Posted at 09-28-17, 09:19 am Link | #
redclad

Posts: 106
Joined: 05-12-17
Last post: 2077 days
Last view: 1510 days
Supporter
I have made my choices for many of the questions and will only discuss those that are unclear for me.

Question 11 Should the rate at which MP is regenerated through the use of the Meditation skill be increased? (This question resolves to No unless at least 75% of votes are scattered across "Yes" options, in which case the question resolves to the most popular "Yes" option.)
  • Yes, make it as strong as it is in Nexon's Mabinogi
  • Yes, but not quite as strong as it is in Nexon's Mabinogi
  • No
  • Skip question

I want to say yest but less strong that nexon's mabinogi. So the question is: what would be the new rates ?
I propose to make rank 1 accessible and double the current rates ( https://wiki.mabinogiworld.com/index.php?title=Meditation&oldid=286604 )
This would make rank F at 300% (so less than rank F on live but more than our current cap at rank 9)
and make rank 1 at 600% (so less than live cap at rank 8: 940%).
Yet, with this solution, you need to invest ap to actually benefit of the full potential of this skill.

Question 17 If a guild's leader stops playing, should there be a process guilds can use to replace them with a new leader?
  • Yes
  • No
  • Skip question

I will probably answer yes but.... what does "stops playing" means ? One week ? One month ?
Some people can go on vacation or not have access to internet for one month. Does it means they stopped playing ? Not forcefully.
I suppose the best way to address this question would be to make a poll among all guild members after some time of complete inactivity of the leader (no activity in the game, forum, discord).

Question 18 Currently, a charged lightning bolt will disappear after 15 seconds. Should this time limit be removed?
  • Yes
  • No
  • Skip question
This question troubles me. This "fix" can be applied extremely easily by changing an xml file in the data folder. To be honest I did mod this on live years ago and I'm using this here too. So if anyone can do it without control, then it would be fair to put everyone on an equal foot and remove the limit => "yes".
FYI: it's in \data\db\skill\skillinfo.xml
Just read the line for lightning bolt and it will be obvious.
Posted at 10-10-17, 09:59 pm Link | #
redclad

Posts: 106
Joined: 05-12-17
Last post: 2077 days
Last view: 1510 days
Supporter
I agree that this skill is tedious when you want to convert a lot or mats. I would like either of these possibilities to be implemented but I don't know if any is doable without being stuck on the "hardcode" wall.

About the 3rd possibility, I can tell that you only have a chance of extra product if you hit all 4 green areas. So making automatically 2 areas done would be pointless (= constant fail on minigame).
A possibility would be to remove the minigame, always give a chance for the extra product but decrease all chances of extra product by 50% (e.g. 2.5 % of extra gem instead of 5% at rank 1).
Posted at 10-13-17, 04:07 pm Link | #
redclad

Posts: 106
Joined: 05-12-17
Last post: 2077 days
Last view: 1510 days
Supporter
Awesome! This is great news and good job to the GMs who were able to make this possible. However, you didn't mention about changing guild leaders. Did it not pass?

That passed, but that will most likely to be worked on later on (Web dev isn't in my field)

In my field, I still need to do 18, 19, and 20. Which will most likely be done in the next patch.

Well number 18 can be done in less than 1 minute....
Just update the following xml in the .pack (look that the part in bold)
\data\db\skill\skillinfo.xml

<Skill SkillID="30101" SkillEngName="Lightningbolt" SkillLocalName="_LT[xml.skillinfo.38]" SkillType="3" TriggerType="3" SkillCategory="3" Season="1" Version="1" DescName="Lightningbolt" UIType="0" MaxStackNum="5" StackLimitTime="0" UseType="0" RaceBasic="0" BasicType="0" IsHidden="False" IsSpecialAction="False" LvZeroUsable="False" OnceALife="False" TransformType="0" ParentSkill="0" TargetPreference="enemy|prop(/Lightningbolt/)" TargetRange="1200" ImageFile="data/gfx/image/gui_icon_skill_000.dds" PositionX="5" PositionY="2" ClosedDesc="_LT[xml.skillinfo.116]" SkillDesc="_LT[xml.skillinfo.194]" PrepareLock="lock(walk,run)" WaitLock="unlock(attack,equip,stance,useitem)" MasterTitle="10015" DecreaseDuraByBrionac="0" Venturer="1" Knight="1" Bard="1" Merchant="1" Alchemist="1" />
Posted at 10-15-17, 01:35 am Link | #
redclad

Posts: 106
Joined: 05-12-17
Last post: 2077 days
Last view: 1510 days
Supporter
Single Club Helmet is also unrepairable
post rev. 1 by redclad on 10-16-17, 01:21 am
Posted at 10-16-17, 01:20 am Link | #
redclad

Posts: 106
Joined: 05-12-17
Last post: 2077 days
Last view: 1510 days
Supporter
Hats:
Arad Gunner Costume Wig (Male)
Night Witch's Hat (Female)
Posted at 10-18-17, 08:51 am Link | #
redclad

Posts: 106
Joined: 05-12-17
Last post: 2077 days
Last view: 1510 days
Supporter
I personally like homesteads but many players stated in the past that it was OP due to the herb patches.
With homestead, potion making and herbalism become easy to rank and we get constant supply of powerful potions (especially for mages).

In any case the question is irrelevant since homesteads were added in G14 and are not present in the G13 code currently used by mabi pro.
Posted at 10-20-17, 09:33 am Link | #
redclad

Posts: 106
Joined: 05-12-17
Last post: 2077 days
Last view: 1510 days
Supporter
Even if this was changed, I would continue metallurgy just for the chance of finding gems.
Also I think that metallurgy gives higher rate for rare ores than upgraded pickaxes with mining (beside mythril) so it's not even worth this way.
The only reason I would go for mining would be to get iron and mythril ores over the other.

For blacksmiths, metallurgy is also better because you can get unknown ores and copper ores which, coupled with metal conversion, are the most efficient source of iron ingots and silver ingots.

So, if mining had to be rebalanced, it would need much greater change to be attractive in my opinion. Yet I'm not asking for that because I'm fine with metallurgy.... So I don't really care what happen.

In the end, if the 50 stack size for ores was a question in a content poll, I would vote yes because it is harmless.
Posted at 10-20-17, 09:34 am Link | #
redclad

Posts: 106
Joined: 05-12-17
Last post: 2077 days
Last view: 1510 days
Supporter
Don't you get herbs from clover gnus and pigs too though?

Yes you get herbs from pets but it needs mana and you can't choose what you get. With homestead you can set up specific patches for mana and golden herbs if you want that. You can even set many to make an actual farm.
post rev. 1 by redclad on 10-23-17, 09:35 pm
Posted at 10-22-17, 08:47 pm Link | #
redclad

Posts: 106
Joined: 05-12-17
Last post: 2077 days
Last view: 1510 days
Supporter
It's nice to have things that drive players in running events but I don't quite like the fact that this marquis accessory is clearly the best possible prefix on an accessory that is not available by any other mean than this event.
I'm not saying it's broken in term of raw "power" but it's still better than anything we would need to put effort into with normal content (e.g. stout accessory).

In my opinion, events could provide good items but not the best possible end gear that would render any work on other equipments pointless . For example, swarming accessory is good and worth running the event but not the best possible enchant on an accessory. Also the current reward marquis enchanted accessory is personalized, so it can't be traded or sold. Therefore, those missing the event or being unlucky have no way to get it after the event (there are pros and cons for that, not sure if it's a good or bad thing imo). EDIT: I thought it would work like personalized ES which are not tradable at all but enchanted items can be traded until they are equipped.

I would prefer this kind of end gear item available through permanent content like new elite SM (difficult and rare).
I would also suggest to make custom and balanced enchants for rewards. It's possible to make interesting but non broken custom enchants (e.g. points in mp reduction and explosion resistance or some magic enhancement on a single enchant but no stat bonus).

Of course this is my personal opinion, there is no absolute answer on such a matter.
Posted at 10-25-17, 03:14 pm Link | #
redclad

Posts: 106
Joined: 05-12-17
Last post: 2077 days
Last view: 1510 days
Supporter
I have to thanks Flip for this event. It is indeed well designed with multiple stages (collecting orbs/dungeon), promotes party play. It gives decent and interesting rewards which are not too lame (even most common equips can be used as ego food) and the top tier is not OP. The event is not too easy (we still need to run a peaca dungeon for a reward) but everyone can participate to some extend => well balanced. It is not frustrating, no one will fail if put the proper effort.

Yet even if the best reward (i.e. marquis celtic cross) is not OP, it is still too good in my opinion. Indeed, is is better than the best prefix enchants available for accessories normally available.

There is already a topic regarding this reward and I won't repeat everything here. Basically I think event rewards should not be high end gear because it makes the hunt for good gear through normal (and difficult) means completely obsolete.
Also, instead of providing such an enchant normally not available for accessories, it should be possible to create new interesting enchants which can be useful but not OP (e.g. an enchant providing two set special effects like few points in mana use reduction and explosion resistance).
Posted at 10-26-17, 08:23 am Link | #
redclad

Posts: 106
Joined: 05-12-17
Last post: 2077 days
Last view: 1510 days
Supporter
Durability loss is annoying but I don't see a reason to change it. We can repair these tools quite easily and I can fill an inventory of wool (with pouches) before my knife breaks.
Therefore, I don't really care if such a change is applied or not.
Posted at 11-10-17, 01:40 am Link | #
redclad

Posts: 106
Joined: 05-12-17
Last post: 2077 days
Last view: 1510 days
Supporter
Hi milletians !
Are you sick of these ever yellow ego roaming around ?
Then look no further, here you will learn how to make your how set of colors so they can be unique depending on their level.

First, create a text file named
egoeffect.xml

inside put the code:

<?xml version="1.0" encoding="UTF-16" ?>
<EgoEffect>
<Effect Type="1" SocialLevelMax="5" Color="FF555555" />
<Effect Type="2" SocialLevelMax="10" Color="FFD7D602" />
<Effect Type="3" SocialLevelMax="15" Color="FF000000" />
<Effect Type="4" SocialLevelMax="20" Color="FF3AADFE" />
<Effect Type="5" SocialLevelMax="25" Color="FF6600FF" />
<Effect Type="6" SocialLevelMax="30" Color="FFFF0000" />
<Effect Type="7" SocialLevelMax="35" Color="FF94C849" />
<Effect Type="8" SocialLevelMax="40" Color="FF43B9DF" />
<Effect Type="9" SocialLevelMax="45" Color="FF66C196" />
<Effect Type="10" SocialLevelMax="50" Color="FF6600FF" />
<Effect Type="11" SocialLevelMax="55" Color="FF3AADFE" />
<Effect Type="12" SocialLevelMax="60" Color="FF509FFE" />
<Effect Type="13" SocialLevelMax="65" Color="FF788FEF" />
<Effect Type="14" SocialLevelMax="70" Color="FF9F7CCC" />
<Effect Type="15" SocialLevelMax="75" Color="FFBD6B9C" />
<Effect Type="16" SocialLevelMax="80" Color="FFD55355" />
<Effect Type="17" SocialLevelMax="85" Color="FFEA4316" />
<Effect Type="18" SocialLevelMax="90" Color="FFFA4905" />
<Effect Type="19" SocialLevelMax="95" Color="FFFF7C44" />
<Effect Type="20" SocialLevelMax="99" Color="FFFFCAB2" />
<Effect Type="21" SocialLevelMax="100" Color="FFFFFFFF" />
</EgoEffect>

Quite easy to understand, ego glow colors are based on RGB hexadecimal codes. Put the ones you want (these are the ones that I currently use).
As you can see the devs initially prepared for up to level 100 social which will most likely never be released. This is why the colors change so little, we were supposed to go way higher with various colors available.

Save the file and put it in the data\db\egoweapon folder of your mabi pro installation folder (you might need to create it)
e.g. C:\Mabinogi Pro\data\db\egoweapon

Enjoy !
Posted at 12-18-17, 11:39 pm Link | #
redclad

Posts: 106
Joined: 05-12-17
Last post: 2077 days
Last view: 1510 days
Supporter
I don't see anything against that. I understand that spirit weapons and upgraded armors/clothes are not tradable but anything else doesn't make sense to me.
Armors and clothes are not tradable because they are cut to suit best your body (ok you can still age and become fat with no consequence but let's not think about that). I don't remember if there's something explaining that in the "lore" or not.
Posted at 12-18-17, 11:41 pm Link | #
redclad

Posts: 106
Joined: 05-12-17
Last post: 2077 days
Last view: 1510 days
Supporter
Well done.

I'm wondering, what was that supposed to mean:
Thanks Flip and Arisa for your help!
post rev. 1 by redclad on 12-19-17, 12:01 am
Posted at 12-18-17, 11:58 pm Link | #
redclad

Posts: 106
Joined: 05-12-17
Last post: 2077 days
Last view: 1510 days
Supporter
Here's another idea I'd rather see then enchant protection potions. (because those remove all risks from enchanting).

What about craftable (with hard to obtain materials) magic powder that like dramaticly improves the enchant % even on high rank enchants. like 70% succes rate at 5 even.
This seems to be an interesting idea but would make ancient powders useless if it's easier to get than ancient powder. And we know that ancient powders are extremely rare already.
Enchant protection potions would be rare and justify the use of good powder like ancient powder to avoid failing and having to use another potion but not destroying the item which is the worse that can happen.

Out of the options, I'm for the addition of the potion and for both using multiple craft skills and rare ingredients (so two poll options) but not completely impossible to make like one per year.
One ingredient from peaca int, ok but not as reward chest, more like a drop from mobs. There's already good stuff coming from reward chest and it would be a shame to lose a chance from one of the current reward to find a mere ingredient. A simple ingredient would be, in my opinion, too rare if it came from the reward chest (it's not the final potion, remember).
Posted at 12-21-17, 01:41 pm Link | #
redclad

Posts: 106
Joined: 05-12-17
Last post: 2077 days
Last view: 1510 days
Supporter
Ideally, the active game play time required to craft the product would be approximately 8 weeks. This means the final product would be quite expensive and be reserved for "extremely important" enchants/items.

I'm not sure what is active game play for you.... is it full time grind or simply a couple hours a day ?
In any case I feel like 8 weeks is a bit overkill since you will probably need several protection potions prepared before attempting to enchant since you're likely to fail enchanting one or few times which would blow up the protection after each fail.
If I want to enchant a rank 5 enchant with protection potions, I would probably prepare at least 3 potions before even attempting the actual enchantment which would take me 24 weeks (assuming I'm making them alone), almost 6 months before even attempting an enchantment. And that's when we are already high level to be able to make the potion in the first place.
Two to four weeks seems more reasonable to me. Now, that's my personal opinion.
post rev. 1 by redclad on 12-22-17, 04:34 pm
Posted at 12-22-17, 04:34 pm Link | #
redclad

Posts: 106
Joined: 05-12-17
Last post: 2077 days
Last view: 1510 days
Supporter
You could also add that those going for red special upgrades but not maxing critical for end-game content are basically losing damage power since the red upgrade/blue upgrade debate is, most of the time, considering 30% actual critical rate.
Posted at 12-22-17, 04:43 pm Link | #
redclad

Posts: 106
Joined: 05-12-17
Last post: 2077 days
Last view: 1510 days
Supporter
Sounds fun but I wouldn't participate since it would be at 6 am for me.
Not saying that the time would need to be changed. I'm on a different time zone and I understand that I won't be able to do everything because of that.
Posted at 12-26-17, 02:15 pm Link | #
redclad

Posts: 106
Joined: 05-12-17
Last post: 2077 days
Last view: 1510 days
Supporter
Sheep robe
Posted at 04-20-18, 06:26 pm Link | #
redclad

Posts: 106
Joined: 05-12-17
Last post: 2077 days
Last view: 1510 days
Supporter
If it was possible, I would finally start ranking spirit or light. I like the classic paladin style and keep it at rB for this reason.

So if this was added in a content poll because programmers find a way to do it, I would vote yes.
Terms

Powered by mabi.pro v1.0034-arisa (View credits)
MabiPro is not associated with Nexon Co., Ltd. in any way shape or form.