Posted at 04-23-17, 05:01 am Link | #
Slayerj

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I...actually really like this idea. It gives new use to gems. I presume even the nekojima gems would work? (Hoping so anyway, they need a use other than ego food in my eyes).
Posted at 05-05-17, 03:54 am Link | #
Slayerj

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Thanks for the suggestion.
I am unsure what NPC is supposed to upgrade the item, but there is some items that show upgradability but really aren't upgradable.

Using Simon would make sence, given "Magical upgrades" don't exist(I think).

Simon or a lesser used Tailor NPC would be nice.
Posted at 05-05-17, 04:09 am Link | #
Slayerj

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What does LT mean..?
Posted at 05-29-17, 08:32 am Link | #
Slayerj

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Okay boys and girls, I'm here to tell you something you don't want to hear! Genesis combat doesn't suck! Now, put your darn pitchforks away! Let's just take a second, because both systems suck AS THEY ARE currently!

Pre Genesis:
-Combat boils down to knowing a foes AI to know what they are doing/going to do first.
-You need skills to load as fast as possible, so the faster the skill loads, the better it is.
-WM. Wm wm wm wm wm wm wm. .8 second load time at rank 9+. WM.

Genesis combat, how Nexon has it:
-Mobs don't have it. Why.................?
-Def and counter are broken.
-Some cooldowns aren't long enough.
-Some things are sloooow now and thus suck balls.

Pre combat is knowing what you're doing and hurting you for not already knowing or using basic tactics that almost no AI can fight (Fire counter) without the help of a skill.

Post combat is more reaction based but still has the same flaws while fixing some and creating others...

If Defend/Counter/WM could not be used within 1-1.5 seconds of being hit, they wouldn't be busted as fuck. If mobs had post combat it would be fair and a lot more fun. Some cooldowns really need to be longer, like holyshit just by .5-1.5 second in most cases.

That's my 4:30am take on both combat systems. You can now pick up your pitchforks and attack me.
Posted at 05-29-17, 03:30 pm Link | #
Slayerj

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Posted at 06-02-17, 12:49 pm Link | #
Slayerj

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Fox hat and common silk (5) under hammer game, along with rubber goggle cap sewing pattern and lemon juice.
Posted at 06-16-17, 06:35 am Link | #
Slayerj

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Simply making the meditation % rate higher would be enough, even if it wasn't as strong as Live. Just higher in general by 100-200% would be much better. As it stands, night time is the ONLY TIME it works at early ranks and even then by a a small amount. That makes sense lore wise but isn't fun in a game-play aspect. MP pots should still be useful, but not a 110% necessity for magic as they are now. Even if you cap meditation now, you're dead in the water without MP pots and that makes the skill seem very useless.

Either that or adding a passive to mediation to decrease mana evap by 5% every other rank.
Posted at 06-16-17, 07:07 am Link | #
Slayerj

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Before I start, I don't know how hard it is to make a fishing spot on an existing map or how hard it is to get something from future versions of the game. That said, here's a suggestion for a slightly less combat focused shadow mission or theater mission.

Shadow Mission: Drowned Supplies!
"While moving some supplies around in the shadow realm, our wagon was attacked and most of it's contents spilled out into the shadow realms version of lake Neagh. Some of the foes leaped in after the creates. We cannot let them get those supplies! Please help us fish them out before they make off with them. Some of the previous guards will assist you."

At the start of the mission you are given a bait tin of 150 supply bait and a supply fishing rod that drop after leaving the mission. You fish a small section of lake Neagh in the shadow realm to try and fish up crates. Every 8 minutes a wave of 2-3 shadow mobs (like the lancer and stuff) will spawn to try and get in your way. You have 4 NPC guards to help you keep focus on fishing. Every chest you fish up has a high chance to spawn a mob similar to how the fishing boat works. You must collect, depending on the mission difficulty, 3, 5, 8, or 12 creates from the chests you fish up. (They don't need a model, like red envelopes, and I'm sure we could use something already existing for their item window view.) Obviously, higher levels of fishing would make this faster, and not AFKing it would too. Up to 3 people can join in total. Talk to an NPC with the total number of crates to finish. Creates stack to 15 and are trad-able, of course.


Theater mission: Fishing Contest!
"Watch the Milletians of Erinn fish it out for the title, champion fisher!

This one is short and to the point. Though I'm not sure if it's possible. Up to 8 people can enter this one, and fishing takes place on the ice(snow?) field stage with the fishing spot from giant Homesteads. At least 3 of them. Snow trolls very rarely spawn when fishing and are somewhat weak. Players are tasked with getting a Sturgeon with X size, only possible by having X fishing rank with it's modifier on size and all that. For example, Basic will ask for something only rank E and up can do. (Wiki doesn't list base sizes of fish so I have no idea on this one.)

Sturgeon and Smelt are the only two fish you can find. On top of that garbage herbs and a few other junk items (mostly junk, some have value I guess) are in the water too to slow you down. An NPC will sell you a fishing rod and 500 bait that doesn't drop at the end of the mission.

Once you have the fish of the right size, go to the NPC to turn it in. YOU will be the only one to get a key. Everyone will still get exp and gold, but only YOU will get the key.

I feel like most of this game turned into pure combat at some point, and never really looked back. Crafting was still a thing but it was thrown to just being a "After the combat" thing. It'd be cool to see some mixes here or there. Like a custom Fiohd/Coil/SM/TM boss/ random mini boss that is a herb covered golem that has high prot and def till you pick the herbs on it that also weigh it down, so when you knock it down it stays down, but untargetable, for a short while. Basically a leprechaun that isn't a joke mob.
Posted at 06-20-17, 02:29 pm Link | #
Slayerj

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I've never saw 'fame' as part of the seal breaker title. Not once in my life on the Ruairi server, did I think twice about the seal breakers (or even see any) and go "Oh that person's so cool!" Instead I just ran past every Seal that was opened up to do what I wanted to do. At most I'd think "Thanks whoever you are for doing whatever it took to open this." That was only during the early days when I started. After a while I didn't even look at the seal breakers name or even care.

If anything, the only time I cared about who did something was with the discoverer of the dungeon titles or the bridge connecting. Not out of fame either, out of "God damn it! I'm never going to get this damn title."
post rev. 1 by Slayerj on 07-11-17, 04:54 pm
Posted at 07-11-17, 04:17 am Link | #
Slayerj

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Edit: This is now going to have some stack sizes that should be altered as well in here, but I can't figure out how to alter the posts title, so....yeah.

Alchemy


Stack sizes in general
Posted at 07-11-17, 05:01 am Link | #
Slayerj

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I do agree with increasing the stack size and size of the Alchemy Bags, Alchemists suffer on that a bit too much.(not sure if you did any reference to it, just took a quick read on the post, Alch Bag sizes I mean.)

About the other points, I can't really say much tbh, never bothered with Alchemy on this version other then Synt.

That's fair. I'm trying to both ease the burden that is early ranks of alch mastery (why is this crafting only...) and even late ranks a bit, while explaining lore wise how the base crystals are made and rewarding players for making them instead of just buying them WHILE at the same time making buying them still worth while. I don't like the fact that training alch mastery is done mainly, by the community, via rank B summon golem for like 99% stone golems, or mid/late ranks of barrier spikes and thus nothing but chopping wood (should add wood to the fire list actually) and mining stones only and buying clay crystals to use in the crafting. That would still be the bulk of it, but you wouldn't have to rely on the rank of another skill for your % at making the crystals. Not to mention for the MASSIVE amount of crystals you're required to make to rank up the early and later ranks, it makes MUCH more sense for the bulk of them to be your base crystals.

That leaves in question if the game would count EVERYONE of them made in the batches for training or just as once. Personally just one count of training total per batch would work fine.
Posted at 07-11-17, 02:26 pm Link | #
Slayerj

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I'm not an alchemist but I agree with the points raised here.
The stack limit increase could be done easily as it was done for firewood and this could be in the next content poll (wasn't it already in one of the firsts ? can't check right now).

For the rest, it would be interesting but as you said Slayerj: too much coding. I believe there are more urgent matters for coders currently.

If recipes can be added easily (or will be in the future), we could always add new recipes for base crystals but probably not make a different kind with bonuses. Also, if we're talking about recipes, I would suggest to give a use to tin, zinc and nickel ores produced by metal conversion since they're currently completely useless (similarly to these giant potatoes I get all the time: a rare "drop" which is less interesting than the common drop, what a joke).

That is true, though it never hurts to suggest something that could be written down as a "This could be done later" thing. As for those ores, using them both in synth, refine (as well as defrag), and blacksmithing would be the best thing to do. That in itself would takes a LOT of coding and thought. What new items brought in could use them, what new items created as custom content could use them, and what older items could use them as a replacement for something else without making the skill harder to train than it already is?

As for the bonuses, with all there is going on in the formula and how 3 different alch skills use multiple crystals in the skills loading, the only real answer to a 'bonus' to crafting would be a larger stack size than normal and in that case, aside from making the new item itself (as I don't know how much work that is), making it have a larger stack size still would be easy.
Posted at 09-13-17, 01:41 am Link | #
Slayerj

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I'd love a mini game to work with, even though that'd be a lot to code and most likely will not happen. It could be VERY similar to fossil recovery in one version, where you try and shave away stuff and in another version, you have a flat plane you look at horizontally from the side with a - - - outline to try and leave behind and you run the mouse back and forth while holding the mouse button down to shave away layers. Idk, just an idea.

The ability to make the base wands would be nice too! Same concept as oak staff but with a single element and for healing wand.....idk, holy water? Less overall wood though, due to the size difference.

Craft-able wooden blades...? No real reason other than..why not?

Craft-able chairs (non repair) like the ones from live (I think we had some this gen in the past..?).

Craft-able item- Lectern (non repair), it's like a thing for mediation in the same idea of rest, where it helps your meditation? Just an idea.

Craft-able wood cutting axe (probably from blacksmith only honestly) and Woodworking Plane (either carp, handicraft, or wood working, pref the first and 3rd option for more dura) just to let you get better dura tools.

Lumber axe upgrades from live.
Upgrades for the wood working plane in a similar fashion to the lumber axe.

Synthesis option to use HW and arat crystal to dupe firewood types.
Posted at 09-28-17, 09:20 am Link | #
Slayerj

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Let's see here...


post rev. 1 by Slayerj on 10-09-17, 02:12 am
Posted at 10-09-17, 02:10 am Link | #
Slayerj

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10 would remedy 50s and Menma's wear for women.

Edit: One more time!

3x portable weapon repair kits and 5x fine homemade bandage...1.5 wins out of 4?
Posted at 10-09-17, 11:50 pm Link | #
Slayerj

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The real issue with tower cylinders is, most, if not ALL 'good' missions, that is missions that give a great amount of exp and gold that people regularly spam run, are missions where you move around, a LOT, and as fast as possible. Leaving NO time or want to set up a tower cylinder. There are even a few other places where you would use a tower cylinder, where you might get kicked in the face for it, like some Rath castle rooms and any 4 orb dungeon room, because once you hit the right one...you just wasted 10 seconds + load times, and if you're soloing, you CANNOT load the cylinder anyway, you HAVE to be in a party because even if you set up next to the orb, you cannot hit it. Not to mention you do not get their buff until you complete... g9, g10, g11(URG), and NEARLY HALF OF G12. G11 at least let's you have a royal alch so it's not soloinogi, but g12 is not only BORING AS SHIT, making you run back and forth to the castle CONSTANTLY, just like in g11, to do the SAME MISSION ALL OVER AGAIN WITH SLIGHT CHANGES, but also 99% SOLO without even a royal alch. I don't care if you do it on basic before you get to int difficulty, that's not fucking worth it for something you can't use all that much. Not to mention, you might not be able to use it REGARDLESS because people you're partying with might not want to wait 5 seconds + load times before starting a group.

The amount of cylinder upgrades we don't have is crazy. It's just so damn bad. To make it even worse, the alch ele mastery skills are TRASH at the amount of dmg they actually give you. They are the LAST THING in the ENTIRE GAME you should rank, even if you're going pure alch, just because it's a waste of AP.

Sand burst was originally made JUST for blinkers. This is god awful. The MAX CP at rank 1 is 2.4k That means, some INT level and adv-HM mobs in missions are completely immune to this.
post rev. 2 by Slayerj on 10-20-17, 03:34 pm
Posted at 10-10-17, 08:39 pm Link | #
Slayerj

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Okay, first off, I'm going to redo this entire suggestion. Why? Because I just found out some things about Rath Castle music that is completely unforgivable.



First off, let's redo how we do magic music as one of two ways.

1. We need it RNG but we allow for up to THREE effects on a scroll with a min of zero based on rank. As far as I get, we're slowly getting the ability to max these music skills, so suggesting stuff that'll be in the future should be okay. I think we're up to like...rank 5 now for comp? Six? *shrugs* Rank nine gives you a shot at 1, rank six gives you 3, and rank one gives you 3. These three chances at rank 1 are all 70%, increasing your chance of making magic music even more, but not guaranteeing you three on a song. I think that's like a 34% chance for all 3?. What you get is completely random and you can get doubles (Maybe? Might be a bit too much.)

2. This one stems off the above. We get a menu to select what type of three magic musics we want, but each type of music has it's own % and if failed will have a chance to just roll a different music type. Like stat music has a high 75% chance, healing songs have a medium 60% and special music has low 50%, but you still have that 70% chance to do anything in the first place (But in this one it's just a flat 70%, not for each of the 3).

These feel complex and hard to code so idk. Just adding 3 slots to what we have might be enough, idk.

Next, we need to alter the base player music to stop having such high ranges.
Here is an entire suggestion chart.

Rank playing--
Stat boost range--
Edit: Sooo, posting doesn't keep the breaks in the numbers. Great. Going to just put ... in.

9.....8.....7......6......5......4........3........2.........1

1-2, 2-3, 3-5, 4-7, 5-9, 6-12, 8-16, 10-20, 15-25

Everything has a flat fail rate of 20% now instead of just rolling a 0. (I think that's how it works now.)


Here's the one for healing music.

9....8.......7......6......5.....4......3.....2......1

1-2, 1-3, 2-4, 3-5, 3-6, 4-7, 4-8, 5-9, 5-10


I can't seem to find a fail rate for the other magic music, so I'm going to assume it's 50/50 or something.

Peaceful music, now 40% chance to fail instead.

Berserker music stays the same.

Fast Casting maybe buffed (for a reason you'll see just a sec) to 85% (15% increase instead of 10%).

New effect: Fast Action, score scroll labeled as "Swift action+" or "Action speed +"? Decreases load time of all skills (even magic) by 5%. (Does not stack with two playing it) (This sounds complex to make so forget it if it is lol)

Sharp Aiming no longer has to be a still target, and works on targets moving (Why was that ever a thing in the first place?)

New effect: Far Reach, score scroll labeled as "Reach +". Increases Splash range by 50, Swing angle by 20(?), and Splash damage by 10% (This sounds complex to make so forget it if it is lol)

I have almost no real info other than wiki info on taming music so..just going to give it the same buff I'd give taming animals. Mobs tamed continue to follow you through loading zones. You can tame up to two targets max. Scroll use increased to 200 as you're burning through short plays to attempt a tame and 20 was really lackluster for something that's already lackluster and costs 44k from a special npc, or only 15 per in-game day for 500g each. No, seriously, I have never, in my g3 till now mabinogi life, ever seen a soul use this. Have you? Was it legit or just fucking around? I'd love details on how this thing is.



Rath Music changes:

First off, Rath Music can now have extra effects from composing put on, buuuut...I'm not sure if the songs effects should already count as ONE slot or TWO...*shrugs* Up for someone else to decide. Secondly, FUCK THE ONE MINUTE TIME LIMIT ON THIS SHIT. The songs already take MP and SP to use, but only lasting ONE minute? Jesus. Stat song is now sorta useless compared to the other songs imo, and we already don't have all of Rath music. Giving them a limit of at least five minutes would be a thousand times better, or just no limit at all seeing as they drain SP and MP while you play and you'd need to get lucky and, IF they only counted as 1 slot, roll both SP and MP healing music to unlimited play and even THEN some of these would drain it too fast to keep up without a second bard playing those same songs for you.

Side note, does...Roar of the Battle Ground just not cost any SP or MP? It has none listed and I don't have the stats to test it. (Nor do I want to buy a 58k scroll I'm most likely going to burn all the uses on in 3 or 4 missions.)



Welp, that's really all I have. Thoughts, comments, concerns? I have no idea if this is a great idea and I didn't bother to throw in any 'for fun' music like I should.


Also, a non magic music suggestion that someone said was a neat idea. Handicraft recipes for handbells. Probably like, rank 8+ or something late like that, or later. Maybe something like, 1 silver plate, 1 silver ingot, 1 tough string.
Posted at 10-20-17, 03:55 pm Link | #
Slayerj

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Not that we don't already have people with a steady stream of pots. Whenever I say I'm out of mp, typically someone just throws upwards of 5 stacks of MP100s at me like they're nothing. It's really not hard to get pots thanks to pets. Not to mention Mondays we get an MP elixir and Tuesdays a high speed gather pot. Those two go hand in hand with a herb pet, even more so if a full party of people jump on one hyped up big with their gather pots.

That said, they could just remove the ability to make herb spots on the homestead or better balance them with making them a grow-able at the farm where you get around 20 back after a day or two. But sadly we can't have 'em atm, like redclad said, they're just not in the code.
Posted at 10-26-17, 11:35 am Link | #
Slayerj

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I can understand why most would want this change. While you can slash people with a sword for several hours, just one gathering trip will destroy a single tool, and that's just not realistic at all. You're telling me I can use my sword, axe, or blunt, against heavily armored foes and have little ware and tare, but shifting some sand around on the beach, or cutting wool off a sheep will break it in a matter of minutes?? What on earth is that logic?
Posted at 11-15-17, 03:44 am Link | #
Slayerj

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And Knuckles.
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