, and credit drops, but at the price of 5x or 10x stamina drain, and which removes the option to use energy drinks for as long as the drained stamina takes to recover - to avoid abuse.
Maybe it has 4x benefits in great stamina, to discourage blasting through IWBTH DwD?
Just a way to give a small boost to those who only have time for hourlies and small arenas, and maybe make earlier arenas and RoB more attractive. Also, encourages more strategic use of stamina.
|
|
|
Mar 19 2013, 23:41
|
roxxxas
Group: Members
Posts: 2,407
Joined: 14-July 12

|
It would be nice if you could stop the Overdrive from decreasing after using Power Up Gems
|
|
|
Mar 20 2013, 00:14
|
Arxdewn
Group: Members
Posts: 711
Joined: 19-November 12

|
QUOTE(roxxxas @ Mar 19 2013, 14:41)  It would be nice if you could stop the Overdrive from decreasing after using Power Up Gems
I think its easier to make gems give 10 OC on use.
|
|
|
Mar 20 2013, 00:19
|
Maximum_Joe
Group: Gold Star Club
Posts: 24,074
Joined: 17-April 11

|
QUOTE(Arxdewn @ Mar 19 2013, 14:14)  I think its easier to make gems give 10 OC on use.
If Spirit Mode is active.
|
|
|
Mar 20 2013, 02:13
|
Arxdewn
Group: Members
Posts: 711
Joined: 19-November 12

|
QUOTE(Maximum_Joe @ Mar 19 2013, 15:19)  If Spirit Mode is active.
Why not always give 10 OC? Less work for him, marginal benefit to players.
|
|
|
Mar 20 2013, 10:47
|
Lement
Group: Members
Posts: 2,977
Joined: 28-February 12

|
destructorspace: Nice idea in theory. In practice I see people raising stam to 99, switching modes, draining stam to 30 or so, doing the rest of the arenas or sth, then going about doing things as normal in 10-30 stamina that slowly rises until people can repeat the cycle again.
Unless the limit can only be upped if stamina regen actually goes above it. Then it'd work.
|
|
|
|
 |
|
Mar 20 2013, 18:15
|
Nightwishman
Group: Members
Posts: 1,512
Joined: 9-December 10

|
I think, and this is a serious suggestion; that shrine results from trophies need to be looked at a bit. I've thrown about 30-50 trophies into the Shrine in the last couple of weeks and gotten ONLY longswords (I picked two handed weapons for this month,) I don't know the exact math you use to decuide what is given out; but it seems like that is an exessive amount of butt-rapage for FSM Noodles to give out Longswords... especially when the previous dozens of trophies were also longswords.
|
|
|
1 User(s) are reading this topic (1 Guests and 0 Anonymous Users)
0 Members:
|
 |
 |
 |
|