Posted at 07-27-17, 10:58 pm Link | #
Uzume

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I second this suggestion. It'd be nice purely to not waste so much time doing something so tedious.

I also wish there was a way you could just insert all the items (cobwebs/wool) into a loom/spinning wheel etc at once. I'm not sure if this is possible, but it'd save a lot of time dragging everything one by one if it could be possible.
Posted at 07-29-17, 12:01 am Link | #
Uzume

Posts: 71
Joined: 04-26-17
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Firstly, welcome to the server! I hope you enjoy your time here.

The biggest change is the fact that this version is only updated up to G13s2. As a result, you do not have the fast paced combat system of Official mabinogi, instead you have the loading time combat. We do have content that is implemented from future G's though like special upgrades, specific egos and certain dungeon drops that were available later than g13s2. However, there is no fighter, gunner, bard class (there are no plans to implement these as it is impossible) and there are no "talents", but rather the old destiny system after your first rebirth. We have 3 custom shadow missions that do not exist on Mabinogi official. You also have no "cash shop" for irl money, instead you have Red Fomarian Coins which drop from monsters, which allows you to buy pets/gachapon/dyes etc. There are no AOE pets, so no dragons, flame horses, etc. Fashion is being implemented into the game consistently and there is much more focus on crafting. Fashion that becomes obtainable usually does by being released as a pattern/manual instead of something you just get out of gacha. A major difference also is that the GMs listen to your suggestions and run content polls to see what the community does want to be included or changed in the game. You can often speak to them on the Unofficial Mabi-Pro discord server or ingame.

I may have missed some things out, but I hope this gives you a good idea of what the server has to offer and what the differences are
Posted at 07-29-17, 11:37 am Link | #
Uzume

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i drewd an elimine :>

I really love the colouring on this one. Great job!
Posted at 08-08-17, 08:51 pm Link | #
Uzume

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My submission for the contest ^^

Posted at 08-09-17, 08:23 pm Link | #
Uzume

Posts: 71
Joined: 04-26-17
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To be honest, I don't see any real problems with this idea. As it currently stands if a guild that's been built up with the upgrades/guild hall etc has an inactive leader it's a waste that it's just left to die. If a leader has been inactive for a certain amount of time they can't lead at all so transferral of leadership seems logical in the case of inactivity.

The only thing I will say is that it's a very selective problem and I'm not sure how much work this would take on the GMs part so I'm not sure how long it would take to be implemented. In that time more people in the guild might leave to join other active guilds and then the problem arises of what will be left to lead, assuming the leaders seniors and so on have mainly left. Then again, if it is passed in a content poll and implemented that would then prevent this problem and stop people from leaving guilds and instead not kill guilds that were developed just because the leaders were inactive.

Basically I understand the problem and think your solution is a good one. If a content poll is run on this issue I would certainly vote yes for this system.
Posted at 08-09-17, 10:57 pm Link | #
Uzume

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I personally think it would be fine to do, we can certainly run this in a content poll.

Ah nice Speaking of which, any idea on when the next content poll will be?
Posted at 08-11-17, 12:56 pm Link | #
Uzume

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Congratulations to everyone It was very fun participating xD
Posted at 08-11-17, 01:52 pm Link | #
Uzume

Posts: 71
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I can't imagine that I beat Ausar with his pro drawing skills!

Also was fun to draw your chara, well done everyone with your own drawings they were all very good in my opinion!

To be fair... You drew Eli as a Jojo character which is pretty unbeatable even with Ausar's pro drawing skills
post rev. 5 by Uzume on 08-19-17, 01:37 am
Posted at 08-18-17, 01:10 pm Link | #
Uzume

Posts: 71
Joined: 04-26-17
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Hi guys! Here is a list of the items obtained from the event so far. Please add anything else you all receive.

Clothes:
- I <3 Lorna Tee
- Pirate Captain Suit
- Men's Relaxed Wear
- Double Button Swimsuit (M) (pose)
- Sailor Frill Bikini Swimsuit (pose)
- NPC Enn's Wear
- Lirina's Long Skirt (Lorna's colours)

Hats:
- Tropical Snorkelling Goggles
- Swimwear Cap
- Study Vintage Goggle Cap
- Sheep Ear Headband
- Good Morning Hat
- Admiral Hat (M/F)
- Emerald's Classic Celtic Headband

Shoes:
- Sailor Shoes (M/F)

Weapons:
-Toy Crossbow

Shields:
- Wild Pan's Shield

Manuals:
- Heater Shield

Other:
- Horn Bugle World Premium
- Name Change Colour Pot
- Tin Potion
post rev. 1 by Uzume on 08-21-17, 02:12 pm
Posted at 08-21-17, 02:10 pm Link | #
Uzume

Posts: 71
Joined: 04-26-17
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So recently we, (Uzuu and Excelsian) read some people talking about how one of the most unique things about Mabinogi is the classless system as in you can be whatever you want to be and rank whatever you want to rank. However, this is usually overlooked by the fact that, in order to reach your fullest potential in any given class, you must have a set of equipment with enchants that correspond to it. As a result, some hybrids are limited (you can't have a very effective spellsword as you would sacrifice melee damage for mana reduction/int enchants and so forth.) As a result, we were wondering how possible it would be to implement a system similar to the switching weapons hotkey, where you could press a button that changes your entire equipment to your second slot with the same rules as when you can switch your weapons (aka not being hit, not using a skill). More details as to how the system could potentially work at the end, but first some arguments regarding the idea.

We propose this for the following reasons:
1 - It would add completely new, strategic elements to the game-play. What is the best way to maximise your DPS with your character? Instead of maxing out one class you would be encouraged to explore other classes since you can more easily do reasonably well with those classes aswell besides just your main class.
2 - It gives end game players more versatility and more strength. Ofcourse there are downsides to this and people will scream that you can now be OP. Yes, character's will get stronger, but assuming these players have spent large amounts of time ranking extra skills and time farming for optimal equipment for these skills then they should be rewarded for that in terms of their strength. In a server like this where progression is fast it is important to keep giving people new goals to complete. This would be an interesting way to open up new pathways for those who wish to explore other avenues. When someone who is close to reaching their full potential/almost reached their full potential in a certain style of combat, it will take a long time for them to gather equipment for any other combat style to rival their main one. Because of this, there is a stronger reason to have multiple classes trained and it is more rewarding to spend your time/efforts into progressing two classes on your character.
3 - It doesn't just have to benefit "pro" players. It can benefit those who are just starting out as a hybrid to make them more viable in combat. You can have a mana reduction set with will o the wisp (which is a popular start for most mages) for when you want to use some magic, and switch to a fox/giant set if you want to switch to melee at some point while fighting (fox/giant being a good starter set for melee people, but terrible for mages)

There are cons to this ofcourse, the largest one we think being that while it would add a completely new element to combat, it would also reduce some strategy from the game. With this system you would not have to think of what you would be sacrificing to enhance your other class. An example of this would be putting Quartz on an accessory which can be used for a hybrid Archer/Melee class, whereas in this system you could just go for separate accessories, Stout for Melee and Light for Archers (Quartz giving 5 damage to both, whereas Stout gives 15 str to Melee and Light gives 15 dex.) However, with the new system I am proposing you can still use a hybrid build to save money, but you have the option to put in more effort to create two sets. If one wishes to save money they could by still going with the hybrid build, that does not become unviable. However, it will give those who do want the option to maximise their damage output the ability to if they put in the time and money to do so. Of course, one can already do what we propose by just un-equipping their melee equipment and switching to archer equipment, but doing this would be rather unviable when you want to do this during combat, making it only possible if you actively know beforehand you want to spend the entire fight using a certain combat style (with maximum efficiency).

Now, some details how we envisioned how this could potentially work.
First of all, just like how weapons have an auxiliary slot, the rest of what you wear would need an auxiliary slot (including/excluding robe, doesn't matter much). If this is possible to make. Since we have 0 clue what is possible due to coding, we envisioned three ways in how this could be implemented (with suggestion number one being the easiest but most undesirable, and number 3 being the most desirable option)

1. Make the equipment set switch together with your weapons. So when you press the button to switch weapons, you also switch the rest of your equipment set
2. Make the equipment set have their own hotkey to switch, separate from the weapon. This way, if one has not invested time yet to have a secondary set available for their second combat style, they can swap their weapons still, without swapping out their one single combat set they have (for example, if someone has 30dmg from str enchants and 20 dmg from max damage enchants on their melee set, but their archery set only has 15 dmg from dex, their melee set will still benefit archery more until they upgrade their archery set. So by allowing one to not swap their equipment whenever they swap weapons, people that only have one set can still use that one set for both weapons equipped).
3. Make the equipment set switch together with your weapons, but if any equipment slot on the auxiliary set is empty, equip the item from the main slot automatically when switching to the auxiliary set. We assume this solution is much harder to implement (if ANYTHING of what has been said so far is even possible), but it would be most desirable solution. For example, a warrior that has a full set of clothing (boots gloves suit hat and 2 accessories) with max damage enchants, could switch to the auxiliary slot with his incomplete mage set (mana reduction boots, gloves, hat with int enchants, but no gloves/accessories yet), and automatically equip the accessories/gloves from his warrior set on his mage set, which would, even when inferior to actual int enchanted stuff, still be beneficial to the mage compared to having nothing equipped (since max damage enchants still benefit mages somewhat).

The examples we have used have mainly been involving archery, melee and magic, but this system is especially useful for alchemists, since alchemy benefits quite a bit from their alchemy damage bonuses, while any other class gains nothing from it.

Now, we know that perhaps this idea is already impossible right from the start (as in, making an auxiliary set for the rest of equipment, or allowing the swapping between sets), but we have personally no idea if it is, so it is better to try. What do other people think of the idea of being able to swap equipment sets? Could there potentially be other ways to implement this system apart from the auxiliary slot idea? (We were personally thinking of perhaps having an auto-equip function like a lot of other MMOs have, where you can equip a set, save the hotkey to auto-equip that set and then whenever you press the hotkey, your gear gets unequipped and the set you saved on the hotkey gets equipped with the pieces that are in your inventory).
post rev. 1 by Uzume on 08-24-17, 02:54 pm
Posted at 08-24-17, 02:54 pm Link | #
Uzume

Posts: 71
Joined: 04-26-17
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It is nice that you provided data, but if we get melee weapons with those kind of numbers, every single person that does melee would switch to said weapon. If you look at how much int/str one can get (through skills alone, excluding levels, starting int/str etc.), you can see that in our version you can roughly get 248 str and 714 int (looking at humans only, since most people play humans). These numbers aren't completely accurate since we have bunshin and there might be other slight differences, but the differences shouldn't be too much. With the stats you suggested, you would get 192+ max damage from skill stats alone with skills capped(once again, keep in mind, excluding level up stats etc.), whereas currently melee weapons that go off by str only get 99+ max damage. You mention that mabinogi has already done double scaling and that it isn't overly broken, but the numbers that you show are clearly broken in our server. Since the GMs have mentioned that the intention that new content is to be on an equal or lower power level than what we have available at the moment, scaling on any new weapon with a dual system would have to be with every 10 str/int for 1 max and 12 for 1 minimum.

Although personally I think that it would be fine for any dual weapon to have a slightly more favourable scaling, since then it will achieve something similar to the system we suggested, providing players to have a slight edge over other players if you choose to invest more time into becoming stronger. If anything gets introduced with dual scaling, I think it will be very important that how the scaling is done is carefully chosen. Honestly all we wanted was more reason for the player-base to get more powerful in multiple branches of combat and dual scaling would be fine for that, we just found our system cooler and there would be more work you could do to achieve that goal for multiple sets (farming more enchants/gear in dungeons etc) rather than just obtaining a separate weapon and a set with dual enchants.
Posted at 08-24-17, 08:10 pm Link | #
Uzume

Posts: 71
Joined: 04-26-17
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We've already been told that we can't get new skills introduced into our servers, so everything that hybrid will ever be is min-maxing twice (unless hybrids enchants is an idea that people would like, then it is min-maxing skills twice and just getting one equipment set meaning you get to spend less time essentially on the game to reach full potential). Introducing the ability to swap equipment set will have the same amount of flow that it currently has, which is being able to swap what combat style you use, but with swapping equipment you will be able to take advantage of its full potential rather than having it as a side thing.

Also, the arguments about magicians that you had (mana sets being useless if you are going to swap weapons and losing MP on wand switching) are already existing issues for any mage-something hybrid, not something neccessarily introduced by the idea that we have.

i love the concept on paper.. but once you apply it i think it'll have too many problem (much like my own solution has it's own problems).

Most of the issues you have listed so far are arguments about magicians that are already existing issues (mana sets being useless if you are going to swap weapons and losing MP on wand switching) for any mage-something hybrid, not something neccessarily introduced by the idea that we have.


I like the idea of farming out more enchants/gear (though lets be real most gear is near useless in dungeons)

What do you mean gear is useless in dungeons. I mean, maybe defensive gear is useless (since I never bothered with it because I spend the majority of the time deadly, I can't say how usefull stacking defences is), but any gear enchanted for damage is far from useless.

And a question about your hybrid weapons. Personally we don't care too much whether weapons with more than just a single stat scaling get introduced as long as at their max potential (aka maxed out stats from skills etc.) they dont outclass current weapons by more than 10-20% or so, it would just mean that another weapon besides good artisan rolled battlesword becomes the staple and everyone switching to that. But were you actually thinking about having them serve multiple purposes or anything of the like? Since if weapons get introduced that can be effectively used as melee weapons (as in, they actually have decent damage to physically smack someone with) and are able to be used for a different combat style to some extent (as in, allowing ranged, alchemy or casting of fusion bolt/advanced magic), that would most likely be broken, unless they are at a significant enough penalty (extra mana cost, reduced amounts of damage etc.). Also, the idea would only really work as a combination between magic+anything els.
[Posted by Uzume on 08-28-17, 06:51 pm, deleted by Uzume]
  • #5064
Posted at 09-10-17, 10:14 am Link | #
Uzume

Posts: 71
Joined: 04-26-17
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Welcome to the server! Just to add onto your first question elves do have tutorial quests in Filia yes. They also follow the old Falcon transformation story line as opposed to doing g1/g2 like live mabi.
Posted at 09-10-17, 11:52 pm Link | #
Uzume

Posts: 71
Joined: 04-26-17
Last post: 2415 days
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Make cows with banners on them so that they are the true battle cows
Posted at 09-11-17, 06:18 pm Link | #
Uzume

Posts: 71
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Bumping this so people know it is still being updated with relevant info
Posted at 09-19-17, 09:54 pm Link | #
Uzume

Posts: 71
Joined: 04-26-17
Last post: 2415 days
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Yup. Seems to be dead entirely. It also had some big problem with spam-bots too. This is probably for the best. Restarting the wiki with some bot and guest protection would be a wise idea I feel.

The question is, do we know if anyone plans on doing this? If so I would be more than happy to help importing pages into the new wiki. I just don't know if anyone would be willing to host their own site.
Posted at 09-28-17, 09:55 pm Link | #
Uzume

Posts: 71
Joined: 04-26-17
Last post: 2415 days
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Questions 1-7 I think are pretty no-brainer questions, as in, why would we not want to dye absolutely everything? So I will skip the explanations for those and start with Question 8.

Question 8 Currently, Shyla appears in all of her locations simultaneously. Should she instead only be at one location at a time, like Price?

Nope, I don't see a reason to make her harder to get to. Simply put we need her for basic things even like 1k stack arrows so who wants to be chasing her around Uladh and Iria just to find her to buy some necessities.

Question 9 Should a new tier of lesser gachapon be added to contrast the expensive seasonal gachapon? It would be purchasable from Shyla for a small number of red coins, and contain less valuable items.

Yes, but I wonder whether anyone would actually do this? I mean, the current seasonal gacha can give absolute crap so a lower tiered one I don't think would be appealing to most people, but that depends on what kind of items you wanna put in them. Also if they never give anything rare then why would you waste coins on them in the first place. It'd be better to save up for the seasonal one to get better stuff. I personally think a gacha that is more expensive and allows us to fight field bosses (monster summoning urn PLS) would be a much nicer thing to have. Simply because you will nearly always get something useful (not necessarily rare but useful) AND you can fight a field boss.

Question 10 Currently, there are no obtainable pets in the game with area-of-effect (AoE) abilities. Should AoE pets become available through Shyla's shop?

I think either 1 pet per account or AoE pets with the ability removed will be fine. I know people will say "omg you can spam" but you can't if you only have 1 pet and you certainly can't if the aoe effect gets removed. I have posted so much on a thread about this issue so I won't repeat myself too much, but I hope one of these two optionss get passed. That way the problem of aoe pets is minimal or non-existent but we get cool looking mounts. Win-win in my opinion.

Question 11 Should the rate at which MP is regenerated through the use of the Meditation skill be increased?

I think meditation should be stronger, but I'm no mage an I have no idea how "strong" Nexon's Mabi's meditation is, but I vote yes to a buff.

Question 12 Should we run a special content poll that revisits some past questions that failed to pass at the time?

PLEASE. This is the biggest one for me. I hope SO much this gets passed because the community is continually changing and so those who played in Open Beta may not play anymore now and may have had drastically different ideas to those who are playing now. For example, why on EARTH were reduced level restrictions on SMs etc not passed??? It would mean many more people at lower levels could access harder content quicker, and since we already have double ap and double exp people are more than able to do HM shadow missions at total 750 maybe even earlier. I hope this gets passed so much.

Question 13 Should knuckle weapons be added? There would still not be any knuckle-specific skills.

Sure, I see no problems with this or why it wouldn't be wanted.

Question 14 Should some future pets be released on a rotating schedule? They will only be available for a limited amount of time until another set of pets becomes available for purchase. No pets introduced in this fashion will become permanently unobtainable - they will always eventually become available again.

If they become obtainable again at some point in the future then I don't really see the problem with this. It'd be nice to have seasonal pets actually over time or something.

These are my thoughts on all the questions I'm particularly interested in. Overall I'm really looking forward to how this poll will turn out.
post rev. 24 by Uzume on 10-13-17, 03:02 pm
Posted at 09-29-17, 11:39 am Link | #
Uzume

Posts: 71
Joined: 04-26-17
Last post: 2415 days
Last view: 2360 days
A list of all the new items in the Autumn gachapon.

Weapons:

Clothing:
- Mini Nurse Outfit
- Sultry Nurse Outfit
- Rurutie's Outfit
- Devil Costume (M/F)
- Star Rider Wear (M/F)
- Bloody Anti-Fomor Uniform (M/F)
- China 7th Anniversary Outfit (M/F)
- Surgeon's Gown (M/F)
- Samba Festival Outfit (M)
- Lady Waffle Cone Dress
- Jintan's Wear (M)
- Zettai Ryouiki Folk Garb (M/F) [Classic couple suit]
- Witch in Training Suit (F)
- Menma Wear for Women

Hats/Wigs:
- Cross Empire Wig
- Portia's Wig
- Ronin Wig
- Eirawen's Tiara Wig
- Waboka Wig
- Rurutie's Wig
- Berched's Wig
- Baby Succubus Wig
- Hamburger Hat
- Squirrel Mascot Head
- Ghostly Eastern Vampire Hat (F)
- Macaroon Mistress Hat (F)
- China 7th Anniversary Headress (M/F)
- Pumpkinface Hat
- Baseball Helmet
- Single Club Helmet
- Elund Tea Cap and Wig
- Lady Waffle Cone Bow (F) (In-Game: "Chocolate Waffle Headdress")
- Rin Tohsaka Wig (F)
- Pierrot Wig (F)
- Fallen Fairy Wig (F)
- Chocolate Waffle Headdress (F)
- Chocolate Waffle Cap (M)
- Afternoon Tea Cap and Wig (M)
- Sultry Nurse Cap (F)
- Vampire Hunter Hat (F)
- Triangle Kimbap Hat
- Rhetoi's Rabbit Hat (M)
- Sweet Ginger Bear Hat
- Baseball Helmet (M)
- Samba Festival Wig (F)
- Friendly Shark Hat
- Duck Hat (Untradeable)

Shoes:
- Surgeon's shoes

Gloves:
- Reaper's Gloves (F)
- Ruby Devil Gloves (F)

Robes:
- Arin Costume Clothes

Accessories:
- Jack O Lantern Flying Puppet
- Skull Balloon Flying Puppet
- Little Ghost Flying Puppet
- Ghost Bomber Balloon
- devCat Balloon
- Special Effects Tamed
- Shadow Bat Flying Puppet

Tailoring Manual:
- Romeo's Clothes
- Arad Magician Costume
- Arad Gunner Costume
- Lance Feather Outfit
- Lileas Suit
- Rank 8 Berched Wear
- Rank 6 Matador Suit (M)
- Rank 4 Juliet's Dress (F)

Enchants:
Rank 8 suffix - Falcon
Rank 9 suffix - Hitting

Other:
- 10x Intermediate Mana Preservation Stone
- Average Firewood
- Fine handmade bandages
- Silver Ingots
- Chat Color Change
- Muffin of Luck
- Dexterity Cookies
- Jelly beans of Strength
- Lolipop of Intelligence
- Unknown Basic ES
- Fine Fabric
- Snappy ES
- Pollen x10
- 1x Potion of Proficiency (1 hour)
post rev. 5 by Uzume on 10-01-17, 12:31 am
Posted at 09-29-17, 03:05 pm Link | #
Uzume

Posts: 71
Joined: 04-26-17
Last post: 2415 days
Last view: 2360 days
Weapons:
- Devil Slayer Scythe
- Blutsauger
- Royal Pumpkin Rapier

Clothing:
- Ghostly Eastern Vampire Outfit (M/F)

Hats:
- Wicked Pumpkin Head Mask
- Big Pelican Protector
- Night Wizard Hat
- Big Panache Head Protector
- WItch Night Hat

Shoes:
- Reaper Shoes (F)

Gloves:
-

Accessories:
-

Robes:
-

Potions:
- HP 100 Pots x5
- Stam 100 pots x5

Enchants:
- Spark
-Poison Archer
Terms

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