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Heatfist

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Everything posted by Heatfist

  1. I tried farming Forgotten Temple kings, but only got gem [8]'s (I have horrible RNG luck though). They seemed like the best bet since their lvls are around 150. Also on Warpportal website it said that Beautiful Accs. dropped from the Moon Sister/Brother. The other possibility may be the starred mobs in Oblivion Temple they are also 140-170 mobs, haven't tried those yet. It's confirmed that starred mobs on Kenji, Gorge, and higher lvl maps drop Accs. Good luck with the hunting!
  2. These weapon models for 1h Sword and Claws would be sweet!
  3. The quest is part of the Episode/Hero Quest which is prompted at level 15 via Fairy dialogue. The quest has a planet icon in the quest log. If you dropped the quest early on, you can try talking to the Fairy in Adventure's Plains to get it again. If you already had the mask at some point and removed it (sold,dropped) its gone forever then.
  4. If you got screenshot of this I’d love to see it. Never seen anyone mention half a trillion anywhere yet. I’ve heard people boast having 20b Zulie, but never seen screenshots of more than single digit billions at one time in a players inventory being shared. Checking discord market along with shops in game for a few days now I noticed some items at the highest being priced for under 3b unless they put max digits for PM/Giveaway reasons. A lot of items priced in the high triple digit millions but very little to none of those high priced items are being sold. For the most part just the Phoenix wings. Gems are 100m or less (mostly less now). Lisent U dipped to 400-500k. A lot of Zulie is being eaten up by trying to refine gear, you could theoretically estimate a couple billion being spent there daily. In 3 days of checking prices things have started slowly going down and things left at high prices are seen but never bought. So I highly doubt there’s trillions in game currently. I’d guess around 200-300b tops assuming a handful of players are sitting with 20b on their characters and the rest is divided.
  5. Fair enough, I see the issue with that. The idea with specific mob type consumables was to be an alternative to repeatable questing areas. Which game was it that you played that had such consumable chugging for boosts? Increasing XP and drops of the less popular mobs would be a good alternative too. Another idea I had was to implement a passive skill for each class that would boost xp/main stat/drop slightly after killing mobs. Similar to ARPG games with kill streaks. For example: Passive Skill Name: Soldier’s Fury Rank 1: Killing an enemy within the characters level grants 0.25% XP bonus increase, 0.25% Strength Stat increase, and 0.25% Drop Chance increase for 60 seconds, stacking up to 20 times. Timer refreshes if an enemy is killed within the 60 seconds. (Reach max stack after 20 kills for the 5% boost at rank 1) Skill Point Cost: 2 (per rank) Rank 2: 0.375% XP Bonus/Strength/Drop Increase per stack. Rank 3: 0.5% XP Bonus/Strength/Drop Increase per stack. Rank 4: 0.625% XP Bonus/Strength/Drop Increase per stack. Rank 5: 0.75% XP Bonus/Strength/Drop Increase per stack. (15% boost at rank 5 for 20 max stack) Each of the 4 jobs would have the same skill with their appropriate main stat instead. Then for 2nd job there could be an improved version for each class. Cleric could get a healing version where the stacks trigger each time a heal recovers a players missing HP and grants Heal Power bonus as well. So as long as you’re not afk you maintain your booster buff and gain the extra leveling value. When in party the kills would be shared and everyone would get their increasing booster buff. In PvP this skill would also benefit the player who gets a killing blow on another by giving them that small main stat increase. If they can get more kills before the 1 min expires more power to them.
  6. For 1m Zulie those are some great stats! I think they should have a low CP initial cost to unlock then afterwards cost more the next ranks. 100k per initial permanent unlock would be a fair amount for a starting out clan imo. Or on clan creation offer the option to start out with those Clan stats if you pay 20m instead of the 1m on clan creation. (Since 1m is easy to come by now for basically anyone and clans are meant to be a combined effort)
  7. Alongside this there was also the 1m Orlo quest that was abused by being able to repeat it by dropping the quest after for first part of the chain was done. This also brought a lot of Zulie to those that exploited it. This was also fixed shortly after the bones changes. (Not sure if the people were caught and banned for it, probably tho) Other ways Zulies are generated: - Bourgs are making easy millions selling junk to NPC with their overcharge skill. Alongside the drop gems and stockpile they can farm up a lot of junk in a few hours. - Dungeon runs (Cave of Ulverick for the most part) also get you around 500kish+ Zulie per run. Selling the trash items (equipments, etc) - There are 100k Zulie repeatable quests available in Orlo, City of Muris from the hooded guy near the pond for various mobs (around 5 quests). they require a few Normal mobs and a king kill besides the Asper one which takes Crowned Asper Commander as a king credit (this one can be easily repeated). - Players leveling new characters up to lvl 210 can do the one time Orlo quests for approx. 30m Zulie. - Hebarn/Aura Fate havers can do 2 quests for 1m Zulie each on a 24 hour timer in Orlo. NPC for Aura ppl is at Oasis Shrine map, for Hebarn ppl is on Wastelands Ruins Path map. (Collect 13 proofs from Crowned Aspers/Barbed Snappers) - Players can also get about 1m Zulie from farming Krawfy quest from 70-85. (Then giving the junk items to Bourg to sell to NPC for extra Zulie) These are most if not all the possible ways Zulies are added in the game. TLDR: Play a Bourgeois, get overcharge skill. Profit.
  8. I was going to make a similar suggestion regarding some p2w like items but I guess I can just put it here since it’s in the same theme. I read in discord that the addition of new quests is difficult with the current code so my idea would be to reintroduce the XP/Drop increase items in the game to less popular monsters (not connected to repeatables) as a rare drop similar to how Chewed Bone drops. There could be two separate versions of these items: Version 1 (Instant Application): Experience Gain: Item Name: Heart of Golem Type: Consumable Effect: Instantly increase player XP by 10x the amount of base monster type XP. Restrictions: Level Requirement: 65. Loot Gain: Item Name: Jewel of Golem Type: Consumable Effect: Gain 10000 Zulie. Restrictions: Level Requirement: 65. Version 2 (Buff Application): Experience Gain: Item Name: Spirit of Golem Type: Consumable Effect: Increase player XP by 50% from monster type for 1 hour. Restrictions: Level Requirement: 65. Loot Gain: Item Name: Treasures of Golem Type: Consumable Effect: Increase drop rate of monster type by 50% for 1 hour. Restrictions: Level Requirement: 65. Those would be the examples of the two types that could be implemented. There wouldn’t need to be a quest attached to the mobs just loot table and new consumable item addition. The values are placeholder they could be more or less depending on the monster type and map level to adjust to scaling/fairness. These drops would be added strictly to those monster types not connected with repeatable quests to add an alternative leveling method with its own niche xp/loot boosts through farming 1 monster type.
  9. There are devil like horns in IM. Besides that some class gear and wings found in game may have such appearance such as the Xita Dragon Wings for example.
  10. - I Just wanted to point out a quick fix since the more grinding is required the more people tend to snooze/afk. People are already afk during the 30 mob kills in fossil but they are still forced to run more often for turn ins. If people need to run more in Luna they can keep warm too! (This could just be a temporary change until a revamp becomes an official option). - I’m all for seeing revamps to Luna and some mob xp changes, those are great ideas! It would be nice to have more 1 time short/long chain quests to explore and discover various areas and maps on Luna. Bebegs, Sabers, Vulcans, Penguin Samurais/Commanders, Tyrants, Wolf Kings, the Elite Kings, Frost Drakes, to name of few are basically untouched. - The Clan Quests could be changed to promote group activity (as a clan party) within Luna Clanfields instead of needing to hunt random mobs around Luna for little to no rewards (up to 500 Clan Points). This could be a daily quest that requires killing ghosts, tirwins, astarots, and a king. The rewards could be some CP and consumables and a temporary Luna Clanfields Clan Buff for an hour or two that increases Clan Points by a percentage within Luna Clanfields for those who completed the quest. - Frozen Relic/Treasure (consumable similar to Chewed Bone quest) could be added to Forgotten Temple. Something to give players a purpose to grind and explore the temple for. - Currently only a few Events and Episode/Hero Quest utilize some of the other maps. This is not enough for the amount of various mobs located on Luna.
  11. The Max Substat for HP/MP Recovery Rate (+12) is equal to Zircon/Quartz grade [8]. This seems off considering how much materials are required for gem crafting. Why not up the recovery rate of Zircon/Quartz a bit to make them more sought out for? Making the Recovery Rate double to the gem grade [x] would be fair. That would make the [6] equal to the Max Substat, and gem grade from [7]+ better, and stronger.
  12. The XP reward for the Chewed Bone quest is insignificant for the level range. The quest currently feels like a trap to punish players that misclick on the experience option accidentally. If possible, please increase the experience received up to around 8 million XP (1/3 of the Bryll quests XP reward), that would make it a worthwhile option for players leveling.
  13. Luna is the only planet where the repeatables for XP require slaying 70-100 mobs. If the repeatable quests requirements could be cut in half that would be great! This would make the leveling experience less dull by needing to turn in quests more often and at the same time level quicker. Pros: - Solo and Groups can level quicker - More player interaction due to spot stealing due to frequent quest turn ins - Less time to AFK while questing - Less player complaints about Luna being the slowest leveling experience Cons: - More frequent back and forth traveling between NPC and Mobs - More complaints about Eldeon level 160-180 leveling
  14. Not a bad idea, the only issue with this is any mob with 20k+ health will always reward the fastest attack speed Raider hitting it. Leaving other classes basically no chance at loot. I prefer the current method but would like to see a change in how loot works. For example: The Cupid Porkie Event Mob had an interesting multi drop mechanic which divided the loot amongst the different attackers. Similar could be done for all King mobs (FH would get the benefit of applied drop effects) others would just get random chance. No loot is still a thing too. Loot drop chance % can equal dmg done % of each player attacking the King mob. So if one player did 60% of the dmg they would have 60% chance of loot (plus bonuses if FH).
  15. Try relogging. Monsters names in green and higher should reward Clan Points otherwise you found a bug.
  16. IM weapon skins would be awesome! Those fiery axes used by Sikuku mobs would be nice to have. Mech like robotic weapons to match the mech wings, and other weapons/offhands that match other IM sets when?
  17. That still falls in with Delivery Quests range. The rewards for Delivery Quests reduce after 220ish. Zone max level is 225. The reduced valor from the 8 quests is around the zone cap level of Xita. Unless the scroll could be coded to remove the quests when used so it wouldn’t be able to used with the Delivery Quests.
  18. Increased inventory in general would be great. Or the idea they mentioned a while back about merging the inventory space. I’d imagine more and new items being introduced down the line and with the current amount already in the game with the same old storage space there will be complications with space. If the inventory space increase is too problematic with the current code other possible ideas could be: To have a Cart Trunk PAT item that could be used to store a few items in too. Kinda like a portable storage. Also allowing Dealers to create 11 slot storage crates where people can place item sets inside of them for organizing and space utility (Double click or right click to open crate/trunk and drag and drop or shift click to add to crate. Same way to take out of crate/trunk. The same way storage currently works). These items could be heavier to make character weight more relevant and the capacity gems to actually see some use. If this is also too complex :’( then.
  19. Increase head sizes to match hat. Bobble heads! xD
  20. Mounts come in various shapes and sizes and due to this their hit boxes are different allowing some mounts to gracefully glide over certain objects while others clip into them. Some mounts can climb hills/mountains while others cannot. It would be nice if mounts all shared the same hit box size regardless of their appearances to restrict some of these clippings and glitches.
  21. I think this would work better for a hard mode to dungeons for only max levels. The 210-250 could be normal mode with the current loot. Then the max level only dungeons could be a harder version with maybe double the stats on mobs and bosses as well as double the rewards and the inclusion of the leaderboards to highlight MVPs for most damage, healing, damage taken, killing blows, least amount of death, etc. It could be a daily or weekly reward based system that takes the top x players on the board and rewards them with extra Valor Points and some dungeon related items. There could also be a secondary Clan Dungeon leaderboard ranking for strictly clan parties that run and compete against each other for timed runs/full clears that rewards clan points to the top 10 clans of the week. 1st place could be rewarded 10 million CP, 2nd 7 million CP, 3rd 5 million, and 4th-10th 2 million CP. The max level hard dungeons could also introduce new loot and remove ulverick medalion. Maybe a new Lisent type, 250 exalted gear, backs, offhands etc., chemicals, new tier of uniques, 2nd grade to the skill books or new ones, and gem box 7.
  22. Log in servers seem to be down so those trying to get in are locked out currently until a dev is available to fix it.
  23. Yeah it’s unfair but you can still compete by forming a party with players around your level and competing that way. Or move to other king spawn spots there are more than one. NaRose catered that game to max lvl players and it is the way it is now. You could reach max level before the event ends and do it as a 250 too. No need to rush the event it lasts long enough anyways and there’s plenty of time to hunt kings when the hype train dies down for event items.
  24. I agree AH eases the market experience and simplifies buying and selling between players, but if such a system would be implemented removing vending completely would harm the game. The way I would see it is to have an AH be implement in main city hub areas (Junon, Eucar, Xita, Mauris) as a literal house where players can walk into talk to an NPC to place an item within it for a starting bid price and pay a fee for how long the item would stay in there for. It would be treated like an actual auction house. Once a bid ends the money and item would be picked up from the AH through the NPC again. This would replace the need for a market system in Discord and Forums and allow players to put items up for literal auctions and have the ability to go back and check the bids and cancel or leave it up as they see fit. This would be a separate system of its own independent from the vending. Vending should still be a thing. The ability to vend scrolls or potions on maps away from NPCs to players leveling and questing is a great feature in it self and should not be removed. Having all the little shop stalls makes players need to move around and not sit in one place listing through items. There would be no fun factor for some players to just gather at one NPC all day and scroll through items when the possibility to browse private shops is a thing. Players setting absurd prices on things as mentioned previously is the “charm” of the game market experience. Needing to run to an AH all the time to stock up for items because no vendors exist on local maps would become an annoyance for some. IMO not everything needs to be simplified and spoon fed to the player base. Hunt for the items, browse player shops. Communicate with the sellers for a better deal through whispers. These add to activity. AH feels too monotone. Makes players chickens in a coup waiting for deals to pop up without the need to move around. MMO’s are designed to waste time. Personally I prefer the vending systems and the shop searching when leveling or farming gets boring over the ease of use of a scrollable list of all available items. If you want to completely replace vending with an AH market system, how would you want it implemented in this game exactly? I understand the Pros/Cons but I’d like to know the idea of how you’d have it work in this game. I’ve seen a similar system in a certain private server but that’s more of an ease to find shop than an AH. TLDR: I wouldn’t mind an AH as a separate market style beside vending for those who don’t like vending but removing and replacing vending completely I’m against.
  25. A bigger collision box could be added to the crystal so players are forced to be a set distance away from it (close enough for melee to hit, far enough to have to go around it instead of under/through it).
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