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Bobbity

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Everything posted by Bobbity

  1. Forum guidelines specifically state that separate topics should be posted in separate posts. Why did you bundle these topics together?
  2. I support renting storage every week/month. It'd take many changes before having 4-10 additional storage tabs could become a gamebreaking ingame advantage rather than a mere convenience. This is one way of supporting the server - there are others. PvP freaks would definitely pay for ingame analytics of gameplay such as damage breakdowns after death: who killed you, using what skills, doing what amount of damage of what type etc - as well as suggested guides based on your current group lineup vs the enemy lineup. Party leaders would pay for full data on members, such as quest status and coordinates. Clan leaders would pay for logon, uptime and CP analytics. They'd want additional clan management features like records of infractions and disciplinary measures, control over shared storage and so on. Min-maxing players would pay for a full simulation/build planner where they can plan their skill tree with items (with current market prices shown) such as armor, weapons, gems, unique skill books; something that shows realtime combat stats similar to Path of Building. Some of these features dangerously skirt the line between convenience and p2w. Some cross it. I reckon the decision to implement lies with the devs but it should be taken after consultation with the community.
  3. Could just use a different, shorter animation. +1 on the ASPD stuff though.
  4. Take note of the 'Kegs Can Fly' quest that is complete but yet to be submitted.
  5. Just a shout to get a headcount of capable people working with textiles. If you love sewing, knitting, crochet and embroidery, please let me know. Thanks!
  6. I have a possible solution to the problem, but it's one mages will dislike - it will require a different playstyle from them. Currently, you can go into combat with Fortified Mana Shield up precast (duration 10 minutes) and recast it during combat when it pops. Effectively, it's cast twice at almost no cost. This is one of the major problems other classes have with the skill. To solve this: - Cut the duration radically from 10 minutes down to 5/6/7/8/9 seconds - Increase the cooldown from 6 seconds to 12 seconds. - Increase mana regen from mage skill tree passives, especially Mana Siphon - Increase mana consumption from mage skill tree passives (up by 2%) - Remove the current skill animation and replace it with a smoother, shorter one such as the buff casting animation - Add a mechanic that replenishes the mage's mana pool if the skill damage received during the effects of the shield matches the element of the mage's mastery/masteries. (The shield is still damaged.) OR - Add a mechanic similar to Victorious Respite and Invigoration that replenishes mana on successful spell crits and last-hit kills. Problems with this idea: - It doesn't match with the base skill Mana Shield, despite sharing the same casting instance. Right now, whether you cast Mana Shield or Fortified Mana Shield, you still use the same mechanic. After this suggestion, do you now have two different mana shields? If so, can both be cast at the same time? Aren't we back to square one if that's the case? - The name might not be accurate any longer. The suggested shield isn't more fortified, it's more versatile. Maybe call it Ablative Shield now? Something like that.
  7. So, fix the game and balance it around the current Fortified Mana Shield? I would've preferred removing it and forcing mages to rely on the base Mana Shield + some other damage mitigation or avoidance from their masteries. It just seems too... convenient. Or maybe unintelligent for a class that stacks INT.
  8. Then logically account sharing is against the terms of service and the original post is pointless. Why do I feel that this is some pserver nonsense?
  9. Is sharing your account against the terms of service?
  10. Hi, guys. As you know, many of the things Dealers craft can be equipped by anyone who meets the stats requirements. This includes the much-vaunted vanity piece, the awesome (and currently useless) behemoth of destruction, the Castle Gear. Anyone who's done the quest can equip and ride a CG. If that is the case, how do Dealers get any benefit out of it? Currently, guns and launchers provide dealers with bonus ranged auto-attack damage and some nifty skills of varying elemental attribution and effect (slows, stuns, DEF down, Damage over Time, poison, and sorcery damage). This along with ammo of different sorts gives dealers a profound combat advantage when using guns and launchers. That doesn't stop other classes from using these weapons, of course. In the same way, anyone can use a CG but Dealers should have something that makes crafting this monstrosity worth the time and effort. What do you think, guys? Something simple, like passives for bonus ATK, DEF and attack range when riding PAT as well as CG specifically? What about something exciting, though? Let's talk.
  11. (Ryogure's post refers. Also see my previous post titled 'Crafting - Alchemy Craft levelling benefits and tweaks'.) Hi! Do you like crafting? Yes? Great! What about killing mobs? Good stuff, right? Except Rose Online forces you to choose between crafting and combat. Oh boy, and just wait til you hit max level. Then you'll REALLY know the difference between those two. This suggestion proposes using crafting from level 10 on, right up to 250. It does so by - extending PAT crafting downwards below the Artisan level and into the Dealer level, either by splitting the skill into PAT Craft and Advanced PAT Craft or by creating a similarly themed skill that functions only for the purposes of PvE combat. - including additional recipes in Alchemy Craft and Advanced Alchemy Craft for combat purposes - adding additional mechanics related to summons and PAT Let's start with the PAT crafting itself. Basic PAT Crafting So, you're level 10, a freshly-minted Dealer raring for drops, zulie and your next crafting ability. But wait! Shouldn't you be adding skill points to your combat passives and skills? Hmm... but combat is dangerous - you could die! Let's not die, or expose ourselves to risk; it's just not fiscally responsible. Much better to use summons. Our choices of summons are ... few. We have Hunters who deal ranged attack and are pretty damn good value for skill points, and we have Warriors, who deal melee damage. They don't really have any abilities. Dread Knights and Terror Knights do, but you can't easily have more than 1 of each, can you? We need something in-between, something that will leverage our EXISTING skill point investment in crafting, instead of starting another sub-tree. Enter: turrets, landmines and minis ... and Castle Gears. Turrets are stationary 'magic items' that deal ranged damage. How much damage do they deal? You decide! Give the turrets their own guns or launchers. Hell, give them hardened weapons, why not. They live in the PAT tab (for now) due to how they are assembled. Turrets have HP and ammo. Upon depletion of either, the turret can no longer attack. They are pseudo-consumable, in that they are deployed from the Consumables tab but are not one-shot items. (Yes, I know what I said, this is confusing to me too.) They use about the same amount of summon gauge as a hunter but benefit from upgradeable DPS and ammo. Minis are basically mini-Castle Gears. They are mobile deployable summons that function much like hunters and warriors, except their components are hot-swappable. They live in the PAT tab but are also deployable from the Consumables tab for now. If implemented, I hope turrets and minis can deploy from the same skill window as the Drive Cart/Drive Castle Gear skill. (Or something better, of course.) They are made of materials similar in form and function to their Honor shop versions but everything can be made from basic earlygame lootable NPC materials. (As such, these minis will look mostly wooden.) They can also be equipped with the same weaponry as players. Minis are the gateway drug to Castle Gears. To truly enjoy such a creation, CGs should be both deployable as a summon (remotely controlled) or as essentially an exosuit mechwarrior piloted by their Dealer. And yes, while CGs might still be available to everyone, not everyone will gain the combat boosts from them. Dealers should have a passive that specifically grants them increased stats while piloting their Castle Gear. This is not to say that other classes shouldn't gain something from their CG, but that Dealers should have a significant and overwhelming advantage. The idea is that crafting mini-CGs should naturally lead the Dealer into wanting to create their masterpiece, their pièce de resistance. TL;DR: Miniature CGs as mobile craftable summons and turrets as stationary DPS. Leads into crafting your CG bit-by-bit, working your way up to it the way an apprentice smith works their way up to becoming a journeyman. PROS: - Leverages existing skill points in PAT crafting all the from 10 to 50 and up to level cap - Dealer already feels like a crafter, feels effective and useful CONS: - Damage output almost fully dependent on loot and summons - 'Free' hunters and warriors are still extremely attractive, despite the skill points required Alchemy Crafting Grenades and explosives are pretty nice melee-range nukes with debuffs. They are crafted from mostly looted mats. Their only weakness is... nobody uses them due to the current meta. A nice clutch stun grenade + flashbang works wonders when facing a tough monster. That said, explosives don't contribute much to a steady level grind due to their single-target damage and debuff. But... there is another. Landmines a.k.a. proximity mines are stationary, invisible 'magic items' that are crafted from the same materials as explosives like grenades and such. They are deployed onto the ground and detonate upon contact or proximity with hostile units. They are consumable like hand-thrown grenades and explosives. They use a small amount of summon gauge and more advanced forms of landmines offer higher yield/damage and area of effect (similar to Scout traps but without the slow). They are not PAT and do not live in the PAT tab but combine into one playstyle. A well-placed field or line of landmines together with turrets grant dealers a unique playstyle that leverages their movespeed passive (and active in the case of bourgs) and makes levelling so much easier. Lure and run, mobs go BOOM! Or pew-pew along a designated track and watch them die before they even get close enough to smell. This works in PvP as well with more careful placement and positioning. A nice bonus is the crafting exp gained in the field while grinding. PROS: - Dealer doesn't need to spend money and mats on hardening and refining unless they want to (for turrets/minis/own use/sale) - Dealers continuously gain crafting exp CONS: - Can run out of mats - ??? I've been asked to consider the idea of re-usable landmines. While this is good if you're invested in weapon DPS, I feel this does two negative things: - removes the crafting exp gained from constantly refilling your stock of mines - effectively gives you a freebie like the hunters and warriors It also moves you out of the mentality of crafting for success. The idea has merit, though and could be considered for Artisan-level Advanced Alchemy Crafting. I will update and edit this post throughout the day based on time available at work as well as feedback. This is an incredibly rough and unpolished proposal. Also, most of what's in this suggestion has been said before, so just give feedback on the concept. EDIT: Updated for clarity.
  12. I think what you really want is an NPC that will have a conversation with you about resetting your skills.
  13. I'm interested to see how lazy and co's raider vs mage combat results hold up in the playerbase's current meta. The results either way would be quite telling. Cooldown's the easiest mechanic to tinker with, of course. I've noticed we typically end up having lengthy discussions that suggest the most out-there solutions, whether implementable or not. By 'we' I mean the forum-posting section of the community. Do we overthink things? Do we just have a lot of ideas to suggest? Either way, we shouldn't need 10 pages to discuss one skill unless the game is seriously broken. This reminds me of a similarly hot button topic on the old Dota Allstars forums where the Spell Shield skill discussion went on for over 50 pages in three different posts each. The problem was eventually solved ten years later by adding two different diversifying mechanics to general gameplay that benefited everyone. Something to think about, maybe?
  14. Lots of people have thought about this before; it's only been suggested here now. Tbh, just from personal discussions I've gathered people have long wanted to leverage DoD for clan wars. I've posted suggestions about zone ingress and egress to DoD elsewhere before just because of this. I can venture a guess as to why this has only been posted at this late stage, but there are better things to do, like figure out how to implement clan wars in DoD and Ruins in an organized fashion. We could look towards the mechanics of other MMOs for inspiration.
  15. Bone arrows = Wooden Material (1) + Animal Leg Bones (5) Stone arrows = Wooden Material (1) + Earth Stone (5) Metal arrows = Wooden Material (1) + Broken Metal Fragments (5) Platinum arrows = Wooden Material (1) + Platinum Thread (5) White Night arrows = Wooden Material (1) + Light Stone (5) Demon arrows = Wooden Material (1) + Demon Metal (5) Nymph arrows = Wooden Material (1) + Nymph Essence (5) Elven arrows = Wooden Material (1) + Mythril (5) Lightning arrows = Wooden Material (1) + Wind Stone (5) Storm arrows = Wooden Material (1) + Wind Stone (5) + SS Wind (1)
  16. I'm in favor of another defensive passive if it's varied, needs skill point investment and is based off of their masteries. Anything else would be a cheap rip-off of battle cleric at this point. The problem is still that crit damage can completely bypass the mana shield and 1HIT KO mages. Mages need to have a strong defense - just not whenever they want. Well, something like that. Anyway, I have a suggestion that might work for this. Remember, the normal Mana Shield isn't the problem, it's the Fortified Mana Shield that's problematic. If we can remove the skill and somehow keep its strengths while removing its drawbacks, everyone should be happy.
  17. Hello, Visitors. As you know, there's debate raging around the mage's overly strong and unhindered durability in PvP. The following suggestion aims to sidestep some of the problems attached to the use of Fortified Mana Shield by... removing it! Well, yes but also no. We'll add a skill that does the work for us. We'll look at what this skill does, its pros and cons and lastly we'll have a cup of chamomile tea. Remember, discuss the concept and not the numbers. Skill: Forbidden Technique Type: Self-Buff Duration: 30 seconds Cooldown: 9 seconds Forbidden Technique puts the mage in a status where the next job skill cast will suffer an additional t seconds of casting (+ animation) time and forcibly consume 100% of their available mana. Damage-dealing skills will gain an additional minimum 30% skill power and x bonus cast range (x = 10 meters or whatever isn't too OP.) Non-damage dealing skills like Mana Shield will instead have their restriction on how much mana is used for it unlocked - in other words, the magic shield absorption will use 100% of their mana instead of just 70% at full point investment for Fortified Mana Shield and 50% for Mana Shield. After the use of a skill during the effect of Forbidden Technique, the mage will enter an undispellable negative state called Backlash, during which they cannot replenish their mana through any means except natural regeneration. (Skills like Meditation, Staff Channelling, Mana Shield Siphon and Mana Stream will still work fine. The Sit skill will also work. ) This status will persist until mana has been fully replenished. PROS: - Sidesteps the problems of Fortified Mana Shield by allowing mages choice in their durability. - Enhances what mages want enhanced - spell damage and durability. - Mages still have weaknesses to exploit. - Looks cool! CONS: - Mages will have to act more tactically if they want to include this spell in their toolkit. - Could bring about a forced meta if this skill is implemented as a Unique skillbook. If implemented as part of the base skill tree, there will be overwhelming pressure to learn this for PvP arena combat. - Casting time 'penalty' could be confused for animation bug.
  18. You earn valor in dungeons too, you know. But yes, there should a mechanism over and above the usual that allows us to play from the same public IP. I just can't think of anything that wouldn't be super-intrusive, at the cost of Rednim itself or that wouldn't qualify as P2W. Ideas?
  19. Well, it can't be BCs, since most BCs can already take on most mages without the need for such a skill. Knights just don't have what it takes currently to close the gap and capitalize on their dispel and stun. Maybe if the slam skill is modified to deal super-large AOE stun. Scouts - maybe. That's definitely a balance and theme issue. Depends on the mechanics of the mana burn skill, it could be anything. Raider - with a gap-closer, sure, passive mana burn on hit, scaling mana burn nuke with DoT. It'd be balanced even with a stun, I reckon. Artisans - maybe. A special type of bullet that passively burns mana, a special shot that prevents mana regen, doubles MP consumption or prevents a shield from being recast, or maybe penetrates the shield and ignores it to deal damage whenever the mage uses spells. Even with additional range, they're squishy enough that you'd need 2 artis to get the job done for sure. Again, a balance issue.
  20. I laughed when I saw that old Economics 101 mainstay 'widgets'. Brought back some memories.
  21. Yeah, but controllers though...
  22. Ammo tab sounds alright. Moving it to consumables sounds good too. Also, maybe make Gunpowder Packets very slightly cheaper at the NPC too and give a recipe to turn Gunpowder + a Cloth material into Gunpowder Packets, and a recipe to craft Gunpowder as well from stuff like Coal. That'd be a great QoL improvement right there. It'd make grenades/explosives crafting a more attractive option as a knock-on effect. Not sure about the 9,999 stack thing, for reasons stated.
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