-
Posts
217 -
Joined
-
Last visited
-
Days Won
38
Everything posted by Kradia
-
-
For what reason? Curious if there is an intention with the change or if it's just to please the people asking. Also why one apple per slot instead of capping it to, say five apples total but only taking up one slot? I'm personally neither for or against it.
-
Please, for the love of God make this happen for v60
-
Since GPQ was hotfixed after patch, it's become more apparent that GPQ is just too crazy when it comes to scrolls. Most of the good scrolls are available in GPQ and the ones that aren't are a pain in the ass. This is definitely going to be an unpopular take, but I think GPQ drop rates should be nerfed and be, maybe 1.5x harder than what they currently are. Further, I think encouraging people to actually hunt scrolls is important. But the vanilla drop rates just aren't doing it and it's too difficult. Basically, the time invested vs the reward is what makes it not worth it. The drop rates can stay the same, but then places will have to offer multiple good drops. Or, you know. Increase the drop rate. I'll use Spirit Vikings as an example. A lot of players expected to grind there to farm Earring for DEX 60%. Players soon realized how difficult the assumed 1/50k drop rate is. The majority of players eventually stopped hunting there and went to GPQ instead. But if the drop rate was 1/12.5k, I think people would actually hunt the scroll. How stupid is it, that a scroll, which is chance-based for +2 attributes, is twice as difficult to find than an Ilbi, a guaranteed item? This doesn't just apply to Spirit Vikings. This applies to every scroll in the game. Some drop rates are just obnoxiously high. Like Overall Armor for LUK 60% at Red Wyvern that has a 1/100k drop rate.
-
It's been getting out of hand recently with mules. High level players have started bringing as many characters into maps as possible, all to increase the spawn. This is a a gamechanger and we're facing a really difficult issue if this gets taken away. Player motivation is already low. I'm personally afraid that removing this (vanilla) game mechanic, without any form of reward/compensation would demoralize players to continue playing. So here is hopefully a solution that everyone will agree with. Because the party bonus EXP hasn't been touched since it was last very slightly increased, and it seems like the interest to further increase it isn't there, I have been toying with this idea of increasing spawn, but in an organic way to the game. First, let's solve the mule issue: As for the solution: But why? This rewards players that have outleveled mobs by a lot. Usually those players will be the ones lacking spawn the most and the opportunity of party play get worse. Implementing this further encourages party play. This idea has been thoroughly thought through. Apply this to lower level areas and the effects are minimal, but effective. Very rarely will players stay in maps where they are more than 20 levels higher than the mob and 40 levels very rarely happens, except the highest level maps. Finally, Kishin mules will be no more. It looks fucking dumb being in a map with 20+ idle characters.
-
With Leafre out, meaning level 90 equipment including weapons have become a lot easier to farm. I think now is a good time to look back on Papulatus and Pianus equipment drop rates. Since Papulatus has a 2 time limit per day and Pianus is time gated to basically once a day for each channel, I think the drop rates should be a lot higher than they currently are. Here are examples of drop rates from Papulatus - I chose the more useful ones: Scroll for Cape for LUK - 0.30% | 3/1000 Vifennis - 0.90% | 9/1000 Varkit - 0.90% | 9/1000 These drop rates are just absurd at this point. I think a 5% chance for weapons would be really good. This would mirror how Zakum is supposed to drop level 100 weapons at a 5% drop chance. It might seem easy, but considering there is a 2 time limit on Papulatus, it's really not. It would just be another thing to do daily, which is good for the game. Drop rates for all items should obviously all be inspected and adjusted. Further, it would be nice to see additional level 90 weapons added to Papulatus and Pianus and not just the ones that are already in there.
-
A while back, I was jokingly playing with this idea. I thought it would a really cool addition, so we can get to wear other hats than the Zakum Helmet. Basically, if the Essence of Zakum orb passes, the exact stats of the Zakum Helmet are transferred to the helmet. The orb could be untradeable and should be allowed to be used on any helmet in the game. The orb could replace one of the five rolls for the Zakum Helmet to drop. That means a total of 4 helmets and an orb could potentially drop. I imagine this would also make the orb slightly more desireable than the Zakum Helmet, so a market surrounding this item would be created. It would spice things up a little bit, in a good way. Obviously, the orb should probably look a little better than the one I ended up using. I was rushing it a little, so it doesn't look amazing.
-
Before the recent patch, on Tespia (58) you were able to switch between fullscreen and windowed using ALT+ENTER. That function doesn't seem to work now, for whatever reason on the live server. This feature is part of 56, so I'm confused why something like this breaks.
-
Stage 1 doesn't print the blue text it usually prints when you clear each part of stage 1. Further, when all parts are cleared, the NPC prints this dialogue but nothing happens. The door doesn't open. I tried disposing and switching leaders, but it didn't seem to solve the issue. However, I did notice the dialogue box would change to a different "state" after transferring leadership:
-
A period is missing after her name. In a list, there shouldn't be periods. There should be questionmarks, if it's a question however managing this Guild Unions seems like my character bugged out after guild union creation [10:44 AM] portals don't work [10:45 AM] @dispose helped
-
Right now, if you log into a character and start a party, HP marks automatically appear upon party creation. It would be really nice if the HP bars appear only if we press the HP Mark button under party UI. I have to disable it every time I create a party. It's really annoying and I don't think I'm the only one with this opinion.
-
Put Charms, AP Resets, SP Resets in every potion store.
Kradia replied to Soda's topic in Suggestions
I see no reason not to do this. +1 -
Bumping this because I feel like it was kind of forgotten. I'd like to see some love to Bowmen. This in addition to a +10% critical chance increase would do a lot and then we could on from there.
-
Right now, Soul Arrow allows the Bowman class to grind infinitely. That in itself isn't really a problem. The issue I see, is that the craftable arrows are obsolete in the game, because they require too much effort to be crafted for that very small boost of weapon attack. The obvious way to make craftable arrows viable would be to boost the weapon attack on them, but I have a different and a little more creative solution in mind, that doesn't require tweaking of multiple things. I would like to suggest to make Soul Arrow work exactly like Shadow Stars, the fourth job Night Lord skill. When Soul Arrow is used, consume 200 arrows from your prioritized set of arrows. The player can shoot an infinite amount of the consumed arrows within a short period of time (10-15 minutes). If something like this were to be implemented, it is important to remove the purchaseable arrows (Red Arrow for Bow, Diamond Arrow in V59) around towns and make them craftable instead. This would also bring a lot to the market game and possibly make certain etc. items gain value. Further, it is important that the items required to craft the arrows are easily obtainable and/or that the crafted amount of arrows is really high to avoid it being tedious. Finally, this works as a small buff for the Bowman class. They definitely need more love, but this would be the first step in the right direction.
-
add accuracy to Red Musketeer Cape or Ludibrium Cape
Kradia replied to NixMar's topic in Suggestions
Very unnecessary to randomly throw more stats on items. You'll eventually be overdexed once we get the scrolls the game is missing anyway. The Pianus cape was made 300 HP with very specific intentions in mind: Besides, the cape is already useful for Warriors. They allow you to benefit even more from usage of elixirs. -
exchanging level 100 weapons for dragon scale\spirit
Kradia replied to RickSenchez's topic in Declined
If Leafre Exchange isn't happening*, I think this is honestly a great idea at accelerating the scale and spirit collections slightly. I get that level 110 weapons are supposed to be extremely difficult to get, but as things are right now, it's very unlikely we will ever see a single level 110 weapon crafted. Using Chief Tatamo or maybe the weapon crafting NPC in Leafre to exchange a level 100 weapon for a scale/spirit, with maybe a 5m price would do so much. Additionally, this would function as a much needed meso sink. This makes even the shitty level 100 weapons useful, which I think is a great idea considering how difficult they are to even find. *I prefer a Leafre Exchange with the scales and spirits having a 1/1000 chance of being obtained from exchanging etc., mixed in with a bunch of garbage and potions, similarly to how Orbis Exchange works. -
I think the missing 100% scrolls are too many "free stats" if they are purchaseable. You can put a price on them, but realistically the players making secondary characters can easily afford all the scrolls necessary. For new players, the intention is probably that they buy one scroll at a time, until they've scrolled all slots. But I think a better solution to this, is to add them to mob drops like vanilla and additionally add some of them as PQ rewards in KPQ/LPQ/OPQ. They should definitely be more common than overall for dex 10% for example. I'd love to see topwear str/luk and bottomwear dex added to KPQ. For LPQ it could be earring dex/luk/hp, shield str/luk/hp and gloves for hp. Finally, for OPQ it could be helm int/dex/acc. Of course, not just the good scrolls should be added. The less desireable ones should be added as well so players can get unlucky.
-
My concept of this is to allow Holy Arrow to pierce through multiple targets for a max of 6 targets. For every mob the arrow goes through, it travels an additional (maybe?) 100px. This means, to hit 6 targets the mobs would have to be somewhat close to each other to be used efficiently, which sort of increases the skill ceiling. I think it would be really interesting if the distance between mobs determine the range on Holy Arrow and not a fixed max range. Mobs hit by Holy Arrow are marked as holy weak for up to a certain amount of seconds. Maybe 20 seconds? Maybe less. Ideally, the marked mobs would have a visual indication that they are holy weak for the time being - this requires additional and custom animations, but it could be done and it might be cool if done properly. Maybe they have light surrounding them for the time they are holy weak like so: Regarding the balancing part of it, I don't even consider this an issue. The skill would be entirely different and therefore, the numbers could be tweaked to be fair through Tespia or by trial and error until it's just right. The damage and animation speed is irrelevant to discuss, because it would need proper testing. It would be interesting if Holy Arrow was a contender for a first skill to max during second job, but maybe that's just me. In my opinion, having this skill work on bosses would be completely fine. Priests would have to decide whether healing or trying to dps is best for the party they are with. This would also allow them to participate more during some bosses, which I think adds to the enjoyment of playing the class.. Bosses like Black Crow and Anego come to mind. Alternatively, Holy Arrow is a DPS/utility skill depending on how many targets hit. Hitting a single mob 3 consecutive times with Holy Arrow, increases incoming Holy damage to that single target drastically by X% amount (higher than hitting 6 targets with Holy Arrow and then damaging them with Shining Ray/Holy Arrow). Obviously, because they are a support class, they should definitely be on the lower part of the DPS chart.
-
Since the release of Leafre, level 90 weapons have become much more common. With this in mind, I think it would be the perfect time to adjust the drop rates of Papulatus and Pianus to be on par, or better than regular mob drop rates. You can only kill so few bosses daily. You can kill Papulatus twice a day and Pianus depends on a spawn timer. To demonstrate, assuming Phoenix is using a vanilla BMS-like drop table, this is currently the Papulatus drop rates: To compare, I chose to search for Varkit and Casa Crow from mob drops: Right now, if you want to hunt weapons, you go and grind Leafre mobs. I think it would be cool if bosses like Papulatus and Pianus were even more rewarding and became a viable option to hunt weapons. What I'm proposing is for all items across the board to get buffed drop rates. Personally, I'd love to see weapons get a 4% (1/25) drop chance, like the armor drops currently have. Scrolls could have a 2% (1/50) chance and armor could be slighly be buffed to 5% (1/20). This might seem like a huge buff and it is. But you gotta take into consideration that Papulatus has a 2 limit entry per day. You can kill a total of 6 Pianus per day. If you keep this in mind and then look at the numbers, you'd have to kill a lot of Papulatus/Pianus on average, to get your desired drop. This is something that should be done across all of the game over time, like making Lycans, Gate Keepers, Anego or <insert-mob-name-here> somewhat viable. But we gotta begin somewhere. The goal with this topic is for bosses to actually matter and be a viable source for hunting valuable items, but I understand that some people might think differently. Please share your thoughts.
-
I think it would be very odd if only mages gain the extra slots on overalls and weapons. Although it does sort of solve the problem late game, it doesn't align with the item design in comparison to the rest of the classes. I have two suggestions for fixing the lukless issue. Removing the luk requirement on all armor and promoting scrolling some items for luk would be a better solution. This means making sure not to introduce certain scrolls like helm for int and shield for int. To make up for the loss of these scrolls, custom scrolls could be created like helm for luk. Shield for luk already exists. Gloves for magic att is fine to exist as a direct counterpart to gloves for att. Optionally, creating a shoes for int scroll that only gives magic att* would help as well, because as of now, mages have nothing to scroll shoes for except speed. * While it might seem odd that a shoes for int scroll would only give magic att, it aligns with the other shoes scrolls that are a little weirdly designed, like shoes for dex doesn't actually give dex but accuracy. Shoes for jump gives dex(why?) and jump. Additionally, magic att is a stat on many mage shoes already. The other potential solution is changing the int to magic att formula. Currently, 1 int equals 1 magic att. If the conversion of int was changed to 1 int = 0.6 magic att, the lukless issue would be fixed across all levels and all weapons would serve as an upgrade every 10 or so levels. This is because magic att would weigh more, which also makes sense considering your total magic att is calculated in the stats UI. This obviously means that mages would suffer in terms of damage and they would have to be compensated in proper fashion to make up for the loss of all that magic att. This could be done throughout adding additional magic att on all wands and staves. Optionally, you could make magic att be 1.4x effective because you're taking away 0.4 of the int value. I don't know if this is possible however. I personally recommend the first suggestion, although it is a bit of work having to create entirely new scrolls. I prefer the first suggestion because of the additional scrolls mages would be able to work with, which I think adds to the fun.
-
With V56, we get the Guest Login button. Title sums it up. Just like the MTS button, it's unnecessary and it's ugly. Comperatively, it should be easier to remove the Guest Login than the MTS button because it wouldn't require wz edits, but it does require repositioning of the login button.