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[Suggestion] A few requests, Can we has... |
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Jul 29 2013, 17:10
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gc00018
Group: Catgirl Camarilla
Posts: 3,735
Joined: 26-August 11

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QUOTE(Ichy @ Jul 27 2013, 08:16)  To discourage Multi Accounting a bit: Drop the 1x per day Limit on Arenas! Second clear and so on will however only have GF like Credit drops but you can do your arena over and over again and hope for a nice Arena Clear Bonus. Or make a training to allow more clears. Not a lol no one will get this expensive training but a real one (IMG:[ invalid] style_emoticons/default/tongue.gif) If training it will also pimp Credit drops for clear 2 and so on. Endless dragon Fight? (IMG:[ invalid] style_emoticons/default/blink.gif)
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Jul 29 2013, 20:13
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Lement
Group: Members
Posts: 2,977
Joined: 28-February 12

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No. endlessly doing first arena, then TTT.
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Jul 29 2013, 20:19
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danixxx
Group: Catgirl Camarilla
Posts: 7,340
Joined: 3-September 10

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QUOTE(Lement @ Jul 29 2013, 20:13)  No. endlessly doing first arena
Wow, you must really love ponies.
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Jul 29 2013, 20:40
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Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09

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RoB would still have limits. (IMG:[ invalid] style_emoticons/default/tongue.gif) --- New suggestion: Since Energy Drinks are very rare: Grant Loot Quality Bonus to Stamina. Below 50 = normal rates. Above 50 gives more Bonus the higher your Stamina is.
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Aug 1 2013, 03:26
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blue penguin
Group: Gold Star Club
Posts: 10,046
Joined: 24-March 12

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An interesting way of buffing the use of 1H style could be the following:
Next to the 1H Block ability add a 1H Parry. If you use a shield only 1H Block is active but if you use a 1H weapon and no shield 1H Parry will be active instead. Then either: * Make 1H Parry 2 times more effective than 2H Parry (i.e. 0.05 per prof point) OR * If you hold a 1H weapon but no shield (and no off hand weapon of course) the parry of the weapon is doubled.
Finally the counter chance (on a successful parry) with this 1H style without a shield is based on the weapon's accuracy, just like off hand hit is for DW. This counter do not have 100% of chance of procing stun, instead it have the normal proc and proc chance from the weapon's stats. i.e. the counter is just like a normal hit.
This will allow Light Armour users to use the 1H style without the need for the burden/interference of a shield.
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Aug 1 2013, 05:17
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skillchip
Group: Catgirl Camarilla
Posts: 5,755
Joined: 31-December 06

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QUOTE(blue penguin @ Aug 1 2013, 01:26)  An interesting way of buffing the use of 1H style could be the following:
Next to the 1H Block ability add a 1H Parry. If you use a shield only 1H Block is active but if you use a 1H weapon and no shield 1H Parry will be active instead. Then either: * Make 1H Parry 2 times more effective than 2H Parry (i.e. 0.05 per prof point) OR * If you hold a 1H weapon but no shield (and no off hand weapon of course) the parry of the weapon is doubled.
Finally the counter chance (on a successful parry) with this 1H style without a shield is based on the weapon's accuracy, just like off hand hit is for DW. This counter do not have 100% of chance of procing stun, instead it have the normal proc and proc chance from the weapon's stats. i.e. the counter is just like a normal hit.
This will allow Light Armour users to use the 1H style without the need for the burden/interference of a shield.
Interesting. Makes me think of [ gameofthrones.wikia.com] http://gameofthrones.wikia.com/wiki/Syrio_ForelYay fencing!
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Aug 1 2013, 10:43
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kserox
Group: Catgirl Camarilla
Posts: 727
Joined: 26-December 10

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Block is much better than parry.
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Aug 1 2013, 10:56
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Lement
Group: Members
Posts: 2,977
Joined: 28-February 12

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Increase the rate of all drops, equipment drops in particular.
But remove credit drops from the game. Arena can have clear bonuses/higher drop rate.
This post has been edited by Lement: Aug 1 2013, 10:58
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Aug 1 2013, 11:19
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ChosenUno
Group: Gold Star Club
Posts: 4,170
Joined: 23-February 10

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QUOTE(Lement @ Aug 1 2013, 15:56)  Increase the rate of all drops, equipment drops in particular.
But remove credit drops from the game. Arena can have clear bonuses/higher drop rate.
What would this achieve?
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Aug 1 2013, 11:25
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Lement
Group: Members
Posts: 2,977
Joined: 28-February 12

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°Same credit outcome for some difficulty. However, credits are not useful by themselves, only by exchange, while equip or artifact or crystal drops are and can be exchanged for credits. This way, the income remains the same yet there is more interesting stuff dropping, whether it'd be mystic phase or ponies.
°Differentiates high difficulty and low difficulty more by the fact that IWBTH equips can sell for few times what normal equips sell at.
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Aug 1 2013, 11:41
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Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09

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How about a different approach? Like on IWBTH there is a 5% higher Chance for Ethereal and the non resistance addons for Gears. Also higher Chance for Slaughter/Destruction on weapons.
Removing Credits would be a big FUCK YOU to those new guys who can't play above hard and now will only have Gear to sell. Not much income since normal drops are shit and wont sell for much but they need much to raise trainings.
This post has been edited by Ichy: Aug 1 2013, 11:42
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Aug 1 2013, 12:44
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Lement
Group: Members
Posts: 2,977
Joined: 28-February 12

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The opposite, I'd think it'd support new guys if they get several times as much gear, since they start with 0. Furthermore, gear in general would become cheaper.
I personally see credits as filler drop, much like lowest tier of potions. This is more about that and less about what iwbth gives out in comparison to normal.
This post has been edited by Lement: Aug 1 2013, 12:46
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Aug 1 2013, 13:31
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ChosenUno
Group: Gold Star Club
Posts: 4,170
Joined: 23-February 10

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QUOTE(Lement @ Aug 1 2013, 17:44)  The opposite, I'd think it'd support new guys if they get several times as much gear, since they start with 0. Furthermore, gear in general would become cheaper.
I personally see credits as filler drop, much like lowest tier of potions. This is more about that and less about what iwbth gives out in comparison to normal.
And you'd propose to lower training costs even further, right? (IMG:[ invalid] style_emoticons/default/rolleyes.gif)
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Aug 1 2013, 15:20
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Lement
Group: Members
Posts: 2,977
Joined: 28-February 12

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I'm not opposed to that just as, say, I'm not opposed to having longswords hit 2 more mobs than other 2h or lot other things. But that's not what I'm proposing - at the moment it is only what I've written above.
This post has been edited by Lement: Aug 1 2013, 16:12
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Aug 1 2013, 15:25
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Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09

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QUOTE(Lement @ Aug 1 2013, 15:20)  I'm not opposed to that just as, say, I'm not opposed to having longswords hit 2 more mobs than other 2h or lot other things. But that's not what I'm proposing, just what I've written.
Such things could be interesting high level Forge Upgrades. Make sockets where you can place Things like: +AoE for certain Magics or Attacks, more Damage, Anti resist and stuff. +AoE for Imperil anyone? Would make it a lot less tedious.
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Aug 1 2013, 15:27
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ChosenUno
Group: Gold Star Club
Posts: 4,170
Joined: 23-February 10

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QUOTE(Ichy @ Aug 1 2013, 20:25)  Such things could be interesting high level Forge Upgrades. Make sockets where you can place Things like: +AoE for certain Magics or Attacks, more Damage, Anti resist and stuff.
+AoE for Imperil anyone? Would make it a lot less tedious.
No for AoE for Imperil. It'll make maging more tedious, since monster lab will have to be adjusted so that you pretty much have you imperil all mobs. No fucking thanks... Just buff prof. It's worse than useless right now (IMG:[ invalid] style_emoticons/default/dry.gif)
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Aug 1 2013, 15:32
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Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09

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QUOTE(ChosenUno @ Aug 1 2013, 15:27)  No for AoE for Imperil. It'll make maging more tedious, since monster lab will have to be adjusted so that you pretty much have you imperil all mobs. No fucking thanks... Just buff prof. It's worse than useless right now (IMG:[ invalid] style_emoticons/default/dry.gif) Good point but Sockets still sound interesting. If there is a lot of good stuff you have to chose carefully. Also a chance to suck out some Cs out of the market if Socket making is expensive for high grade gear.
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Aug 1 2013, 16:11
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Lement
Group: Members
Posts: 2,977
Joined: 28-February 12

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We already have sockets of sort(well, same resulting functionality as they serve in other games) with item world though.
That said, there is lot of customization potential left unfulfilled.
This post has been edited by Lement: Aug 1 2013, 16:11
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Aug 1 2013, 16:48
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blue penguin
Group: Gold Star Club
Posts: 10,046
Joined: 24-March 12

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QUOTE(kserox @ Aug 1 2013, 09:43)  Block is much better than parry. That's true, But the idea is that whilst Heavy+Shield depends on Block for both melee attacks and spells a Light+No Shield will use Parry+Resist as Light Armour have higher Resist. In the end 1H+Light+No Shield would be slightly less powerful than 1H+Heavy+Shield but will have the advantages of more Attack Speed and not be bothered with burden (i.e. the differences between Light and Heavy would be more accentuated in the 1H style this way). Btw, I like the idea of having longswords hitting more enemies than other 2h weapons, will make then actually useful. I can understand how you swing a longsword, a mace or a scythe but I never figured out how the hell do you swing an estoc and still pierce all those enemies.
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Aug 1 2013, 17:11
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Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09

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QUOTE(Lement @ Aug 1 2013, 16:11)  We already have sockets of sort(well, same resulting functionality as they serve in other games) with item world though.
That said, there is lot of customization potential left unfulfilled.
But we are in dire need of Forge Abilities. So far it only raise the number of potential upgraded which is not that great any more (IMG:[ invalid] style_emoticons/default/dry.gif)
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