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Bobbity

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Everything posted by Bobbity

  1. The only issue with carrying ammo is the tension between loot space and ammo space. (People have mooted the idea of infinite ammo, which sounds like it belongs on a pserver, as well as other less ridiculous notions. I've since come around to the idea of a separate tab/space for raw unpacked ammo, with ammo crates in the Consumables tab.) I wouldn't mind a basic lootfilter which could be a very open mod, or even a blacklist lootfilter that'd likely require dev implementation. That said, I look at this as something potentially monetizable for premium accounts. If a player didn't have such a specific lootfilter and a premium player did, would that be considered P2W?
  2. I literally just realized that new people didn't get it was a zulie sink. Should get sorted out when the devs have time, although having another zulie sink isn't a bad idea. Anyway, you know what would be funny? If, in addition to the reinforcement mats you had to use actual tin (Sn), chromium (Cr) and so on in large volume for your reinforcement.
  3. It's a little worrying how many small things we veterans know for which no mechanism exists to pass on to the newbies. It sounds like the wiki needs to be a lot more comprehensive than just drops, skills and mats.
  4. Hi, I propose a positive interaction between salamander flames and flame elementals, as long as the elementals are allied or non-hostile units. For example, fire elementals (we'll call them jinn for the purposes of this post, my arthritis is annoying me) could gain bonus HP, DEF, HP recovery and speed (attack and move) while affected by a friendly salamander flame. Hostile jinn could gain only bonus HP recovery, thus giving a negative to using flames for once. Pros: - Offsets the offense sacrificed when summoning a salamander flame. - Opens the door to elemental attribute interaction in a different aspect of the game - Introduces a tactical element in PvP (and by extension also PvM if the mechanic is extended to bosses) - Concept could also be extended sideways to other flames and elementals. Cons: - Additional dev time spent that could be used on integrating better features / improving current features / fixing small stuff (this will obviously not happen before core fixes are implemented) - Unnecessary addition to the game
  5. I reckon being able to automate crafting at higher volumes is doable as long as you hide/obscure some of the process. You could provide the crafter an output log of successes = n and failures = f, so there aren't questions about bugs. Alternately, you could only allow batch crafting where success rate = 100%. There's also the option of the crafter having a dedicated machine that crafts in bulk but sacrifices quality (no substats) for crafting success. This would be useful for grenades and explosives, ammo and PAT parts in their current form.
  6. Currently, the crafting dialog UI shows no icons for materials until you've placed the required amount of the correct individual material into it. It'd help newbies to have a greyed-out icon for the material as a reference/guide. That said, mate, you come across as someone who doesn't sort his storage and doesn't know what's in it. That bit of organization, planning and brainwork is what sets artisans apart from the other classes. If you don't even know your own mats, are you even an artisan...?
  7. I actually realized that automated bulk crafting is possible, even accounting for failures. The entire crafting process doesn't have to be transparent to the crafter, that's just the default. I reckon we can introduce a mechanism later where crafting can be done in batches through parallel crafting of items. EDIT: You could also introduce an EVE-like manufactory or factory.
  8. I get the feeling if this were to be implemented, we'd start seeing a lot of naked spearchamps dancing the spears in dg.
  9. I support survivalist skills on scouts and even dealers, so I support fletching skills for hawkers/scouts as well as being able to turn kills into food. I figure being able to craft arrows could work like party buffs, in that they're level-locked in tiers. A level-100 hawker could craft the equivalent of White Night arrows, a level 10 hawker could only craft bone arrows. The simple truth is, without crafting bonuses or a crafting hammer, a hawker's highest level of crafting will only ever match that of a level 50 dealer. There will be no competition with artisanal crafting. Having a backpack or a quiver could add another tab of ammo-only storage space.
  10. I've seen that meaning in use, but only on a few servers. Hmmm...
  11. It's entirely possible to create a passive mana burn build on a katar or bc that'd pop many mages even using Fortified Mana Shield. Balance is the problem, though.
  12. More dispel effects would be a good idea if they won't be too widespread, only dispelled 2 buffs/statuses at a time maximum and the chance to dispel wasn't based on an arbitrary percentage chance. It needs to be tied to a gameable mechanic. But that sounds like a balance discussion.
  13. Maybe: - Add 10 seconds of 75% Taunt resistance after being Taunted to prevent a Taunt-lock - Remove Fortified Mana Shield as a native part of the Mage skill tree - Add a Unique Skill - Fortified Mana Shield that works like the current Fortified Mana Shield does and has a much steeper skill point cost/ Mana Barrier that uses a different and more interesting mechanic. - Supplement with defensive skills attached to the elemental masteries that don't require guesswork to counter but are mechanically unique. There's been some discussion on this elsewhere that should work as food for thought. - Make defending more risky than attacking by providing terrain advantage. An easy way of explaining this is by looking at DoD's map layout as well as the area of Kenji Beach with the rope-bridge.
  14. Guys, you're losing to mages not because mages are OP but because you have no idea what you should be doing. Anyone that's focused will fold. That said, you need better strat and tactics. The game should better support a variety of strats as well, even for an arena as static as AA. It's something we should think about, tbh.
  15. Where have Where have I seen this before? I support quivers on scouts, and especially cosmetics for quivers.
  16. Swift Movements, Sharpened Focus and... I want to say Reflective Guard (dmg reduction + dmg return skill) I think. Can't recall, haven't played scout in a long time. Poison Shower actually is rather naff for its cooldown and cost; I reckon you could post a suggestion about it and it'd get implemented a LOT faster than, say, fixes to the Dealer skill tree.
  17. I want the devs to get off this free-ammo-as-default nonsense as soon as they can. Let the NPCs in AP, Luxem, Zant, El Verloon and Junon give free ammo as part of quest rewards based on class. That way we can stop using artificial zulie sinks like the Winter Festival; players will have to buy real ammo or craft it. Since launchers are still meta despite the latest patch, the urgency to insert some more basic ammo crafting recipes that use NPC-sold metals hasn't faded. Let the crafters craft their ammo from loot or buy it - again, using metals they can loot or buy from NPCs. Let the ammo have its own tab so that Backpack Mastery can actually see some use, or use the Consumables tab. (ASIDE: THERE STILL IS NO SHELL RECIPE LOWER IN TIER UNDERNEATH BOMBER SHELLS (Gunpowder Packet + Tiar). No need to remove the other types of ammo slots; whenever I run out of shells/bullets in Ruins, I craft bone arrows and a bow so I can keep being useful. I also keep spare ammo in those slots for party members. If we still get to reset freely later, the other ammo slots will be used again, usually when dealing with bosses that are downed more easily with another type of weapon or strat.
  18. These are nice ideas but a resistance/immunity effect is more likely to be implemented, simply because it's a copy-paste from the Sleep mechanic.
  19. What about changing the matchmaking instead? EDIT: Could also use a status resistance to Taunts mechanic like with sleeps. if you've been Taunted in the last t seconds you are highly resistant / immune to it. There are ways to work with this aside from changing the skill itself. You remind me of people who don't like running out of ammo so you want the game to not require ammo.
  20. Like I said, people have been talking about this for years. This thread is the balance discussion about the prospective Repair skill. EDIT: I just realized that at this point the difference between the suggestion post and a balance post about a suggestion is negligible at best.
  21. @Chocaholic You should treat that place as if it's a pserver, as I've done exactly that on pservers, faster even. 10 to maxlevel in 3 hours, just from crafting, no exp curve either. Didn't even use a macro or any mechanical assistance, just click-click a few thousand times.
  22. *hugs Daxio a bit* Don't worry, buddy, it'll get balanced eventually. You're right, of course. Exactly how right you are will take a long time and lots of review. On a side-note: has anyone tested this PvP interaction with mages using normal Mana Shield and not their fortified special? I reckon that'd be incredibly useful data to have. The more data we have of diverse situations, the better. Remember, guys, we're still in EA. It's ALL testing all the time. There's no need for panic and tears. If Mana Shield can't be balanced through numbers, it'll have to be balanced through other means. Keep thinking of alternatives to it or things that can either directly counter it (stuff like a passive mana-burn effect or a way to disable mana recovery etc.) or things that can complement/supplement the basic Mana Shield. EDIT: Scouts have arrows for everything. Maybe they could get an arrow that punctures your mana pool, so everytime you cast or move, you lose an increasingly large amount of mana and are unable to recover it through pots?
  23. Hey! Don't worry, okay? *hugs* Everything's gonna be okay.
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