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Bobbity

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Posts posted by Bobbity

  1. *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?

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  2. But that's literally how economies work... stuff exists behind paywalls. I mean, you can play a game without economies, without currencies, without demand because supply is infinite. This is fine and is called a trash pserver. You can get any cosmetic you want, any skill you want. All you need is a good relationship with the server admin.

    A compromise would be to get dealer buffs and buff pots from Ferrel Guild quests, muse buffs and buff pots from the Arumics, soldier and hawker buffs and buff pots from the Righteous Crusaders and the ability to buy them for Valor from the Valor shops at the Junon Order.

     

    EDIT: With more questlines guiding players from Adventurer's Plains to Junon (free weapons etc.) and beyond, I feel handing out 2 or 3 buff potions for your own class at the starter village could do wonders in making players addicted to them. They could be part of the class assumption rewards, the Jelly King quest rewards or even the rewards from talking to the mayor in Junon.

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  3. 8 hours ago, Evylrune said:

    So, are they going to give every class the ability to craft so we don't need to look for an artisan? I think it's the next logical step.

    I don't mind some basic level of crafting for necessities on other classes. Skill points and stats aren't free, after all, so you always pay for having this additional ability. A scout learning to fletch arrows will never threaten the livelihood of a well-equipped artisan working at an economy of scale.

     

    6 hours ago, Aquil said:

    For me, the best would be to remove all the buffs (they are annoying u have to recast them from time to time) and just raise some passives power ¯\_(ツ)_/¯

    Buffs are what makes Rose stand out, so we're unlikely to get rid of them, but we've already moved in the direction of making passives more important. Many of the Unique skills focus on passives more than buffs.  Remember, most buffs are party buffs - if you're not in a party, you don't need them. Since they're so tightly bound with player experience throughout the game, they have high priority with the devs, so I expect we'll eventually come to a workable compromise. 

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  4. In the current state of the game the following is true: artisans can craft buff potions. Dealers can't. In fact, good luck trying to craft a buff potion at level 120. Spoiler: It's not going to happen without Arua's intervention.

    In the spirit of giving people options AND earning things through hard work and gumption, I don't see any reason why valor quests can't reward buff potions as well AND/OR valor shops have buff potions available for sale. This would mirror what's available in the Honor shop.

     

    I've been thinking about ways to bring back targeted buffs as well as ritual skills without breaking the current meta. So far, this seems impossible. That said, there's nothing that says the meta is sacred and inviolable. We can bring back targeted buffs as long as it's not core to the current skill tree. Also, although I tend to dismiss pserver-ish things, we could have Junon Order NPCs (and those from Luxem Tower) provide some buffs. Free? I dunno. It's something to think about. At least it's not a buff fairy.

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  5. I've heard many people say that dealers should be able to repair equipment, especially items they can already craft. But crafting doesn't take place at lower levels, mainly due to the current quest meta and also due to the difficulty in crafting items less than 30 levels below you/at your own level. Basically, there are barriers. So, given that crafting doesn't take place at lower levels, can we justify repairs? Or are we going to pretend that this is totally different? Also, how would this affect the market, given that zulie that'd normally disappear into the hands of the NPCs (with zero effect otherwise except as moneysink) would now end up in the purses of dealers?

     

    Any other issues with such a skill?

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  6. On 1/25/2023 at 10:11 PM, OwlchemistVile said:

    That sounds similar to one of the propositions Leonis made before he was unceremoniously disappeared from Warpportal. I never had any objections to elemental shields. And your suggestion is pretty close.

    Fire: Burns enemies on attack
    Wind: Increased dodge-rate while shield holds
    Water: Magic Resistance up
    Sorcery: [if changed to a pierce magic buff instead of magic defense down on target] Harmful Status Resistance up while shield hold.

    Stuff like that.
    Mana Shield is overly relied upon, hence my post that was referenced by that troll earlier. Taking 50% of the shield potency [and probably SP cost] and shifted to other avenues would inadvertently buff Mages, as instead of only needing to counter 1 button, you'd need to counter more. So, while it is a sort of "crutch" for Mages, shifting it from Mana Shield to a diverse repertoire needs to be thought out before hand as Mages can go from stable to very much never played like before.

    Could we maybe add large amounts of crit defense to one of these shields as well (maybe the wind one) so it'll have greater utility but overall tank less normal damage than the current Fortified Mana Shield? So, dodge rate up, crit defense up. I'm thinking the fire shield could not only deal return damage but also explode, dealing AOE fire-type magic dmg on expiration.

    I'd rather we find a way to remove fortified mana shield eventually and replace it with separate shields branching off the elemental masteries. This way, mages have to use the basic mana shield until they achieve a mastery. Is this problematic?

     

    2 hours ago, Caerleon said:

    mages in general need a nerf lol.

    I don't see any of their skills miss me, down goes my dodge investment. And I just learned their accuracy also increases with int so they even have higher accuracy than champs 😄

    Mages can even tank my hits, they don't even flinch since their mana shield keeps getting on and on.

     

    Sounds like we need something more interesting going on with stealth since accuracy is a deal-breaker for all DPS classes.

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  7. Well, if you want to take on the burden of this balancing act, be my guest. I don't know if it's worth your time and effort, though. I'll be keeping my eye on other things - like earlygame crafting, explosives, living off-grid, different leveling strats, the scout/dealer overlap and stuff like that.

     

    Good luck.

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  8. 13 hours ago, OwlchemistVile said:

    Mana Shield is overly relied upon, hence my post that was referenced by that troll earlier. Taking 50% of the shield potency [and probably SP cost] and shifted to other avenues would inadvertently buff Mages, as instead of only needing to counter 1 button, you'd need to counter more. So, while it is a sort of "crutch" for Mages, shifting it from Mana Shield to a diverse repertoire needs to be thought out before hand as Mages can go from stable to very much never played like before.

    Clearly, this will be a nightmare to balance if we mess around with this. Let's leave Mana Shield as it is for now and just suggest some additions, then leave the heavy lifting (thinking/balancing) to the dev team. We definitely need more (and more diverse) mechanics so we can avoid problems like this in future. 

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  9. We're still left with f. mana shield as THE defensive mechanism for mages. What if we moved those effects to new skills branching off the masteries? Ones that significantly impact the available mana and provide some sort of dmg reduction, avoidance, delay or general mitigation?

    (RELATED: Would be lovely if mages got a mobility skill so we're not stuck with the tank-tank-tank meta right up to 2025.)

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  10. Hypocrisy or whatever aside, we should explore alternatives to mana shield. I don't feel it's healthy to have one single point of failure and one meta for mages. Yes, we have multiple masteries but all those magister mages have ONE type of mana shield. Right now it's a bone of contention and appeasing everybody will cause old and even new balancing problems. We could benefit from a variety of new defensive mechanics and should start brainstorming right now.

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  11. You know what would be neat? If we could combine maps 2, 3 and 4 somehow. Imagine having 2 entrances to Goblin Caves, one with the waterfall and the other at the mineshaft. The waterfall entrance could open into a hitherto unexplored but hinted at area of the caves, maybe a higher-level area like Desert of the Dead (or even super-high level) for which dungeon instances could be used too. Kind of like Sikuku Prison leads into Sikuku Catacombs.

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  12. That puts the burden on artis again, ofc. Not that I mind, but it just changes the full support model from clerics to artisans.

    How about buying buffs from the Valor shops? Or specific quests from the different Unions will reward with buff pots. Junon Order w grant any buffs, Ferrel Guild will give dealer-type buffs, Arumics will give muse-type and Righteous Crusaders will give Hawker and Soldier-type buffs. 

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  13. @AquilYou clearly look down on crafting if you think it's something for the weak. I see it as an amazing ability to solve almost every problem. But I guess you didn't read with a rational or open mind, or you don't see it from my perspective. Either way, thanks for the useful suggestion.

    Basic ammo isn't for zulie. They're to do exactly what your suggestion proposes but in a more organic way. Real ammo instead of server-faked ammo.

     

    @OwlchemistVileI don't need to discuss the positives of the proposal, they're clear. The idea OP proposes is a very good one if we 

    - had no better natural alternatives that covered existing gaps

    - the dealer class had been balanced and fixed for years and needed no review

    -this was a pserver with a dev that didn't care.

    I apologize for going a bit 'extra' there. That said, your snideness and ad hominem attacks are better left for DMs. Yes, the target was clear. I won't insult you or another person on this forum; don't insult me. I've seen plenty of ideas on this forum that were at least as good as mine, usually much better - I've never had a problem with those. I see few things simpler than letting crafters craft. Please have a moderator remind you of the terms of use for this site.

     

    @Sneaux

    If this proposal is implemented, you will definitely have parties lasting longer in the field. They will default to the trash server-provided bullets until they have proper ammo again and there will be no gaps, no problems. People will occupy their grinding spots until they get sick of it and make plans to be there even longer than that. That's a problem in and of itself but there are positives, of course. Here's what I'm thinking, though: this proposal aside, chances are, if you've run out of even emergency supplies then your party SHOULD retire. People have wives and lives, kids and work. Overwhelmingly, that's the server's current community. I refuse to believe that an artisan can't carry enough twigs and source enough leg bones for an entire night's worth of grinding. In other words, there's nothing wrong with a party not grinding for 3 weeks without rest. What you propose is an artificial plaster for a wound that doesn't exist.

     

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  14. We could model ingame help along the lines of Path of Exile. With every new map or NPC encountered, the help fills in more info. With every new map or crafting recipe unlocked, more stuff about other uses and drop locations. With every new monster killed, data about its ATK, DEF, MS, aggro type, spawn site and possible drops. I know the idea of a Pokedex type of thing was mooted months back, but I see it can be much more comprehensive and monetizable.

     

     

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  15. I'm glad you asked why anyone would ever craft basic ammo as a Dealer. There's a very obvious reason that you're not seeing because like someone else here you sound like you play in a very zulie-oriented way.

    Let's say you're in Goblin Caves for some reason, killing goblins (and pongs and ghosts too, I suppose.) You're here to grind, loot and level. You've got space for loot and you've got some ammo. And the loot dropped can somehow be used to craft more ammo. Do you go back to town for more ammo when you're out or do you make more ammo? Now imagine being able to make ammo whenever you want. Now imagine you're in a party and they need ammo. The ability to make ammo isn't just for added dps or to sell to PvP addicts. It's an emergency skill for when you need bullets or shells, for when your xbow knight or scout needs arrows. It's to keep things going - much like a cleric's flames keep us going. It's also for people WHO DON'T GO TO TOWN. They live off of their loot, and I am offended that you people are determined to exclude this entire category of players because all you think about is zulie instead of an inclusive gameplaying experience. You've been doing this for years. If someone in your party has a problem, if you lack something, a crafter should be able to sort you out, even if it's something as simple as 'we need to keep the grind going'. But instead, you want to sidestep this. 'Run out of ammo? But this is a game, we can't have finite ammo. Let's give everyone infinite ammo.' Why are you forcing a meta? Why can't crafters do for themselves instead of having to run to NPCs for everything? People want to craft because they actually want to craft BECAUSE THAT'S WHY THEY PICKED DEALER. If you just want to hit from range, hawker is lovely for this; you can become a scout and kite for years. There's already so little crafting going on earlygame and you want to make the situation worse.

     

    31 minutes ago, LeMiki said:

    I don't think there needs to be some complicated solution for this. Just a separate bag/tab for ammo will do wonders. Maybe removing the weight too.

    Oh, now we're removing the weight too?  If we remove the weight, we might as well do whatever we want. Up the damage, add an on-hit stun, slow and blind, aoe on auto-attack... just add some ideas here since it's a free-for-all now. It'll make the mobile game a lot easier, no need to skill anything.

     

    EDIT: This has devolved into a rant, clearly. I want to point out that this is a bone of contention for me for the past 8 years or so because the Dealer class needs to be sorted out in creative and effective ways but all that's given so far are sops. There are obvious remedies that don't involve weird pserver-ish hacks and actually improve gameplay at both earlygame and lategame (more interesting, tactical etc.) but all I see is stuff like 'infinite ammo, 0 weight ammo' and the like. I'll discuss it via DMs instead of cluttering up this particular thread with my aggro.

    Aside, there's actually no reason there can't be a separate ammo tab. Right now, it feels like a cop-out but it might be the best solution eventually.

     

    EDIT the 2nd: What are you guys gonna do when we end up on planets with no NPC shops? No friendly NPCs? Teleticket back to Junon? We don't have those anymore, AFAIK.

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  16. @choppmanYour post makes me wonder if the game doesn't need more quests so comprehensive knowledge of the game is gained organically. People are asking for wikis and I don't know how I feel about that. I'd prefer that they actually play the game, explore, and find what they need to know thanks to spending time ingame.

    So, what you want is to, whenever you find loot, to already know whether to keep and store it, vend it or sell back to the NPCs. For those who want convenience this definitely would be a nice feature - sounds like something for premium accounts, like Dota+. Being able to ping NPCs, friends and clannies, look up materials and recipes, gameplay guides, walkthroughs, stuff like that. For cheapskates, we'll have to learn things the hard way. 

    You're right that some of the NPC dialogue is very lacking in many ways. I understand that's already being looked at, though. 

     

    PAT = Personal Automated Transport (cart and Castle Gear mech parts)

    Valor shops = the shops in front of the Junon Order faction in Junon Polis. They sell materials, skills, weapons, armor and valuable consumables for a currency called Valor (check your character screen for Zulie, Honor and Valor by pressing Alt-C.) Valor is gained by doing quests for the different Union factions (Arumic Order, Junon Order, Righteous Crusaders, Ferrel Guild. Check the other guides for the locations of these factions in Junon and other cities.)

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  17. Sorry if it came off like a rant. It feels like you aren't a dealer because you don't seem to think like one. It's not about the money per se, it's the entire Dealer experience.  In fact, it's the entire ROSE experience.

    Spoiler

    Imagine Dealers don't need to craft until lvl 250. No need for reinf, no hardened, no enchanted or endowed, just pew pew with launcher. Is that class still a Dealer? You're doing exactly that by progressively removing the scarcity economy that is at the heart of the dealer. We do all that because we're driven. That entire cycle of 'kill, loot, disassemble, craft, sell, kill, loot' isn't just because we like it but because that's what we do. When I hunt and loot it's because I'm satisfying a need. You're coming with the mentality that needs, deprivation and scarcity are bad and wrong. That's a pserver mentality. Pserver devs don't give a damn; if the paying customer wants his Faith costumes with +10000 ATK and ASPD then that's what he'll get.  Want wings with +3000 MS? Sure.

    We exist in an economy of (artificial) scarcity: of skill points, toughness, dps, money, inventory and storage space. Even connections. it's artificial but it's REAL.  If you have this fake ammo thing, dealers won't bother crafting higher dps ammo because it doesn't make fiscal sense to prioritize ammo crafting. It'd be a waste of skill points. The only people who'd craft better ammo are already settled, levelcapped, vending in Junon, prepping for AA and maybe some demanding dg like SC. 

    I used to craft backseats and reinf for a living. Most of my trade was by word of mouth since I sold significantly under market price. Of course, that meant slim margins but that was fine. if I didn't have to craft at all until level cap then I'd just be a visitor with a gun. What would I even be doing here? 

    So, TL;DR: you're taking away the need to craft instead of solving the problem by letting crafters craft. There's a significant LACK OF CRAFTING HAPPENING WITH THE SO-CALLED CRAFTER CLASS. Let them CRAFT. Modify the drops slightly, add 2-3 recipes in the crafting chain. Problem solved. No need for some stupid pserver hack like infinite free mediocre ammo. People should satisfy their lack of ammo by... crafting ammo. In CRATES. 999 CRATES. FROM LOOT. Holy crap, what an idea. Imagine SOLVING YOUR RESOURCE PROBLEMS THROUGH THE MIRACLE OF SCIENCE.

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  18. 1 hour ago, Sneaux said:

    I think the best solution here is to make basic 0z ammo a default ammo that doesn't have to be purchased and is used when ammo isn't equipped. Leave the other ammos alone, no one time purchase ammo equipment. Dealers still need to be able to craft and sell good ammo.

     

    I do support making ammo stack higher than 999 though. But as it stands now, if we just made basic 0z ammo infinite you have to choose between lower attack and more ETC space or higher attack and less ETC space.

    You just quoted my whole post just to ignore it. Why? I have already stated why your idea is bad. Your post says nothing new and offers no meaningful solutions acceptable to Dealers or that is sustainable over the long term. This is not a pserver. You can't just do stupid stuff willy-nilly and ignore the consequences. What is your answer to what I proposed?

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  19. No. I oppose this suggestion completely in its current form.

     

    On 1/1/2023 at 3:09 AM, Aquil said:

    Muses can shot attacks without any magic arrows or anything like that, why not make it for hawkers/dealers too

    How do I shot web, bro? Muses wield the power of a god. That's what mana is, the metaphysical 'weight', force, presence, gravity, importance and power of a being, and we are gifted with Arua's mana. Those who follow the muse path get to wield it in even more focused and versatile ways.

     

    On 1/2/2023 at 1:06 AM, OwlchemistVile said:

    Artisan craft arrows. I've talked on this point before but the long and short of it is.

    Wooden Arrow should be "default" and unlimited unless a special arrow is equipped, then it will use those arrows on attack. If you run out, you default back to your basic wooden arrow.

    I don't have a huge problem allowing hawkers to learn how to fletch arrows. If a level 10 dealer can do it with just a leg bone and some wood it shouldn't be beyond a hawker's capabilities to learn it eventually. I'd support it as a PvM valor skill, something you'd work towards earning and learning, not a basic skill. Dealers need to eat too. In the same way that we don't want ALL the buffs on clerics, we don't need to have literally ALL crafting on dealers. If a spear-champ wants to learn how to craft spears, who am I to stop her? Sure, she can't equip a crafting hammer so things won't ever be easy, but don't let your dreams be memes, guys.

     

    Now onto the meat and potatoes of the post. I am once again asking for your financial support you to consider the following: 

    • Economics is all about demand, supply, excess and deprivation, and most importantly, opportunity cost
    • Dealers are the economics-oriented class
    • if any ammo exists in a permanently free state such that you don't even need to buy it more than once you are depriving dealers of part of their economy
    • if bone arrows can be crafted from animal leg bones and any spare bit of wood, surely basic ammo can be crafted from a more available recipe

     

    Right now, gunpowder packets x25 + iron x5 through Alchemy can give you iron bullets. That's the lowest tier of crafted ammo available. Launcher enjoyers have to wait until they get to tiar-dropping maps before they get their turn (35-40 levels later?) In my experience, iron isn't as readily available as animal bone legs. It doesn't drop in large volume, nor is it reliably procced as a disassembly product. Yet it's used in NPC gear and a number of crafted items (even face items). Clearly, it'd be a balance issue to make iron drop more readily. Why can't we just have bean bullets and normal bullets made from varying quantities of free-dropping looted metals? Rusted iron, tin, bronze, copper etc. Or just some tier of bullets lower than iron bullets, essentially. Here's the current layout:

    Bean bullets: quality 5, dmg +3

    Bullets: quality 10, dmg +5

    Iron bullets: quality 15, dmg +9

     

    To paraphrase a great Ben Stiller movie, if you can make an air gun from rusted iron and tin you can make bullets from rusted iron and tin.

     

    Just the decision that a dealer has to make whether to sell looted mats vs store them is a huge part of why people become dealers (or should I say ARE Dealers.) The option to use these mats for enhancing their attack damage vs other options only adds to that decision, that feeling. It's the feeling of living between the extremes of a skint flat-broke scrub in mismatched patchwork looted armor and being the CEO of a major guild, commanding an army of lethal mechs, knowing you could become or go back to either based on your increasing knowledge and hard work. In other words, there has to be the risk of poverty and the glowing prize of wealth for dealers to be dealers. When you take away the most basic poverty one can experience, you're taking away an entire layer of decision-making from what it means to be a Dealer. You're also forcing a meta that should not be forced.

     

    I might've rambled there, so if you need clarity, let me know and I'll try to do it better.

     

     

     

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