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[Suggestion] A few requests, Can we has... |
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May 30 2013, 23:34
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cavecricket48
Group: Members
Posts: 1,950
Joined: 14-August 11

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Can there be either a popup or at least a text line saying that you've learned a new spell/skill? Having to check the spellbook/settings after every level is both tedious and impractical especially for low leveled players since they can just get multiple levels in one go.
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Jun 1 2013, 05:05
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cemex
Group: Gold Star Club
Posts: 1,992
Joined: 18-August 09

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Can we please bring back the 'All' tab back in the equipment shop. It's difficult going through all the tabs when offloading equipment
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Jun 1 2013, 05:26
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ChosenUno
Group: Gold Star Club
Posts: 4,170
Joined: 23-February 10

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Currently, the best way to gain wealth is still to do loads of low-difficulty rounds. I have a suggestion: Multiply your global drop rate by the damage multiplier. So on IWBTH you'll gain 2.5x more drops per round compared to on normal, for example, and about 56% more than on Hell. Or change it so that the equipment drop rates is the same, but things such as potions, tokens, artifacts drop rates are increased by the damage multiplier. Also, maybe increase the boost to quality of higher difficulties by multiplying it with the damage multiplier (IMG:[ invalid] style_emoticons/default/biggrin.gif)
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Jun 1 2013, 05:31
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xmagus
Group: Members
Posts: 1,042
Joined: 16-July 12

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QUOTE(cemex @ Jun 1 2013, 13:05)  Can we please bring back the 'All' tab back in the equipment shop. It's difficult going through all the tabs when offloading equipment
I think that's back, actually.
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Jun 1 2013, 06:55
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hitokiri84
Group: Gold Star Club
Posts: 10,945
Joined: 24-December 07

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How about a Forger function that lets you convert a batch of LG to 1 MG and a batch of MG to 1 HG? And Forge Rank reduces the number of mats needed for each conversion. It would give some minor value back to getting LG from monsters and perhaps provide more incentive for people to work on Forging. QUOTE(xmagus @ May 31 2013, 22:31)  I think that's back, actually.
Not the Sell All button. The "All" equipment tab so you can use Sell All once on all unlocked equipment instead of having to do it 7 times.
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Jun 1 2013, 13:32
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T_Starrk
Group: Members
Posts: 4,653
Joined: 20-March 12

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Dark and holy spike shield augment spells for protection.
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Jun 1 2013, 14:33
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Colman
Group: Gold Star Club
Posts: 7,333
Joined: 15-November 10

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QUOTE(ChosenUno @ Jun 1 2013, 11:26)  Currently, the best way to gain wealth is still to do loads of low-difficulty rounds. I have a suggestion: Multiply your global drop rate by the damage multiplier. So on IWBTH you'll gain 2.5x more drops per round compared to on normal, for example, and about 56% more than on Hell. Or change it so that the equipment drop rates is the same, but things such as potions, tokens, artifacts drop rates are increased by the damage multiplier. Also, maybe increase the boost to quality of higher difficulties by multiplying it with the damage multiplier (IMG:[ invalid] style_emoticons/default/biggrin.gif) I like your second suggestion, that rare item have a difficulty depended drop rate multiplier. But I think what will likely come is a reduce in drop chance in lower difficulty rather than a boost in higher difficulty.
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Jun 1 2013, 14:49
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Dan31
Group: Members
Posts: 4,399
Joined: 26-March 12

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QUOTE(T_Starrk @ Jun 1 2013, 13:32)  Dark and holy spike shield augment spells for protection.
I can imagine it happen, with more APs required and a higher level restriction per step.
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Jun 2 2013, 00:45
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skillchip
Group: Catgirl Camarilla
Posts: 5,754
Joined: 31-December 06

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QUOTE(Colman @ Jun 1 2013, 12:33)  I like your second suggestion, that rare item have a difficulty depended drop rate multiplier. But I think what will likely come is a reduce in drop chance in lower difficulty rather than a boost in higher difficulty.
one nerf rebalance at a time
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Jun 2 2013, 01:04
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Lement
Group: Members
Posts: 2,977
Joined: 28-February 12

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Was talked about on irc, but posting here as well:
Allow max forge to reforge an <aspect> of an item at the cost of <aspect> piece(s) that are obtained by salvaging an equip with said <aspect> with the intent to obtain said piece of <aspect>. The chance to obtain a piece is the same chance as obtaining a prefix on a piece of gear.
*<aspect>: refers to either Suffix, Prefix, Type or Quality. Quality reforging will not affect stats beyond the 5%/10%/20% exquisite/magnificent/legendary boost/stats other than quality.
This post has been edited by Lement: Jun 2 2013, 01:05
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Jun 2 2013, 09:16
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Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09

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Monster Lab Changes: Reduce the effect of Health Chaos Upgrades by 50%. Yep I really mean it but keep on reading. Every mob with a Powerlevel above 1400 will automatically become a mini Boss (grey color) and get 4x its usual health + a 10% Boost to Attack power and defense. also a 33% decrease in Hunger and Morale Drain.
with 1800 it may become a boss with even more HP and another 10% to Attack Power and defense. Also you can choose 1 25% Boost to a chosen stat. + another 33% reduction of Hunger and Cost. Also Custom Trophy.
With PL 2200 it becomes a Legendary Mob with a lot of unique Features. Also Upkeep is now practically free.
This Mobs will scale down for weaker Players and reach maximum Potential against Player level 250+ Also Tenb needs to beef up the Classical Mini Bosses and then reinsert them back into the Arena. Admit it Arena is boring as fuck right now!
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Jun 2 2013, 09:44
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Teana Lanster
Group: Catgirl Camarilla
Posts: 1,334
Joined: 8-July 10

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QUOTE(Ichy @ Jun 2 2013, 07:16)  Monster Lab Changes: Reduce the effect of Health Chaos Upgrades by 50%. Yep I really mean it but keep on reading. Every mob with a Powerlevel above 1400 will automatically become a mini Boss (grey color) and get 4x its usual health + a 10% Boost to Attack power and defense. also a 33% decrease in Hunger and Morale Drain.
with 1800 it may become a boss with even more HP and another 10% to Attack Power and defense. Also you can choose 1 25% Boost to a chosen stat. + another 33% reduction of Hunger and Cost. Also Custom Trophy.
With PL 2200 it becomes a Legendary Mob with a lot of unique Features. Also Upkeep is now practically free.
This Mobs will scale down for weaker Players and reach maximum Potential against Player level 250+ Also Tenb needs to beef up the Classical Mini Bosses and then reinsert them back into the Arena. Admit it Arena is boring as fuck right now!
That's mean we are going to play GF/IW like DwD LOL
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Jun 2 2013, 09:45
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Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09

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QUOTE(andywong @ Jun 2 2013, 09:44)  That's mean we are going to play GF/IW like DwD LOL
Legendary don't show up that often in GF (IMG:[ invalid] style_emoticons/default/tongue.gif)
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Jun 2 2013, 11:03
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Homicidalsage
Group: Catgirl Camarilla
Posts: 1,370
Joined: 8-April 08

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QUOTE(Ichy @ Jun 2 2013, 19:16)  Monster Lab Changes: Reduce the effect of Health Chaos Upgrades by 50%. Yep I really mean it but keep on reading. Every mob with a Powerlevel above 1400 will automatically become a mini Boss (grey color) and get 4x its usual health + a 10% Boost to Attack power and defense. also a 33% decrease in Hunger and Morale Drain.
with 1800 it may become a boss with even more HP and another 10% to Attack Power and defense. Also you can choose 1 25% Boost to a chosen stat. + another 33% reduction of Hunger and Cost. Also Custom Trophy.
With PL 2200 it becomes a Legendary Mob with a lot of unique Features. Also Upkeep is now practically free.
This Mobs will scale down for weaker Players and reach maximum Potential against Player level 250+ Also Tenb needs to beef up the Classical Mini Bosses and then reinsert them back into the Arena. Admit it Arena is boring as fuck right now!
Shouldn't upkeep increase not decrease for higher power level monsters, they fight more and bring you more crap it's gotta make you hungry battling all those fools and carrying all that loot back
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Jun 2 2013, 11:04
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Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09

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QUOTE(Homicidalsage @ Jun 2 2013, 11:03)  Shouldn't upkeep increase not decrease for higher power level monsters, they fight more and bring you more crap it's gotta make you hungry battling all those fools and carrying all that loot back
Think about how many Credits it costs to get a mob up there. You could buy A LOT of food and pills for mid level mobs with that money.
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Jun 2 2013, 13:04
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Colman
Group: Gold Star Club
Posts: 7,333
Joined: 15-November 10

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QUOTE(Ichy @ Jun 2 2013, 15:45)  Legendary don't show up that often in GF (IMG:[ invalid] style_emoticons/default/tongue.gif) If the new Legendary don't show up that often in GF, what's the point of having Legendary? Its kill may become <10 a day.
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Jun 2 2013, 13:43
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Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09

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QUOTE(Colman @ Jun 2 2013, 13:04)  If the new Legendary don't show up that often in GF, what's the point of having Legendary? Its kill may become <10 a day.
Tenb can easy tweak the mat gain per day ratio for them. He has the numbers after all. And Frith is the only one tsundere for Battle stats.
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Jun 2 2013, 16:03
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Bunker Buster
Group: Gold Star Club
Posts: 2,220
Joined: 11-June 10

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For purposes of making things more readable, denote the element and tier of each spell before the spell's name (old FF style numeric designation, whoo!). This would make things easier for people who like assigning things to their hotbars so they know what tier and element goes where. It would also make spells less of a pain in the ass to find when assigning them to hotbars!
examples: Holy 3: Paradise Lost Dark 1: Corruption
This post has been edited by Bunker Buster: Jun 2 2013, 16:03
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Jun 3 2013, 00:15
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Drksrpnt
Group: Gold Star Club
Posts: 3,551
Joined: 27-December 10

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Pretty sure this has already been suggested, but...
For Monster Food, instead of having a certain food only be used for a specific group of levels... have all food be usable for all levels.
And then make higher level monsters have a higher hunger gauge thing.
So you can still feed them Chow/Edibles at higher levels, but they won't fill up the hunger gauge as much as Cuisine would.
The reason I'm suggesting this is because I have tons of Chow, but no monsters to actually feed it to, and not enough Edibles for the monsters I have. It'd be better if all of them could use the same food, but to varying degrees of efficiency.
Also, monsters should have a chance (very small chance) to get food from just killing people. So instead of giving you gifts, it feeds itself, albeit not a huge amount.
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Jun 3 2013, 00:29
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Maximum_Joe
Group: Gold Star Club
Posts: 24,074
Joined: 17-April 11

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QUOTE(Drksrpnt @ Jun 2 2013, 14:15)  For Monster Food, instead of having a certain food only be used for a specific group of levels... have all food be usable for all levels.
That defeats the purpose of even having tiers. High PL owners would just Normalfest and grind for lower food instead of going up in difficulty for better food.
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