Posted at 11-16-17, 06:44 pm Link | #
Slayerj

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Triona : 3cm aqua (Yay.....)

Lorna: 5 min tendering pot (doesn't expire, yay!) and Elund Alch suit

Taunes: 1 poison pot (oookay) and THREE sp 50s (Whyyyyyyyyyyyy)

Mele: 3cm jasper (I mean...okay but..), another 3cm jasper (stahp) and 2 copper ingots

Ferg: OLD toy hammer (WHY GAME, STOP WITH THE GREEN!), Rusty Long greaves, 2 mp 50s, and a Useless Iron Mace.
Posted at 11-16-17, 11:36 pm Link | #
Slayerj

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Tuanes: Handbell F

Lorna: Lorna balloon

Triona: Devcat cap(hat?)
Posted at 11-18-17, 05:36 am Link | #
Slayerj

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Long winded explanation of things:


Suggestion:

Thoughts? Suggestions?
Posted at 11-18-17, 10:11 pm Link | #
Slayerj

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I don't see anything wrong with increasing stack size of normal ores.
I'm not sure about mining nodes having gems though... because of metallurgy.
Maybe it dropping an alternative item that can be useful.

That's true. I couldn't think of anything other than gems that are useful. A new item that does something? An existing item? That's why when I said gems, they should either be just as rare if not rarer. Metallurgy would still be better hands down for getting gems even if they both had the same rates due to the sheer number of spots you can do Metallurgy at.
Posted at 12-14-17, 07:34 am Link | #
Slayerj

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while higher raw damage may come from max artisan'd Battleswords, giants have the advantage of shield + 2h with crazy smash dmg buff

That sadly means very little in the current state of the game were it's WM everything to quickly deal with it and maybe smash if it's 1-2 mobs left, or WM lock a bosses AI. Smash is left out in the cold in most cases. It's powerful, but slower than WM, takes on a single foe with some meh splash sometimes, and offers no defensive value as well and doesn't ignore prot to calc crit.
post rev. 2 by Slayerj on 12-17-17, 09:36 am
Posted at 12-17-17, 09:17 am Link | #
Slayerj

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Honestly we could probably do it even better. Normally I'd say something is too complex or hard for the team, but they have a great member that joined recently that I feel can do almost anything with Mabinogi honestly, that said I still know some things would either take way too much time, too much work, or just not possible with the system. If possible we could enhance commerce to be better than it was on life. Maybe make special items to be crafted with life skills that can be turned in at their respective towns for goods you can't just get from the menu.

It's been a while since I did anything live related, but if I recall... Emain had food related items(?), Dunby had 'fashion' related items, tara I don't recall but think it was, for some reason, furniture items with tail as alchemy items, bangor was smithing related, and tir escapes me completely. I want to say tir was potions?

Creating turn in items for each town for high profit/things you don't have to use your own ducats/gold on to get, would give life skills, early on, a more profitable outcome. Typically you don't start turning any profit, if ever, until very late in the life skills.

This could also be used as an reason to bring in extra things. Like, if tir was a potion making place like..I...think it was for commerce, a crafting location in the healers house that gives you a bonus 1-2% on pot making. You can still make pots anywhere using a pot crafting kit, but doing it here, for maybe a small fee per 1-5 minutes, similar to refining, you could just get some bonus % to it.

With the map editor we got, you can make some of those buildings in Tara open up to be actual shops or crafting locals for furniture. Truthfully that's where I run out of ideas though.
Posted at 12-17-17, 05:34 pm Link | #
Slayerj

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I believe the dev's already responded to an earlier thread that its not possible for them to implement it.

It's most likely not possible to easily implement it, be it custom, or how it was on live, without a lot of work. In the past it would have been impossible because the dev team lacked someone who could REALLY do work in Mabinogi's code, but now they do. Granted if they did want to implement something like this, it would take a long time and the new coder would have to spend all their active time working on it and nothing else to make any real progress.
Posted at 12-18-17, 12:41 am Link | #
Slayerj

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I feel it is a class 'drawback' that exists, but it is a just one. The original 3 classes each had a negative defect to them. Warriors lose hp with windmill, archers have to aim attacks, and mages lose hp if they try to use anything other than their wand.

If this is removed then a defect needs to be removed from the other classes, but that isn't, and shouldn't happen. Not a big fan of losing all my mp (especially without inspiration) but it is fair.

Yeah..some warrior drawback. It totally stops everyone from just spinning to deadly for hours on end.....Wait...

Honestly it'd be nice to have some sort of action that removes your wand over the course of like, 1-2 minutes so you can't use it in combat, but you also don't cry every time you forget to put a 2h or something on your back to keep picked up weps from going to your 2nd weapon slots. Also, mana stones are honestly trash. The best one is only 300mp and if what i can gather from the wiki is true, if you were to say, have any mp left under 100mp and a 100 or higher stone, and swap off your wand, you'd still lose all your mana because they don't trigger unless you have 100 or higher mp.
Posted at 12-23-17, 04:11 pm Link | #
Slayerj

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I want to say yes, but also no. It would need to be a mixed item of craftable and dungeon drop. You get x items to craft it via dungeon drops semi rarely and maybe a single piece of it only from redcoin shop for 100 coins? Limited to either one used on an item, or three?
Posted at 12-23-17, 04:19 pm Link | #
Slayerj

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Honestly, when it comes to pages, the whole "They expire for challenge" or "Because they're magic" has always been the most BS. Nothing lore wise can ever explain why they expire, and making them expire doesn't add challenge to getting them. Most, if not all pages (aside from shock) are somewhat easy to get. You'll mostly never run the content that drops them until you're actively hunting the pages, and anytime you do before hand, you'd either ignore the hell out of the page, or take 5 seconds to ask global if anyone needs it, and no one will 99% of the time with this low pop, drop it back on the ground and be on your way. It really adds nothing to make them expire, especially the much rarer ones that are actually time consuming as hell to get.

That said, them expiring, and enchants, aren't so bad. The real issue is with their tiny expiration window. A few hours may seem like a lot, but when you realize your friend or that one guy you got the page/enchant for in the first place is gone for the day, away from their comp, then there's nothing you can do.

If I had actually found Frutties enchant we'd been hunting for for the past 3 days of spamming the ever living hell out of TOA on the two days he wouldn't be around, I'd be so fucking pissed.

Idk, my post is all over the place. Remove skill page timers or increase the duration 2-3x. Enchants, just double the time.
Posted at 12-23-17, 04:21 pm Link | #
Slayerj

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I believe the dev's already responded to an earlier thread that its not possible for them to implement it.

It's most likely not possible to easily implement it, be it custom, or how it was on live, without a lot of work. In the past it would have been impossible because the dev team lacked someone who could REALLY do work in Mabinogi's code, but now they do. Granted if they did want to implement something like this, it would take a long time and the new coder would have to spend all their active time working on it and nothing else to make any real progress.

This is true.
It's not easy, but it is theoretically possible.
I'm not sure that we can justify time being spent to implement this feature over smaller, more important things though.

That's true, though would this be considered if the team ever did a life skill overhaul, as it could (and should) directly tie into something like that.
post rev. 1 by Slayerj on 12-24-17, 06:26 pm
Posted at 12-24-17, 06:24 pm Link | #
Slayerj

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Exploration is currently one sided. It's Ballooning > Rafting > Cor expl > Expl quests > Dungeon expl reward >(???) Egg mini game reward?? (Holyshit I forgot fossils where a thing. Where do those even fall on this list? lol)

There's a lot to iria, but 90% of it is ignored because why bother? The expl quests that want you to go around it don't really reward you shit. The best they give is a wool pouch, a skill book, and glowing statues that you don't even turn in. They have no varying rewards. Even if they did, and even if you buffed their expl exp a good bit, the top three would still be better by a mile.

I'd love to see an iria exploration overhaul one day.

Change up the reward system for Ballooning and Rafting. No longer reward so much expl from them, mainly normal exp, some gold, a few other rewards here and there, but sometimes a map that gives you a vague hint, of a location to go to and use exploration to get a chest for some gold, sometimes an item from a special pool, and a nice large chunk of expl exp for your time. Course you'd need the item in your inv to do this. No sure if that's doable without a lot of work, thus wanting it during a large overhaul.

Cor exploration could be changed to not run on that reset timer from hell, or at least put it on an hour reset like you suggested. Make the artifacts usable in quests sometimes for more expl exp or a new reward, but slightly lower their output on expl exp.

Dungeons could have their base expl exp raised and sometimes have a statue or something to sketch within the dungeon that gives some more expl, and the sketch can be sold to an npc in qila base camp (one we already have) for some gold and expl exp. One sketch per character per run, not trad-able.

And the largest change would be base exploration quests. Boost up their expl exp a tad bit, but vary up their rewards better. One way to do this would also benefit life skills and make a market for these items. Make those mob drops from iria mobs be usable in some crafting as a replacement for something else. Like, 10x of x item instead of y mat. Or synthesis for them into normal mats, or just use in new crafting recipes. Then lower the drop rate for them from their mobs greatly, and put them as rewards in some quests. Gives a large chunk of iria a use. (Still need to talk with someone to see if this is actually doable in general)
Posted at 01-02-18, 09:46 am Link | #
Slayerj

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here we go again with the mana evap talk, Ausar did a good suggestion regarding this...

Make Mana preservation stones with Mana Crystalization in a fixed recipe instead of random Synt chance.

Voila, Mana Evap problem fixed, make the 100 ones easy, make 150 ones so so, 200 ones hard, 250 very hard 300 ones ultra hard to craft.

Mage, are OP, don't make them more OP.

(And Im a bloody spellsword, this crap would simply be giving me Power, and Im the first one to say "no." so, take it as you want bois and gals)

As a full time mage with over half of my magic tab capped, magic is far from op. Windmill beats mages in most cases, and even more so when fighting groups of things your full charge int magic can't defeat in one shot. Not to mention with the current formula, int gains to damage are laughable compared to strength* reislerenalee and dex/range, and there are practically no enchants worthy of using for mages other than a small handful.

Back on topic, mana preservation stones are also very unwieldy. Making them easier to obtain wouldn't fix the inherent problems with them, one of them being the inability to choose if you want to use it or not, or which one to use if you don't want to use your highest ones. Sure, you can drop them into a pet's inventory, but that defeats the purpose of switching mid battle. Keep them difficult to obtain as they are now, and people will continue using potions over them. Make them too easy to obtain, and then there'd be little difference between that and having no evaporation at all, as is being suggested here, other than more things clogging your inventory.


So I just wrote all that up without realizing the core issue of how the stones are codded to work ONLY when you are AT or ABOVE the amount listed, and nothing bellow that..and then realized that even making them % based wouldn't be the best idea as then you'd have to worry about accidentally using one up at even 0 mp. I still think that's a better solution without making the community go nuts. This draw back could be seen as another draw back to magic, even after you reduce the mana evap via a stone, having to be completely aware at what your'e doing and when and your stock.
Posted at 01-06-18, 05:21 am Link | #
Slayerj

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I'm still a bit new, so I'm not sure how mabi pro handles character cards. I'm assuming that the main method of rebirth is the old 'free at age 20' method, but i have seen people who were near 10 as i was playing so I'm assuming that you can use character cards somehow, likely using Shyla's shop. Would you be able to release FMA character cards this way?

We don't use cards at all. For players or pets. You can rebirth, at ANY age, after two weeks.
Posted at 01-10-18, 10:29 am Link | #
Slayerj

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Still, the actual mining rate of Fine and Finest is ABYSMAL. The only real way to get more than a handful is to grind them out from Other Alch golem drops on the higher difficulties.. Mining out every single stone twice of the stones mission on adv (I don't think difficulty maters but some people think it does) didn't net me a single fine, let alone a finest. For this idea to really work out, it'd need to be increased, the mining rate that is, which would in term somewhat buff golems.

That said, I like your idea. Alch crystals of the basic elements have always felt strange to me. We can buy them but not make them.
So where do they come from? They have to be made somewhere, and in MASSIVE quantities. They're simply mass produced, most likely in tara somewhere, and shipped off to tail with some easy to do recipe that results in shoty crystals that get the job done and don't stack too high due to their imperfect sizes.

So ontop of your idea, let's make it so we can craft base crystals too? They're about to get doubled again to stack to 200, so we can easily make this work out in terms of logic...at least for 3 of the elements.

Water Crystal x100: 2 water bottles (3?)
Fire crsytal x100: 2 firewood (3?)
Clay crystal x100: (This one I feel is tricky) Either 2 low grade stones, or any 2 non-processed ore?(3?)
Wind crystal x100: This is the ONLY one I have no clue whatsoever for. Maybe 2 empty bottles? (3?)
(That or x50 for each of these)

This way, a start up alch can make their crystals, train alch mastery in doing so as well as getting their ammo, without having to focus on a non-base skill like golem or spikes, and your upgrade can come later in the ranks, say around rank B for the first low grade addition.
Posted at 01-16-18, 01:01 am Link | #
Slayerj

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Aawh, Egoable shields didn't make it into the poll.

Will dream on...
It will give too much def/protection.....

You can have 100 def/ 40prot and still die in 2 hits from mostly everything at higher levels of play lol.

It won't when dueling at 0-3%

Mabinogi balance shoudn't be done based on pvp anyway.

Even more so when current pvp isn't even balanced and falls down onto a simple honor system of "Don't do this this this and this or this".

PvP was an after thought thrown in at some point before iria in both the free for all pvp dungeons (which while fun aren't balanced but 'better' in that it's just a free for all with no sides and no way to not hit people in the same party) and duels, which only have %s and ring out/pet summon rules, and then 'expanded on' with iria with EvG. Nothing at any point was ever altered or revamped with PvP in mind and no new content from that point on ever took PvP into consideration. What we have now, on the server and live, is 100% not balanced for any sort of pvp.
post rev. 1 by Slayerj on 01-17-18, 09:01 pm
Posted at 01-17-18, 04:03 pm Link | #
Slayerj

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1. With the help of mana preservation stones, you can save up to 300 (max) mp by switching off a wand. This is still not all that great and as Fruttie said, people want damage over healing, even more so because we get up to 5 full heal Nao revives that also bless our gear.

2.Smash gets much stronger with a 2h as stated before and is slightly stronger with dual swords than without, while the true meta that is WM gets a great damage increase with 2 swords. Shields greatly help with the defense skill, but even in 1v1 scenarios you might never really use this skill as dealing 250% dmg for 10% of your health on a foe in .8 seconds at a large range > defending what could easily hit a massive amount even through your shield.

3. Always get WM first, no question. Magic mastery and Meditation are a must, and after that you might want to get the music skills for low ap cost +5 int every rank. They're a pain to get in some cases but worth it. They'll also open the path of magic music for you which, while very lacking, can give you a "eh, I'll afk with this playing" MP healing song.

4. Extra enchants. That's really it. In some specific settings you can make yourself completely immune to a single element but you won't use this often.

5. Refine coupled with Metallurgy, though once normal ores are buffed, you might not have to do that. Then weaving. From there, anything. With weaving, don't dedicate your life to it or you'll burn out really hard.

6. That's the best part of mabi. Besides a few things here and there that did their best to, in my opinion, ruin the system, everything has the same stats, so you can really just fashion your gear. Clothes have 2 def 0 prot, light armor is 4 def 1 prot, and heavy is 6 def 2 prot. Most have the option to be crafted too which increase these a bit along side their durability. Though, at this time, not everything is craft-able, so pick wisely if you're not going just for fashion reasons. (Hopefully sometime in the not so distant future, we'll get fashion tab)
Posted at 01-18-18, 10:17 pm Link | #
Slayerj

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As Fruttie said. We don't have that buff yet. Here's what we DO have instead.

Posted at 01-29-18, 11:16 pm Link | #
Slayerj

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So, me and Fruttie were talking a little while back about things, and we came to the conclusion that Defense and Counter are two of the worst mid to end game skills. Early game, they are great, and can come in handy a lot, but so can something else to almost a better degree even.

The Talk:



Changes:
Posted at 02-03-18, 11:08 am Link | #
Slayerj

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Snip

Because Mabi went through a few directors, it's direction is all over the place. The original Mabinogi was meant to be a slow adventure of growth and development of your character through a long time. Over the generations, it changed to what we have now, clearing content as fast as you can for as much exp gain as you can so you can grow as fast as possible. It was like this before, but it was harder to do. We didn't have the best EXP options on a board in a single location just a few steps away with a fixed map and much less running and more 'exciting' combat.

You slap yourself with the best gear you can get your hands on to do more damage and go faster. There's no room to care about defense, the stat or skill, because there's no real point. Why 1.5 sec load time a single attack into less dmg, when you can outright kill the monster most of the time with .8 sec wm, or deal a large sum of dmg to it, knock it back AND all around it, reset its AI, and give yourself I frames for a small amount of time, for just 10% hp? Your health doesn't even mater a lot of the time, because without focusing on defense in harder missions and having a lot of HP to start with, you just die from a combo, let alone getting multi agrod on. So spinning to knock everything away, deal dmg, and only 'lower' your health to a minimum of one hit is the best way to approach almost anything.

But does the community even want changes to this? Most don't. They're content with it how it is, and that's fair. Some like how it is now, and some miss the old days before they found out WM was busted and fought battles the best they could with friends backing them up in multi agro situations. I'm honestly a hypocrite if you think about it. I want these changes and balances to help make the game more than x things, but that means taking away so much from those that like that exact thing. There's no real way to make any change to this game to make everyone happy. We just have to hope for the best form the devs and the community to not go down the wrong path that we all end up hating.
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