Welcome Guest ( Log In | Register )

696 Pages V « < 429 430 431 432 433 > »   
Closed TopicStart new topic
> [Suggestion] A few requests, Can we has...

 
post May 30 2013, 23:34
Post #8601
cavecricket48



Active Poster
*******
Group: Members
Posts: 1,950
Joined: 14-August 11
Level 264 (Godslayer)


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.
User is offlineProfile CardPM
Go to the top of the page
+Quote Post

 
post Jun 1 2013, 05:05
Post #8602
cemex



Active Poster
*******
Group: Gold Star Club
Posts: 1,992
Joined: 18-August 09
Level 394 (Godslayer)


Can we please bring back the 'All' tab back in the equipment shop. It's difficult going through all the tabs when offloading equipment
User is offlineProfile CardPM
Go to the top of the page
+Quote Post

 
post Jun 1 2013, 05:26
Post #8603
ChosenUno



A Legendary Collector
********
Group: Gold Star Club
Posts: 4,170
Joined: 23-February 10
Level 422 (Godslayer)


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)
User is offlineProfile CardPM
Go to the top of the page
+Quote Post

 
post Jun 1 2013, 05:31
Post #8604
xmagus



Big, Bad and Horny
*******
Group: Members
Posts: 1,042
Joined: 16-July 12
Level 424 (Godslayer)


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.
User is offlineProfile CardPM
Go to the top of the page
+Quote Post

 
post Jun 1 2013, 06:55
Post #8605
hitokiri84



Legendary Poster
***********
Group: Gold Star Club
Posts: 10,945
Joined: 24-December 07
Level 496 (Godslayer)


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.
User is offlineProfile CardPM
Go to the top of the page
+Quote Post

 
post Jun 1 2013, 13:32
Post #8606
T_Starrk



Lolicon / Shotacon
********
Group: Members
Posts: 4,653
Joined: 20-March 12
Level 500 (Godslayer)


Dark and holy spike shield augment spells for protection.
User is offlineProfile CardPM
Go to the top of the page
+Quote Post

 
post Jun 1 2013, 14:33
Post #8607
Colman



Where is the loli?
*********
Group: Gold Star Club
Posts: 7,333
Joined: 15-November 10
Level 500 (Ponyslayer)


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.
User is offlineProfile CardPM
Go to the top of the page
+Quote Post

 
post Jun 1 2013, 14:49
Post #8608
Dan31



Chilling around
********
Group: Members
Posts: 4,399
Joined: 26-March 12
Level 489 (Godslayer)


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.
User is offlineProfile CardPM
Go to the top of the page
+Quote Post

 
post Jun 2 2013, 00:45
Post #8609
skillchip



Mathematical Trashcat
*********
Group: Catgirl Camarilla
Posts: 5,754
Joined: 31-December 06
Level 496 (Godslayer)


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
User is offlineProfile CardPM
Go to the top of the page
+Quote Post

 
post Jun 2 2013, 01:04
Post #8610
Lement



Lalalala la~ la la~!
********
Group: Members
Posts: 2,977
Joined: 28-February 12
Level 326 (Godslayer)


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
User is offlineProfile CardPM
Go to the top of the page
+Quote Post

 
post Jun 2 2013, 09:16
Post #8611
Ichy



~ Loli Trainer ~
***********
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09
Level 500 (Dovahkiin)


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!
User is offlineProfile CardPM
Go to the top of the page
+Quote Post

 
post Jun 2 2013, 09:44
Post #8612
Teana Lanster



Phantom Blazer
*******
Group: Catgirl Camarilla
Posts: 1,334
Joined: 8-July 10
Level 500 (Godslayer)


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
User is offlineProfile CardPM
Go to the top of the page
+Quote Post

 
post Jun 2 2013, 09:45
Post #8613
Ichy



~ Loli Trainer ~
***********
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09
Level 500 (Dovahkiin)


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)
User is offlineProfile CardPM
Go to the top of the page
+Quote Post

 
post Jun 2 2013, 11:03
Post #8614
Homicidalsage



Antagonist
*******
Group: Catgirl Camarilla
Posts: 1,370
Joined: 8-April 08
Level 432 (Godslayer)


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
User is offlineProfile CardPM
Go to the top of the page
+Quote Post

 
post Jun 2 2013, 11:04
Post #8615
Ichy



~ Loli Trainer ~
***********
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09
Level 500 (Dovahkiin)


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.
User is offlineProfile CardPM
Go to the top of the page
+Quote Post

 
post Jun 2 2013, 13:04
Post #8616
Colman



Where is the loli?
*********
Group: Gold Star Club
Posts: 7,333
Joined: 15-November 10
Level 500 (Ponyslayer)


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.
User is offlineProfile CardPM
Go to the top of the page
+Quote Post

 
post Jun 2 2013, 13:43
Post #8617
Ichy



~ Loli Trainer ~
***********
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09
Level 500 (Dovahkiin)


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.
User is offlineProfile CardPM
Go to the top of the page
+Quote Post

 
post Jun 2 2013, 16:03
Post #8618
Bunker Buster



Just a man who likes getting his dick wet
*******
Group: Gold Star Club
Posts: 2,220
Joined: 11-June 10
Level 346 (Godslayer)


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
User is offlineProfile CardPM
Go to the top of the page
+Quote Post

 
post Jun 3 2013, 00:15
Post #8619
Drksrpnt



Dank
********
Group: Gold Star Club
Posts: 3,551
Joined: 27-December 10
Level 500 (Ponyslayer)


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.
User is offlineProfile CardPM
Go to the top of the page
+Quote Post

 
post Jun 3 2013, 00:29
Post #8620
Maximum_Joe



Legendary Poster
***********
Group: Gold Star Club
Posts: 24,074
Joined: 17-April 11
Level 500 (Dovahkiin)


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.
User is offlineProfile CardPM
Go to the top of the page
+Quote Post


696 Pages V « < 429 430 431 432 433 > » 
Closed TopicStart new topic
1 User(s) are reading this topic (1 Guests and 0 Anonymous Users)
0 Members:

 


Lo-Fi Version Time is now: 23rd July 2025 - 22:31