Posted at 12-20-17, 12:55 pm Link | #
Fruttielicious

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These are all great constructive suggestions.
We love hearing about your creative ideas to improve the server.

Here's some of the thoughts I have on the subject:
  • The final product should be tradable to promote economic activity.
  • The ingredients required to formulate the potion should be diverse and obtained through multiple economic sectors.
  • The prerequisite skill levels required to formulate the potion should be high level to promote skill training.
  • I like the idea of "multi-stage" crafting - i.e crafting prerequisite ingredients, instead of just having a few simple ingredients drop. This increases economic value and difficulty to obtain, but also gives opportunity to involve other skills as well.
    If we assume that the skill required to make the final product is Potion Making, we can require you to insert an ingredient that must be crafted with Handicraft, or potentially other skills.
  • Any multi-stage ingredients could have multiple ways to obtain them.
    • Crafting?
    • Rare monster drops?
    • Events?
    • Dungeon chest drops?
    This allows for more dynamic gameplay - you can choose the way you want to play. If you prefer to run dungeons all day, then you have a chance to obtain what you wish by running dungeons. If you are lucky, you might be able to purchase the ingredient off of a player who obtained one through a rare monster drop or event.
    If all else fails, you may be able to slowly gather the lower level ingredients to craft your higher level ingredient manually if you seem to have run out of options.
  • Any ingredient required to craft the final product should not be time restricted or expire. In other words, you should be able to take a week, month, or even a year to finalize your product.
  • Any ingredient required to craft the final product should not come from any "personalized event" - which is any event that is well, personal to a specific player. For example, jousting is personalized. As mentioned previously in the thread, jousting can be manipulated and the final result can be tampered with by players.
  • 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.

These are a combination of things discussed in game as well as things floating around in my head.
Let me know what you think.

Disclaimer: These are simply my opinions on the subject, and are in no way a representation of what the team thinks or is actually doing.

+1
Posted at 12-20-17, 02:09 pm Link | #
Fruttielicious

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Suggesting adding exp gain(like in live mabi) for all sorts of gathering/production involving life/alchemy/magic skills.

This gives non-combatants/life skillers a choice not to resort to combat for their fantasy life instead of relying on it to level up.

Greets,
Fruttie
Posted at 12-20-17, 02:16 pm Link | #
Fruttielicious

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suddenly i have to care about dying with my ego weapon equipped if this ever comes out. (please don't????)

Lol, good point actually.

Imagine if the pots sell for 100k each and everytime you die random unlucky rng you'd have to spend 100k again to rebless it.
Posted at 12-20-17, 04:16 pm Link | #
Fruttielicious

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The exp gain doesn't have to be very high for gathering, but production skills might give a decent ammount.
Posted at 12-20-17, 07:22 pm Link | #
Fruttielicious

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+1 make it so you're able to pick how many ores/ingots you want to convert at once.
Posted at 12-20-17, 07:25 pm Link | #
Fruttielicious

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suddenly i have to care about dying with my ego weapon equipped if this ever comes out. (please don't????)

Lol, good point actually.

Imagine if the pots sell for 100k each and everytime you die random unlucky rng you'd have to spend 100k again to rebless it.

the problem with this line of thinking is you're "worrying" about a situation where things return to how they are now, and pleading that this not be implemented. do you genuinely not realize that there's literally nothing to lose if this gets added?

Well, generally with suggestions being done by the community, an important factor to consider is the time the development team has to spare on things we suggest, giving meaning to actually rejecting things that don't have a lot of impact.

Although I am saying this, I don't think something like an ego bless pot takes long to implement thought. I would also like to mention that I am neither against or in favor of adding this since it is completely up to how something like this would be implemented to judge whether it is good or bad for the server. The usefulness adding something like an ego bless pot is purely based on how the GMs implement it, and whether they should have implemented it or not depends on how we as the community deem the effects of their decisions (like if they made it cost just 1 gold, are we happy that we have to spend less on repairing our ego or do we not want that? Some would argue no because they are supposed to cost a lot, others yes since you already have to invest so much into it. Personally I think how we are currently is fine but everyone differs in their opinion on that matter).

https://pro.mabibase.com/item/85038?locale=korea

Its already in the games files.
Posted at 12-20-17, 07:31 pm Link | #
Fruttielicious

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For completely Selfish reasons I need this.
Posted at 12-20-17, 07:36 pm Link | #
Fruttielicious

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Shield the whole party?
Posted at 12-21-17, 02:19 pm Link | #
Fruttielicious

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"For completely Selfish reasons I need this."
Posted at 12-23-17, 11:31 pm Link | #
Fruttielicious

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Wel, so far I've found shock 2,3,4,6,8,9 and 10 atleast once, very usefull right when u can't save those for later use.
Posted at 12-28-17, 01:44 pm Link | #
Fruttielicious

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Aren't you a giant? Isn't delusional not usable by you?
Posted at 12-28-17, 01:49 pm Link | #
Fruttielicious

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What about victorious (on bracelet from fiodh int2) before extraordinary? Its a decent replacement for extraordinary and much easier to obtain.
Posted at 12-30-17, 12:08 am Link | #
Fruttielicious

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Currently Magic usage doesn't use up any durability of the staff. Considering that and no meditation I'd say its pretty balanced.
Posted at 01-02-18, 02:35 pm Link | #
Fruttielicious

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Love'd to see trade unlock pots become available, that way I won't have to burn/throw away my old gear. And help someone else in the proces.
Posted at 01-04-18, 03:12 pm Link | #
Fruttielicious

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

Will dream on...
Posted at 01-04-18, 03:14 pm Link | #
Fruttielicious

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I have another suggestion, Make it so people on your blacklist cannot purchase things from your house/personal store.
Posted at 01-06-18, 02:18 pm Link | #
Fruttielicious

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Some of those titles seem too strong in my oppinion compared to existing titles.
Posted at 01-08-18, 05:42 pm Link | #
Fruttielicious

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Show a screenshot?
post rev. 1 by Fruttielicious on 01-08-18, 06:12 pm
Posted at 01-08-18, 06:04 pm Link | #
Fruttielicious

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Here is an idea to discuss about.

What if you could improve the regular water/fire/wind/earth crystals by making them in diffrent grades with cuilin stones.
As an example:

Water:
Low grade cuilin stone + water crystal(50) = refined water crystal(50) +5 water alchemy dmg
Common grade cuilin stone + water crystal(50) = polished water crystal(50) + 10 water alchemy dmg
Fine grade cuilin stone + water crystal(50) = superior water crystal(50) +15 water alchemy dmg
Finest grade cuilin stone + water crystal(50) = exquisite water crystal(50) + 20 water alchemy dmg

Fire:
Low grade cuilin stone + fire crystal(50) = refined fire crystal(50) + 3 fire alchemy dmg
Common grade cuilin stone + fire crystal(50) = polished fire crystal(50) + 6 fire alch dmg
Fine grade cuilin stone + fire crystal(50) = superior fire crystal(50) + 9 fire alch dmg
Finest grade cuilin stone + fire crystal(50) = exquisite fire crystal(50) + 12 fire alch dmg

Wind:
Low grade cuilin stone + wind crystal(50) = refined wind crystal(50) + 5% knockback distance
Common grade cuilin stone + wind crystal(50) = polished wind crystal(50) + 10% knockback distance
Fine grade cuilin stone + wind crystal(50) = superior wind crystal(50) + 15% knockback distance
Finest grade cuilin stone + wind crystal(50) = exquisite wind crystal(50) + 20% knockback distance

Earth:
Low grade cuilin stone + earth crystal(50) = refined earth crystal(50) + 10% blind duration
Common grade cuilin stone + earth crystal(50) = polished earth crystal(50) + 20% blind duration
Fine grade cuilin stone + earth crystal(50) = superior earth crystal(50) + 30% blind duration
Finest grade cuilin stone + earth crystal(50) = exquisite earth crystal(50) + 40% blind duration

These changes would give dedicated alchemists an option to improve their damage but at he cost of crafting the ammunition needed.
And since fine/finest cuilin stones are pretty difficult to obtain in large quantities, it would be their ammo used for mainly only really difficult content.



As for craftable arrows for improving archery damage, these currently already exist in the game but the fact that they only stack to 100 arrows max makes them very much pretty difficult to use. I'd suggest increasing the stack to 300 ~ 500 arrows atleast. Since you have to go out of your way to craft them in the first place, and since they are higher quality then regular arrows they might aswel take up less space (lore wise).


Please leave your feedback down below and new idea's are always welcome.
Greets,
Fruttie the Water Alchemist.

PS: Cylinder upgrades already lol?
Posted at 01-08-18, 07:36 pm Link | #
Fruttielicious

Posts: 170
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Really hoping that they at least increase the chance to discover the cylinder upgrades...
As of now getting any of the special cylinders is not worth the extra cost in repairs since there is no upgrades. Is there reason why fire only gets +12 and water gets +20? I think fire alchemy is actually weaker than water atm

To basicly sum it up really easy:

water dmg = dmg * charges(= 100 total)
fire dmg = dmg * charges * 5 bursts(=300 total)

Thats the reason water damage has a higher base dmg on the skills/enchants/upgrades in general then fire. So I applied the same reasoning to my math here.
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