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Bobbity

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Posts posted by Bobbity

  1. 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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  2. 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?

     

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  3. 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.

     

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  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

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  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.

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  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...? 

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  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.

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  8. 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.

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  9. 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.

     

    @Etienne oelekno I think a Mage main should explain to you why the long cooldown is unfair and unworkable as things stand right now. I reckon in the future this could become a viable option, though.

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  10. 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.

     

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  11. Where have

    On 1/16/2023 at 2:58 PM, HotaruAsakuraVT said:

    Mages can get Spell Crystal offhands, providing a boost to their Skill Power by a small % at default/NPC state, and they're rarer to obtain as a Blue/Unique, and certain Crystals can provide an Element Boost to certain spells (to eliminate the over reliance/meta of Fire Spells)

    Where have I seen this before?

    On 1/16/2023 at 2:58 PM, HotaruAsakuraVT said:

    Scouts get Quiver-off hands, which can also act as an interim Backpacks that when you equip it, any arrows currently equipped will have a weight reduction bonus of roughly 25% and a mild attack speed boost of 5% (as default stats) 

    I support quivers on scouts, and especially cosmetics for quivers. 

     

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  12. 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.

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  13. 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.

     

     

     

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  14. 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.

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  15. 56 minutes ago, ChristAngelo said:

    The only one that will still with the status effect of Self AOE is the Sacrifice skill with the effect of taunt, but change it to a skill unique for PVM only and not to a PVP

    Okay, why?

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  16. @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.

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