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[Suggestion] A few requests, Can we has... |
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Oct 3 2013, 14:47
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blue penguin
Group: Gold Star Club
Posts: 10,046
Joined: 24-March 12

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QUOTE(treesloth16 @ Oct 3 2013, 06:22)  cuz who does 1H light? me! me! me! (IMG:[ invalid] style_emoticons/default/laugh.gif) (it's very sturdy, no need for pots, you get a barier of stun without a club or mace, .... and it's very slow) but why 11 or 14? I'd be more than happy with 9 sets: elem mage holy mage dark mage cotton stuff leather shade plate power your main set I'd be hard to find screen space for 11 or 14 sets but for 9 there's enough. It would only be needed to add one more set on each side of the current "set1 set2 set3 set4 set5 set6 set7 set8 set9" This post has been edited by blue penguin: Oct 3 2013, 14:48
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Oct 3 2013, 15:01
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treesloth
Group: Catgirl Camarilla
Posts: 3,524
Joined: 6-January 13

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QUOTE(blue penguin @ Oct 3 2013, 21:47)  me! me! me! (IMG:[ invalid] style_emoticons/default/laugh.gif) (it's very sturdy, no need for pots, you get a barier of stun without a club or mace, .... and it's very slow) but why 11 or 14? I'd be more than happy with 9 sets: elem mage holy mage dark mage cotton stuff leather shade plate power your main set I'd be hard to find screen space for 11 or 14 sets but for 9 there's enough. It would only be needed to add one more set on each side of the current "set1 set2 set3 set4 set5 set6 set7 set8 set9" Do you use only bucklers or can you use kite or tower or heaven forbid, force shields? I ask for 10 bc I have dark, holy, elemental, 1H heavy, 2H light, DW light, 2H heavy, DW heavy, and niten for both light and heavy. I can change weapons for each light or heavy set, but that means I have to change the skills in the quickcast menu and that is a pain in the ass. The best way is for the system to automatically change skills in your quickcast menu for you once it recognizes what weapons you are using. I use the last three quickcast slots for the three skills.
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Oct 3 2013, 15:31
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blue penguin
Group: Gold Star Club
Posts: 10,046
Joined: 24-March 12

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QUOTE(treesloth16 @ Oct 3 2013, 14:01)  Do you use only bucklers or can you use kite or tower or heaven forbid, force shields? The most important piece of equipment of a 1H light is the buckler of the nimble, as you have good dex and can get a pretty high parry. QUOTE The best way is for the system to automatically change skills in your quickcast menu for you once it recognizes what weapons you are using. I use the last three quickcast slots for the three skills. yeah I got annoyed by that sometimes, you want to train a little of another style and change your weapon (1H->2H for example) for a couple of battles. Then, when you change back you need to setup the quickbar again. On the other hand, 7 sets shall be enough for 7 styles (1H, 2H, DW, Ninten, Elem, Holy, Dark). On the third hand (foot?), the main purpose I use 4 of the sets is to keep equips that I do not want to sell on the WTS. And I suspect I'm not the only one who does this. Therefore, if there was a better way of marking the equips you wanna keep more sets would not be needed. The following is not the topnotch idea but it shall be easy to implement (and shall be less database expensive than more sets I guess): When you lock the equipement (so it cannot be sold or salvaged) it changes to a yellow halo over the lock icon, when you unlock the halo disappears. The idea is to add a red halo to this i.e.: CODE no lock -> click -> yellow halo -> click -> red halo -> click no lock There's absolutelly no game difference between the yellow lock or the red lock, but for a player looking at the inventory there's a huge difference. i.e. it allows us to categorise equipments into three categories: no lock -> sell to bazzar yellow lock -> sell on WTS red lock -> DO NOT SELL And hopefully, this would reduce the need for more sets. This post has been edited by blue penguin: Oct 3 2013, 15:32
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Oct 3 2013, 21:51
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e-Stark
Group: Catgirl Camarilla
Posts: 1,773
Joined: 20-May 13

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QUOTE(blue penguin @ Oct 3 2013, 09:47)  but why 11 or 14? I'd be more than happy with 9 sets:
The word here is not "need"... but "want"... People begin with 3... and Train/Unlock the amount they want... (or the amount they think they need... (IMG:[ invalid] style_emoticons/default/tongue.gif) ) QUOTE(blue penguin @ Oct 3 2013, 09:47)  I'd be hard to find screen space for 11 or 14 sets but for 9 there's enough.
2 Lines?
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Oct 4 2013, 03:05
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StrangeHG
Group: Members
Posts: 332
Joined: 15-September 13

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QUOTE(Boggyb @ Feb 19 2010, 01:27)  If I can keep my AP and my stats, I'd be ok with that.
Yea that would be nice (IMG:[ invalid] style_emoticons/default/smile.gif) I KNOW that there will come a day when attempting to build a character as I go (and not reading the wiki as I do it because screwing up is half the fun) will come back to haunt me.
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Oct 4 2013, 18:44
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qw3rty67
Group: Members
Posts: 1,118
Joined: 30-April 09

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Move the monster pane to the left side of the battle window.
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Oct 6 2013, 01:55
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skillchip
Group: Catgirl Camarilla
Posts: 5,753
Joined: 31-December 06

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Change resist table from 0.5/0.75/0.9 to 0.3/0.6/0.9. Makes the math WAY easier.
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Oct 7 2013, 15:42
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shiggy
Group: Members
Posts: 153
Joined: 25-August 12

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Add an option to reduce the number of rounds shown in the combat log. For people who don't reach the turns/sec cap, it would allow them to play slightly faster, and for those who do, it would save some bandwidth for the server. Run pngcrush and optipng on every icon. It reduces filesize without any loss of quality.  Original spirit shield icon: 5082B  Optimized spirit shield icon: 1233B (75% less) I used this: png(){ mv $1 tmp.png && pngcrush tmp.png $1 && rm tmp.png && optipng -o4 $1} Add a round counter in the top right corner.
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Oct 7 2013, 20:10
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Pillowgirl
Group: Gold Star Club
Posts: 5,444
Joined: 2-December 12

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QUOTE(shiggy @ Oct 7 2013, 23:42)  Add an option to reduce the number of rounds shown in the combat log. For people who don't reach the turns/sec cap, it would allow them to play slightly faster, and for those who do, it would save some bandwidth for the server. Run pngcrush and optipng on every icon. It reduces filesize without any loss of quality.  Original spirit shield icon: 5082B  Optimized spirit shield icon: 1233B (75% less) I used this: png(){ mv $1 tmp.png && pngcrush tmp.png $1 && rm tmp.png && optipng -o4 $1} Add a round counter in the top right corner. You started off well, then u got really good in the middle and then i facepalmed at the end.
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Oct 7 2013, 22:59
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shiggy
Group: Members
Posts: 153
Joined: 25-August 12

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I know several userscripts can already do that, but running another layer of js just to add a number is a waste of resources. A lot of people don't use any extensions, either because they don't know about them or because they don't want to slow their browser down, and having to stop holding the recast/attack key at the begining of random rounds gets annoying during long arenas.
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Oct 8 2013, 00:26
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Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09

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Some Userscript features should just be added to the game. Like Moues melee (IMG:[ invalid] style_emoticons/default/tongue.gif)
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Oct 8 2013, 15:09
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Cats Lover
Group: Gold Star Club
Posts: 2,800
Joined: 18-April 13

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QUOTE(shiggy @ Oct 7 2013, 20:59)  I know several userscripts can already do that, but running another layer of js just to add a number is a waste of resources. A lot of people don't use any extensions, either because they don't know about them or because they don't want to slow their browser down, and having to stop holding the recast/attack key at the begining of random rounds gets annoying during long arenas.
Agreed. A similar example is to check the item panel consistently to see whether powerup gem exists during the battle. (IMG:[ invalid] style_emoticons/default/unsure.gif)
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Oct 8 2013, 21:11
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Frostbite
Group: Members
Posts: 7,107
Joined: 3-July 08

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QUOTE(qw3rty67 @ Oct 2 2013, 08:53)  More crazyness: Staff skills: Reduce Concussive Strike's cooldown to 5 turns.
I came up with two ideas for staff skills but I haven't decided which is best yet.
1) Concussive Strike procs sleep instead of stun. The second skill, when used on a sleeping target, deals damage and sets its mana and spirit to zero. The third skill is a multi target arcane blow with a multiplier based on the percentage of spirit and mana remaining in each target's bars. Say it deals arcane_blow*X damage. Monsters with under 50% mana or spirit eat 2X. Monsters with under 50% in both eat 3X.
2) Concussive Strike still causes stun as before. The second skill, when used on a stunned target, deals damage and procs coalesced mana. The third skill casts a buff that multiplies arcane blow's damage against coalesced monsters over a set amount of turns. This stacks with spirit stance.
The main idea is to give casters an offensive option against highly resistant enemies while still following similar trends of the other melee skills. Vital Strike does big damage against blind targets but you can also cast the blind spell if you build around it. Other skills give greater control over their usage if you wield the appropriate weapons. Mage has... one weapon, and everyone uses imperil, so I chose sleep for plan 1. Plan 2 is fine for vanilla casters killing lone tanks but people love talking about battlemages. If you build and play properly, you can keep the arcane buff chain going. Making parries with staves add overcharge would help it along, too.
Why just not play melee while have spells too, wearing ethereal weapon/battlecaster one-handed equip with buckler. If you want best of both worlds ( ie : melee & mage .. I don't think Tenboro would agree ) ---- In melee, I want auto-spell cast when attacking monster with melee weapon that would be great. Different mechanism with infusion
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Oct 9 2013, 03:21
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ChosenUno
Group: Gold Star Club
Posts: 4,170
Joined: 23-February 10

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QUOTE(Frostbite @ Oct 9 2013, 02:11)  Why just not play melee while have spells too, wearing ethereal weapon/battlecaster one-handed equip with buckler.
If you want best of both worlds ( ie : melee & mage .. I don't think Tenboro would agree )
----
In melee, I want auto-spell cast when attacking monster with melee weapon that would be great. Different mechanism with infusion
Just ignore that idiot (IMG:[ invalid] style_emoticons/default/rolleyes.gif)
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