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Everything posted by manfroy
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Buff/change spawn on these maps (aimed at helping Cleric mostly)
manfroy replied to Neon's topic in Suggestions
bum -
literally a cry about it moment +1 anyway
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put it in the omega sector potion store while we're at it you could also add the ludi/ command center warp capsules too
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does this mean the 60%s are now dark scrolls? hopefully 30%s?
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this already happened
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+1 tbh gunslinger needs a little more help especially early on
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add "incognito" mode to buddy/guild active status
manfroy replied to WWWWWWWWWWWWWWWWWW's topic in Declined
skill issue just empty ur bl and go guildless -
+1 it never really made sense why the reg daggers past 80 dont have the same att as the str ones. on board for the proposed buff as it doesnt really change the state of str bandits but does help regular build users
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theres a lot of things he'd say he'd do
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+1(bye bye suggestion) gold double knife is also not present
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after playing non-reboot gms for a while from scratch, i can see some similarities and differences. 1)events boost progression by a LOT. a major event especially(such as peenix christmas or the recent Savior update event in KMS) jumpstarts growth so much faster that it's honestly a retarded idea to play off event. retail compensates for this by having mini-events that boosts progression but are not game-hanging. I believe phoenix needs this sort of system. sunny sundays, gm events, literally anything. But IT HAS TO BE CONSISTENT(MEANING IT DOES NOT HAPPEN JUST BECAUSE SOMEONE FEELS LIKE HOSTING A MINI EVENT). And of course, it should help new players more than old players. Even growth milestones/achievements would help(Get X items for hitting Y level or get X items[in addition to Y medal] for doing Z task). 2) Mules are mandatory in retail, and in peenix they can make just as much of a difference in player perception starting from the tail-end of second job. This is a problem in the innate game design rather than something intentional, and a fix is nigh impossible without changing how buffs are accessible(maybe decent buffs like the ones introduced in 5th job?). removing mules would not have the positive effect that may be intended. 3)Gear progression. In reg, you still get to scroll items, but the spell trace system guarantees that you can scroll your item. Even if you get dumped on by RNG, starforce still guarantees that your gear can be strengthened. Even then a new player is recommended to get a second copy of their weapon later on once they have the resources to gamble with an upgrade. In pre-bb it's all or nothing. 100%s are either too fucking rare to farm for or so expensive that players might just as well go for the 60% that is slightly higher in price. There are no guarantees, which makes or breaks progression. Using 100%s to have a starting point for gear isn't even viable beyond the weapon and overall. I'm not suggesting something like white scrolls or clean slates, but make 100%s guaranteed to obtain in a reasonable time(less than 48 hours per piece) somehow, such as with npc vendors or through quests/exchanges at a very common rate. 4)Community activities. The problem exists for both the retail game and this server. IF YOU DO NOT PLAY WITH A COMMUNITY OF PEOPLE, YOU ARE STUCK PLAYING THE GAME SOLO. this is double compounded for reg servers, which have a pitiful population. This is something that doesn't have a solution that can just be fixed as this requires people to play consistently. If there are no consistent players, there is less(or no) community to join, which further discourages players. Honestly, this problem is caused by many things, including some of the problems listed above. This problem is also partly caused by the next issue. 5) public perception. The last main point that I will bring up [that holds new players away] is the reputation of the server. GMS Reg servers have a (rightfully deserved) reputation of being a slow, P2W confusing mess to new players. What phoenix's reputation is can be left up to the reader(as I am rather biased in my own opinion about this, but I believe that even objectively people do not like this server as much as others?). This is something that is entirely dependent on the server owner(and any gms they might not have). The concept of a 3rd job server has very much fallen out of favor with a lot of people, and even more so if the server is past v62. 6)The ability to implement desired fixes. In retail changes occur very often, and are carefully processed by a dedicated team of people before being implemented. Here there is just one dev and a very small group of Tespians. Even if the tespians do their job perfectly and squash out the bugs fast enough that custom features can be added in, the fact that there is only one dev ultimately bottlenecks(by a lot) what, and how often, changes get put in. Just look at the update schedule to see an example of this issue. Version updates occur now close to once every 3-4 months, with most custom changes being added with new versions. That is an UNREASONABLY LONG time to be waiting for something like a small PQ buff. Honestly the only good solution is to have others help in the implementation process but that is basically off the table given the server owner. tl;dr Introduce more mini-events that are consistent in between major events that keep players engaged(they should be automatic so that there is no GM interaction needed, GM interaction can be a bonus, and the events should be well communicated both in-game and out of game). Reduce the effect of mules by introducing buffs elsewhere that any player can access Add guarantees to gear progression through easily obtainable 100% scrolls(think that a casual player actively grinding 1-2 hours a day will get their pieces 100% geared out within their first week of playing) The problems that are difficult to deal with is keeping community engagement high and changing public perception of the server. Ultimately there will always be another server that people will want to play in, and if the server owner is ok with the state of the server then theres not much that can be done here. That's all the time I've got. I gotta get back to playing Fortnite and GMS and all the other games I want to play.
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literally all of the maps not updated between v62 and now need buffs
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Buff/change spawn on these maps (aimed at helping Cleric mostly)
manfroy replied to Neon's topic in Suggestions
+1 id also recommend the undead mobs in-between coolies and death teddies get at least an exp buff along a spawn buff To highlight just how much undead mobs after coolies suck until death teddies(and how much priests are shafted): coolie: 4.5k exp, 190 exp, .042 exp/hp(the higher the better) skeleton soldier: 4.6k hp, 190 exp, .041 exp/hp officer skeleton: 7.5k hp, 240 exp, .032 exp/hp soul teddy: 7.6k hp, 245 exp, .032 exp/hp master soul tedy:11k hp, 265 exp, .024 exp/hp klock: 15k hp, 270 exp , .018 exp/hp dark klock: 18k hp, 370 exp .02 exp/hp commander skeleton:15.3k hp, 315 exp , .02 exp/hp saitie: 13k hp, 265 exp, .02 exp/hp Ghost Pirate: 30k hp, 1100 exp, .036 exp/hp * Dual Ghost Pirate:35k hp, 1500 exp, .043 exp/hp * Death Teddy: 32k hp, 1300 exp , .04 exp/hp Black Kentaurus: 37k hp, 1600 exp, .043 exp/hp * : These mobs should have been counted as undead as per an approved suggestion here It takes 28 levels of mobs to even get back to the exp efficiency of coolies, and by this point if a priest hasn't given up they are relying on heal exp and himes Theres no reason that priests should be stuck at coolies until they can follow heal someone at himes, until they can follow heal at/kill skeles. its just shit game design. (Just for extra salt, voodoos/hoodoos have 6.8k hp to 335 exp(.05 EXP/HP), which are available for THREE WEEKS OUT OF THE ENTIRE YEAR) (Just for EVEN MORE salt, windraiders have 16k hp to 800 exp(ALSO .05 EXP/HP), and are available year round but are NOT UNDEAD) Klocks are especially fucked because they also happen to deal around 800 damage, which is a LOT for a cleric around their level to expect to tank without hp gear. AND ALTHOUGH there is an argument that a priest can spec into their attack skills(Shining Ray and Summon Dragon) first, Holy Symbol first is just way more stable in the long run as you can attract your own parties just by having HS, and for the deep ludi mobs you'll want some SP into Elemental Resistance to survive the magic attacks of the mobs. I'd suggest AT MINIMUM that: 1)the exp/hp ratios of every mob in between(maybe excluding skeleton soldier and officer skeleton due to their drops) be raised to within 10% of the exp/hp ratio of coolies, and 2)even raise the hp/exp ratios of the deep ludi undead mobs(all average around .04 after klocks) to .05(himes have a .047 exp/hp ratio, which is absurd even with the nerfed spawn), and grims desperately need a massive spawn rate buff -
+1 they made the delay on final attack several times faster than what is currently in peenix so it does not take away from the gameplay experience. the speed of final attack would need to be increased further to accommodate the extra animation LF>
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+1 but fuck mages
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Chakra is a certain skill in a chief bandit's kit that sounds decent on paper. It was designed to be the bandit counterpart of the hermit skill drain, but the way the skill works is horribly executed. Currently the skill can only be used when the user is below half health, and the user is locked into the casting animation until the skill ends, which is around 3 whole seconds. Although the user used to take additional damage if they were hit during the casting animation, it is not the case anymore. (Bonus nexon fuckery) The animation also has a visual bug where the orbs changing color form blue to red(on the left) cannot be seen by other players, so they think you're just standing still On top of this, the skill is completely useless in training at end-game maps due to the cast time and the fact that it only be cast while standing. It cannot be used on ladders or in the air, forcing the player to waste time to reposition themselves to recover at best or be completely vulnerable to mob attacks at worst, leaving the player with less hp than before they casted the skill, and wasting mesos. This is my suggestion for this skill. 1)Reduce the casting time by at least half or up to 75%(either by reducing the number of animation frames, like with final attack, or enabling the user to move at a much earlier point in the skill animation), and 2)Allow the skill to be cast on ropes/ladders and in the air(or any situation where the user is not swimming and grounded), as well as in dark sight. Any alternative suggestions for how this skill can be changed are welcome, but the changes above keep the custom changes to a minimum while also making the skill much more useful in game-play.
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because gms
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pls do not use slash blast, it drains your meso and is not worth it until much later on(especially when your budget is tight) manually looting is a pain but it is not a dealbreaker before you can afford it imo
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add a red anelin drop to a leafre mob like nest golems, as it can only be obtained from utilizing the maker skill
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in the recent patch the quest reward was lowered to 1 card
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there are 12 types of armors: top, bottom, oa, shoe, cape, helmet, eye-acc, glove, face-acc, pet-equip, shield, pendant just about all of these are only available from gachapon and quests. pet equip dark scrolls dont even exist, face accessories arent obtainable, theres only one eye accessory available, and eye accessory scrolls only drop in ninja castle there arent even any pendant scrolls aside from the ones for cpq pendant(no longer obtainable), mpq pendant(not obtainable),ht pendant egg(OMEGALUL)i guess nexon wanted people to chaos scroll pendants so which armor dark scrolls drop? oa def 30 cape mp 30 glove dex 30 bottom def 70 oa luk 70(supposed to drop from water goblin) gfa70 cape mp 70 cape str 30 shield hp 30 cape mdef 70 cape int 30 shield def 70 bottom hp 70 cape hp 70 cape luk 30 bottom jump 30 shoe speed 30 shield hp 70 oa def 70 cape luk 70 top def 30 earring dex 70(nerfed drop rate) these are supposed to drop from shrine mobs but unsure if theyre in rn shoe jump 30(not in bms drop table but on bbb from crow, is it even there on live?) top def 70(fire raccoon) helmet hp 70(lantern ghost) all of the above drop exclusively in zipangu, and most of them are not even reasonable to farm. There are an insane number of armor dark scrolls not available from any mob, this list is not conclusive cape dex 30/70(30 drop from nightghost) glove hp 30/70 glove dex 70 glove magic att 30/70 glove att 30 helm hp 30/70(afaik hh does not drop anything else but nlc pots, pineapple chew) helmet int 30/70(30 from nightghost on bbb) helmet dex 30/70 oa dex 70 oa luk 30 oa int 30/70(70 drop from nightghost) oa str 30/70 top hp 30/70 top str 30/70(hh supposed to drop top str 30, but....) top luk 30/70 bot def 30 bot dex 30/70 bot hp 30 bot jump 70 shoe dex 30/70 shoe jump 70(30 drop supposed to be from crows(is it in?), and black crow) eye acc 30/70 eye int 30/70 earring dex 30 earring int 30/70 earring luk 30/70 earring hp 30/70 shield def 30 shield luk 30/70 shield str 30/70 shield att 30/70 shield magic att 30/70(dont forget the 10s and 60s) its pretty obvious why nobody wants to list all this shit off, gl figuring out what to do with each scroll 🙂