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Heatfist

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Everything posted by Heatfist

  1. On the beach next to Zant the NPC Judith will give you bikinis for 50-70 trash pieces and the Lifeguard outfit for 120 pieces when you have the amount it becomes an available option to choose from. There is no whistle that I’ve seen available though. There’s flippers, tubes, gun, bikinis, buoy, and lifeguard suit.
  2. If this was the official release it would make sense to have something like this BUT this is early access and it was mentioned that if any game breaking bugs were found there would be rollbacks. There is no point in giving 2x anything in early access if at any point there could be more rollbacks, this would just give the team more work for no reason. Right now the game needs to be stabilized and working properly to reach the official release state.
  3. Now with EA underway, looking back at these some are bit too advanced for the game, some a bit redundant, and some too niche. I do see the summon ones and the wand ones as helpful additions for the future. Since there are still not enough people level 100+ yet and muse can use both mage and cleric skills early on to do both damage and support, I’m bumping this to see if anyone has any other neat skill ideas of their own to add here!
  4. They nerfed the doonga quest to no longer give exp and half the zulie and krawfie quest gives half the reward in general now. Now there is no source of xp from questing 55-75 (until the krawfie one is available). Happy levelling!
  5. Lol the Mockupception! All thats missing is a button for discord server and a button for the forum page and its perfection!
  6. They should be posted on the official website soon.
  7. Event lasts until January 3rd. Glad to help! There is a whole guide in the guide section for the full Christmas Event.
  8. Patch is being implemented now! Servers are down until its done, may take a few hours.
  9. You get the option to buy rudolf set from Santa in Planetoid map while wearing the Red Santa Gear in main equipment, it costs 200 Snow Crystals + Elfidoras for all the rudolf pieces.
  10. Edit: Removed Punwell's quest from Breezy Hills since it doesn't actually require any digging anywhere.
  11. Forest of Wisdom and Kenji Beach have repeatable quest and are in the same level range as Goblin Cave B1 and B2 but the caves have no quests and are empty inside while the other two maps are fully crowded and heavily farmed for the quests. I would like to suggest adding a NPC outside(or inside) of Goblin Cave that offers a repeatable quest for level 55 for B1, level 75 for B2, and level 95 for B3 which offer Zulie and XP as reward appropriate to the levels. Example for quests and rewards: B1: Collect 35 Bronze Ores from monsters in Goblin Cave B1 (Ores have a 40-50% drop chance from all B1 monsters). Rewards: 98,000ish xp, 55,000ish Zulie* B2: Collect 45 Silver Ores from monsters in Goblin Cave B2 (Ores have a 40-50% drop chance from all B2 monsters). Rewards: 178,000ish xp, 72,000ish Zulie* B3: Collect 55 Gold Ores from monsters in Goblin Cave B3 (Ores have a 40-50% drop chance from all B3 monsters). Rewards: 250,000ish xp, 99,000ish Zulie* Also, a series of quests to explore the Goblin Caves that ends with a set of level 80 equipment would be awesome too (similar to the quest line in Anima Lake). After the questline in Anima Lake and Hero quests there feels to be lack of alternative levelling ways beyond pure grinding and repeatable quests. Goblin Caves feels like a good place to add more to since it’s currently only visited for the reindeer quest. *-Values in accordance to be around +/- the amount of the collect 15 pick axe from Fighter Clowns, defeat 75 Doongas, and defeat 100 Krawfy quests)
  12. As it is right now first player to tag a monster is locked and recieves the loot dropped by the monster. Players are being greedy with this and tagging multiple monsters so others have to wait or move to another spot (there aren't really that many spots to choose from for some monsters). My idea to adjust this would be to unlock the lock if the original player that tagged the monster stops initiating with the tagged monster for around 10-30 seconds. This would prevent monsters from being hogged. A good example of this is currently at the Santa Planetoid, where players tag every Rudolf so others are locked out of loot.
  13. To clean them into a random crafting/refining material. Cleaning them all will clutter ETC/Material tab. Best to save them as Dirty since they stack and stay in Use Tab. For example cleaning Dirty Hearts can give you 1-5 of either White, Green, Blue, Red, Black, Gold, or Pink Heart(s). Which are used for Gem crafting. The amount or which you get is random. The dirty stones, runes, etc also have a bunch of different types and are also used for either crafting, reinforcing, or refining.
  14. Keep everything that you can’t buy from the material vendor NPC. you can sell junk items that are related to the mob that you kill for example things like Talons, Matches, Broken Shell, etc. The Ancient Coins too. These items have quality of 20 or less. Pink and purple powders too if you’re really low on Zulie. Keep other monster parts like Feathers, Threads, Feelers, Leafs, Leg/Backbones, Skins, Glues, Dyes, Gunpowder (not the packets, they are offered by material vendor), Metals/Cloths/Leathers/Woods (with quality above 36), Lisents, White/Black/Red Animal Tail Furs, the Sharp/Broken/Solid pieces of Metals, and anything with Dirty in its name (save them in the dirty state to save inventory space). Also you can use the Disassemble skill on Equipment to get basic raw materials or elemental type materials for the equip items.
  15. After doing most of the early quests I’ve noticed many people always asking the same where is “x” location for a quest. The problem being some quest vaguely mention a monster or location to describe the location and once a player luckily stumbles on the right spot they gain the proof or drop a quest item. For example Leonard’s Sword quest from Zant: In the quest it’s mentioned Rackies have burried his sword in El Verloon dessert. There is no visual asset or marking of any kind to give the player some kind of sense what to look for. The quest is completed once walking over a specific spot on the map. I think this could be improved by adding a visual asset to the map in the area where the sword is. Place a mound of sand there, or a protruding Sword Hilt or some rocks with a small glinting piece of metal. Anything to help visually point out “Hey, there’s something odd here! Check it out!” Another quest is Keenu’s Thread. Also in Zant: The quest says the she lost her thread near a tree stump just outside the town. Yet again there’s no clear visual marking of where the exact spot is but simply an invisible trigger once the character steps next to the correct stump. For this quest there could maybe be a trail of thread pieces vaguely leading to the right stump and then next to the stump have the thread laying beside it. Such a visual addition would make it stand out and easier for a player to find. In the Valley of Luxem there is also the honey collection quest where honey covered honeycombs give a honey once walked underneath. This one has some visual but could use a bit more, maybe a pile of honey underneath the honey covered honeycomb to further make it stand out. As well as add a few more honeycombs with honey coverings. The quest could also use a slight rewording and mention that it requires 5 unique samples, since I’ve experienced some players simply standing underneath and waiting expecting the honey to actually drop. In Breezy Hills there is the quest to place the turbines. The areas have a small altered patch of land. This could be made larger and stand out a bit more to be easier seen while exploring. The current mounds are small and slightly lighter in colour in comparison to the ground texture. Double there size and maybe add some rocks or wood around the circle as decoration to make them stand out even more. The pandemic quest part of the Hero quest which sends you to the Mushroom area in Adventure Plains to the south of the starting village also could use some visual assets for the quest items mentioned in the quest. Like the medallion. Add a glow, or some toxic fumes or anything to visually show where the player should go with their character. The lost children quest in Zant has the locations labelled on the map, there could also be a toy of some kind placed beside where they spawn in case the NPC isn’t there to indicate the spawn location. There are probably a few more quests with find or place “y” item(s) without a legitimate land mark or visible asset that I have yet to encounter, but in conclusion, It would be a huge QoL improvement to give these quests the nice visuals they deserve to make searching the map more appealing.
  16. Having unlimited stat resets whenever can be used to exploit quest reward amounts with charm stat. Charm stat states that it increases quest rewards. So if someone were to reset stats and put them all in charm before every quest turn in, they would yield more reward each time. Adding a cooldown of a few hours would be great!
  17. One of the above comments about a Dealer/Artisan basically being a Visitor with a gun is too true, which popped an idea in my head for Dealers going for Artisan second job. Since Bourgs already have most of the gun combat and Mercenaries big damage and greed to win mechanics, it would be nice to have Artisan’s have a combat gameplay more related to the crafting aspect. The above mentioned turrets, mines, grenades, etc are all great ideas. What would really make a Dealer/Artisan stand out imo would be if they were able to purchase vehicle combat skills from level 50 onwards. Since Artisans can craft Carts and Castle Gear I feel like it would be appropriate for them to also be able to learn Cart Combat skills and Castle Gear Combat skills of various kinds depending on which kinds of weapon addons they build for their vehicles. This could open up a Mech-Combat Artisan build. Where they would be focused mainly on Cart/Caste Gear crafting which they could also utilizes to strengthen their own combat aspects for themselves. For example at level 50 after learning Cart driving and getting their Cart they can purchase the Cart Canon Schematic, Cart Bumper Spikes Schematics (to be able to craft Cart weaponry) and the ranged and melee cart combat skill masteries (to be able to use skills while driving their vehicle). When the Dealer sits in their Cart with the attached Cart weaponry they would get increased Attack Power, Movement Speed, Defense, and HP. Damage dealt to the dealer would hurt their HP as normal and also cause durability damage to their vehicle (so they would need to repair and maintain it as well). With the Melee abilities the dealer can drive into enemies to deal damage and with the ranged they could shoot while driving around. The same concept would then be applied for later levels for Castle Gear related crafts and combat. The above mentioned mines and grenades could also work with the Cart/Castle Gear combat mechanics too. The Mech-Combat Artisan wouldn’t need to spend too many skill points in all the various vehicle combat skills/crafts either. They could specialize in one form of vehicle and combat style and place other points into other crafting needs or whatever to allow for further skill variety and class identity.
  18. More quests is always nice. Not sure if they’re already in the game or not but quests that ease players into the how to of certain mechanics would be great. For example refining could have an introduction to refining quest say in Breezy Hills and you need to kill 10 Pomics for refinement materials and 10 Beatles for chemicals then the NPC quest giver rewards you with a piece of equipment and shows you how to refine it. The areas where leveling takes a bit longer in the 50’s could have more location themed quests to ease the experience gains. Also have some fun zone storyline mini quests similar to what Zeror mentioned above with the Moldie hunting.
  19. Too many frequent high-fives could lead to injury! At the point of writing the idea the 1 minute cooldown was to prevent any exploitations of constantly buffing the same person. True that the wait for buffs would be a bit of a dull experience if there were a bunch of people wanting buffs. Atleast it would make the buffs more of a “special treat” to wait for, and during the cooldown time the newbies can actually get a feel of the slow grind in the process. Or just use the minute to chat with the newbie a bit and give them some pointers before buffing them for their quick leap to jobhood. The cooldown could be reduced to a couple of seconds instead depending on what “feels” right. I believe the team have their vision of the changes and game design already in sight, but if they did require any help, I’d be happy to help wherever possible. These ideas are coming from what I’ve seen from streams so far where the Cleric could use some extra skills for combat and support to make their leveling experience more smooth. The passives they have right now look solid too but some people prefer the options of pressing more buttons than not. More choices are always nice and allow for more unique builds. Thanks for the kind words! If I could see the skills for crossbow knight or some gameplay, I’d like to make a suggestion for skills there too. As of now there’s no source to work off and I never played evo Rose back in the day only iRose and there were barely any skills there.
  20. Added 9 more ideas... A newbie helper buff for those that enjoy helping new characters. More Wand Enchantments. Some niche Cursed Chants for PvP or Bosses for easier farming, damage boost, etc. (May be too powerful /shrug) A death save like ability for Cleric.
  21. Would be nice to see a king for the turtle mobs and the snail and scarab ones too. Don’t remember their names anymore.
  22. Yeah I remember that being mentioned too, but it seems some messages in discord have been removed/deleted. Someone’s been trying to hide the evidence.
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