Posted at 07-28-18, 08:42 pm Link | #
LazyFae
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To everyone else:
Thank you and to add to this discussion, I hope new content and enhancements are added to the game more and more! The thing is, Mabi is a damaged game that will probably take lifetimes to fix. Probably better to make a new game. What makes MabiPro such a great game is the community and the development that everyone is working hard together to contribute. So rather than criticising a disabled person I think it's best to offer as much support as necessary. Pardon the metaphor I just wanted to add my feelings.

To compare based on a much smaller scale, it is honestly better to use a model from something people are familiar with. I have warcraft 3 installed, years ago i found a final fantasy tactics map i liked, which was discontinued. It had a good base setup and was not protected, so i opened it myself to edit it. While i didn't change the terrain or anything, i did rebalance all the enemies, added a few basic characters you could hire that wouldn't be on the level of your hero, but still have unique aspects that felt similar to mabi in that they had basic black or white magic, with cast times to go with them. I even added my own custom sniper type hero. I edited enemy ai as well, because there was one job in the map that was just bullcrap and involved nothing short of nuking the whole stage, and the AI didn't have the same requirements to reach it as you did, they could get it much easier, and when you're just having fun but wanted a decent AI, they could quickly break the experience.


The point in all that is, i spent a fair bit of time on the map, (no i don't have it anymore sadly) not because it was warcraft or what i could do with the editor, but because it was based on FFT and was fairly easy to edit it as it already had a setup for everything in place, which i could tweak or refine on. It may have been warcraft, but it still had a final fantasy tactics feel and appeal, which is what got me into it. Mabi Pro would be the same way. If it's no longer Mabi based, you wouldn't see nearly as many people. Yeah, people may be drawn to the game over time, but it would a different audience and likely to grow much slower. Even if it's heavily edited, what's gonna draw people is that it's based on Mabi and that's where people will get started. From there, people will look at the differences and decide whether they like it or not. It just would not be the same for most, if it were not already mabi to begin with, even if in the end it received serious overhaul.
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Posted at 07-29-18, 04:02 am Link | #
LazyFae
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So it appears that you're on the enhancement side of the spectrum like me.

Nah, after reading all the comments and thinking about it, i'd say i honestly lean more towards whatever. Yes, enhancing content that was from live would be nice, but no more so imo, than potential updates or inclusion of custom content. It will really depend heavily on how well things are changed/implemented, and how balanced everything is as a whole. Short term, i'd honestly love specific areas to be focused on, long term however, i can't claim i'd stay if we didn't see new content in some shape, being worked on. Rate of the progress is debatable.




Honestly, my own preference would be to more harshly examine various aspects of the current system, skills, and world itself. Increasing pot size would be awesome, personally i'd like to see stacks of 50 to save space, allow me to actually keep multiple stacks for when i don't feel like grinding out for pots and herbs for the long/hard runs, and will give me more reason to use more than just the standard 100 pots i'm going to make otherwise. Unique race skills could use some scrutiny. A giant's stomp is only used for utility; aggro locking, sinking ground in zardine to dodge dragon meteor, exploration/fishing, but outside of the utility it's total and utter crap even at r1, while still using a lot of stam. Most of the time it won't even one shot a bat or gray town rat, for example, which are the most common and weakest enemies you see regularly in dungeons. As for a mix of world/system, i really would like to see something done about camping penalties and the weak/weakest ratings that apply to field mobs and certain shadow missions. Getting 0 xp for killing something is a horrible mechanic, and as you get stronger it gradually becomes more noticeable. We don't seem to have any real botting issues, and this is the main reason those features existed, so it would be very nice to see them done away with all together imo.


Those are examples of things i'd place priority on, but at the same time doing much without getting a general idea of how the community feels can be bad. A trial period may be nice to see how the public handles it, but generally gamers seem to get mad at such thoughts for reasons i don't quite comprehend, possibly because i'm hardly ever above tinkering with system setup and customizations.
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Posted at 07-30-18, 04:14 am Link | #
LazyFae
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I just want content the makes the social aspect of this game fun. Now I'm not saying you can't be creative and think of games or stuff to do with what we have, I ran four tabletop games in Mabi so far with what we currently have, but I'd like more.

Like an actual PvP arena that's a scheduled event weekly, more handicraft items, and monthly events hosted at specific towns to get people together: They don't even need to give great rewards but something to encourage players to spend time working together. Maybe things like beach of scathach.

Even bad content, in the perspective of my friends, has given us laughs and fun. So really just anything works, but I fear that maybe one day that won't work anymore. If you focus too much on combat you forget what makes this game special.

I reckon one of Mabi's most noticeable features is the social aspect. However, organising events needs funding and people actively contributing and being online. Would be nice if we didn't have to look behind our backs every time we thought of a super cool idea. I'd be really happy about a social event and happy is not even enough to begin to describe it.

Social is a big deal, but at the same time it has to be well conceived.

I, for example, play games primarily to fight things and beat them up. Many games, especially more modern ones, tend to have mini-games scattered around, but the mini-games feel to me more like time-wasters, or sometimes obligations that i want nothing to do with. Mabi live is a great example to me. Most of the events i don't bother with, not because the rewards aren't good, but because it just feels so repetitive and tedious, that many don't offer a pleasant and fun enough experience away from the standard gameplay, that i want to actually participate.

I expect pro to hit that issue far more severely, as many of us come from live, and are critical of the handling of live, and as such i would expect to be more critical of the game. It may be disrespectful of me, but since i play for fun i want to see events that are actually enjoyable to me personally. It may be a high bar, but if i'm not enjoying it, why should i waste time on it? I'll do something more productive to my game in the long run instead.
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Posted at 08-01-18, 10:20 pm Link | #
LazyFae
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Embattled Boss Event would be nice imo.
https://wiki.mabinogiworld.com/view/Embattled_Boss_Event_(2012)
https://www.youtube.com/watch?v=9pVuBWAdXQQ&feature=youtu.be

We're far enough along, with enough growth, that i'm not sure it would go well, but the nostalgia of the 2009 CTF event is still strong.
https://wiki.mabinogiworld.com/view/Capture_the_Flag_(2009)
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Posted at 08-07-18, 07:44 am Link | #
LazyFae
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Complete resets would also free up how people play a large chunk of the 'early game grind'. You won't have to kill yourself for x CP heavy req skill in the early days or SUFFER for it later. A huge portion of early game for anyone coming from mabi to mabipro, is training CP heavy skills while staying under total 100, even if it takes weeks of off and on play. Even if they can't stand it. For anyone actually new to the game, everyone yells out "Do your WM first!" and then listens to the new player either take that advice and hate the game after a few hours or burn out, or ignore that advice and hate it later.

Yeah, -CP gear is a thing, but that can only help so much once your CP starts going higher. This doesn't replace -cp gear either, just opens up the way for people to repick how they want to play, or not have to care as much about the 'grind' early game and actually enjoy the game.

As someone who played smart from the get go, i got a few things to say.
I did wm, refine, metallurgy, and unlocked trans all before 100. I did most of the quests for demi, but don't think i unlocked it till just after 100. Now, all of this, was done before any custom content was added to the game i believe. We have 2x training which makes things easier at least.

At this point, i know refine's been tweaked some, to require less fails but more successes and we've gained new missions, including tribal missions, as well as dungeons. Take advantage of these. The hobgoblins in the tribal missions have absurdly high cp. They're great for training. Blood In The Water mobs also have moderately high cp.


I still advise wm, refine, and metallurgy asap. Other skills are cp dependent, which can greatly slow your training progress, but at least with the custom content that's been added, you have more opportunities. I do support adding the ability to get resets, but at the same time, a player without dedication and determination isn't going to last long in mabi. Mabi's all about the grind, whether it be for items, for xp, or for skill training. Skill training gets tedious and dull, yes, but it's also a good representation of what you have to look forward to in the game. You'll go to plenty of different areas and see plenty of different mobs, i'm sure, but in the end, the general flow of the game is going to be roughly the same, regardless of what you do when. The main difference will be the pace you set by what you train and when.
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Posted at 08-15-18, 12:12 am Link | #
LazyFae
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Why is it more difficult to track compared to live?

As i recall, it's due to the difference in live now, versus the setup for our gen. Atm, live has preset times. During our gen, after maint the times were a rough preset i think. However, the next spawn for the boss, is determined by when you actually kill the boss. So the longer you go without maint, the bigger the variation in times you would see the boss will be. It may be after maint, a boss will spawn at 3 pm eastern, but a week later with no maint, you're seeing the boss spawn at 6 pm eastern.

All this is just roughly off memory though, i don't honestly remember the finer points.
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Posted at 08-15-18, 12:18 am Link | #
LazyFae
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I'd REALLY appreciate if the some tweaks to the manual patching process were done.

Either redesign the auto-launcher to accept manually downloaded patches instead of freezing up and refusing to work if the patch archive is present. (have it do a verification check like normal, and if it works, it installs the patch. If it doesn't work, it deletes the archive and tries to re-download).

or change the launcher version file to be easily edited so If I'm having trouble with a patch, I'm not forever prevented from using the auto-launcher ever again.

I can just edit the version to the patch I manually installed and be able to use it for the other patches till I get to another one that refuses to download properly in the launcher.

Or at least include a launcher version update in the manual patches so the launcher can pick up and do the next one in order if i had to manual patch.

Until the rework is done, i'd suggest reviewing the following thread.
http://mabinogi.ir/thread/1079-manual-patching-rewrote-by-lazyfae

It's essentially just a rewrite, but covers things like manually checking which client version the updater thinks you're on, and how to manually tell the updater you've updated to a newer version. Example image.

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Posted at 08-16-18, 08:35 pm Link | #
LazyFae
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I'll touch on things that might be appealing, to go with this. Pots are a mainstay for mabi. However, rather than throw a bunch of different pots in the chests, i'd add a full stack of red or yellow herbs, or 5-7 blue herbs, as an included drop in most rewards. Give incentive to not just running the dungeon, but some minor drops for training pot making, and the result you get will be desirable which is going to help encourage that.

Similar could be done for other skills. Make specific dungeons themed somewhat towards other production skills, add some ore or ingots as rewards to barri drops, scaling the tier with the difficulty you run. Now obviously these aren't meant to replace rewards, but to go hand in hand with them, or possibly not drop at all sometimes.


Moving on, weapons and armor. At the start, these are what you need. I'd suggest scattering more sought after gear, as rewards. Don't know how feasible this is, but obviously could have various potential stat changes, with the harder difficulties being more likely for multiple stats to be good. Also, different colors on the gear. Because nothing grabs players' attention better than that rare red and black color, and even better when they realize it can have different stats and they can farm for the best stats to go with the color.

LLB is a common weapon, as a giant it'd be nice to see Claymore and Battlehammers added somewhere, with better than NPC value. I don't remember what humans dual wield, or what giants think need dual wielded, but those could be added.



Part of the issue with dungeons though, is that they're low level content for the most part. Thus, adding too awful much to them will feel unbalanced. But at the same time, if you don't add something worthwhile, they're just a waste of time for most people. Some production mats would help some, and i think some gear would, but the finer points of it would have to be smoothed out. If the GMs can add say mini-bosses to the dungeons as well, giving them unique drops, (unique as in they drop things you may not expect of that mob, not just rare items) it'd go a long way towards dungeon productivity as well. Of course then you're going to hit the issue of what's appropriate for the dungeon/difficulty, that won't be overwhelming to players there, or feel harder than the current boss.
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Posted at 08-17-18, 11:09 pm Link | #
LazyFae
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Sure the skeletons may have kept it but what did the rats and bats do to it? Eat it? Why are there even wolves in dungeons? They don't live there!

I think, the lore was that any creature we fight, is not in its natural state. The ones we fight and kill, are possessed, which is why they drop things like fomor scrolls. IDK if that holds true for iria too, but that seems to be consistent in uladh. Given the nature of the dungeons, i'm not surprised by the creatures being there, especially if they're under the influence of a more powerful entity such as lich or arachnee even.

But, i'm going off vague memories from around probably a decade ago, so you may ask around for more accurate details.
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Posted at 08-18-18, 11:32 am Link | #
LazyFae
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I'd like to see more colors added to the hair selection screen. Some of the colors are even duplicates currently. Would be cool to see it cover more ranges of colors, like if each row was a light to dark gradient of a given color.

Organization+Redundancy fix, and yes more colors.
Honestly, sucks that all the hairs have that shiny look. Would like just a normal, less saturated color. Most the colors are either light or dark, but still horribly vibrant regardless.
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Posted at 08-18-18, 11:34 am Link | #
LazyFae
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What condition(s) do you have left? Can you screenshot? Have you played a scroll that's 2 ranks or more in difficulty, above your current playing instrument rank, and got a perfect play?
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Posted at 08-18-18, 11:37 am Link | #
LazyFae
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Wow they are amazing. I know it's kinda necro, but art like this should be bumped
I LOVE your art style. It's not just technically great but also the characters are quirky, they have that spark in their eyes and expressions which make you see their personality. They're not like numb puppets. I love it. Please polish this talent, draw a manga or whatever! Just draw! Don't change anything 😂 wish I could see my char drawn like that!

Glad you did necro actually. This was posted at a time i wasn't playing, and didn't see the pics. I really like them. It'd be nice to have an art section in the forums, because it's easier to see for long term viewing/better organized with the content all going in the first post/outgoing links. Means no sorting through stuff, you can click and then if you choose read comments. Which, this community seems to disregard most of the time, that the forums can be more convenient than a chat at times.
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Posted at 08-28-18, 10:26 pm Link | #
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The dual wield i'm not so concerned about. I always valued the sword+shield regardless of the generation. The rest of the suggestions i'd like though.
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Posted at 09-15-20, 03:36 am Link | #
LazyFae
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I think original credit for these go to Live's Tiara pack. There's more mapped than just herbs but as the Saturos rooms lacked any herb markings, some of the herbs marks were offset uncomfortably, and a few spots were missing; "Herb Map" is a an apt description for this.

While I did put in effort on this, the majority of the work isn't even mine. As such, while acknowledgement would be nice, not going to demand credit on these. Feel free to redistribute for any reason short of UOTiara owner or site admin demanding you stop.

https://drive.google.com/file/d/1kuXBRIfA_M6unlInBbUmCYJPLoY8pxvj/view?usp=sharing
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Posted at 09-22-20, 08:26 pm Link | #
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This guide has been rewritten, using the old one as a base. The mod works basically how you'd want it to, within the Mabi system anyway. And hopefully the whole guide and details are more accurate and informative.
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post rev. 1 by LazyFae on 10-05-20, 02:57 am
Posted at 10-01-20, 04:36 am Link | #
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Thread's a bit wordy, sorry about that. Tech stuff tends to require lots of words for layman's purposes though. Process itself though, is actually really simple, so I'd encourage readers to not shy away. I'll even share the simplified steps in a spoiler that this guide covers, and you'll see them again below. Which should show the difference in Layman's terms as opposed to a bit of experience, and highlights how simple this actually is in the end.


This is just to tell if your mods are outdated, this is not a guide to updating them, though I may do that in another thread if requested. This only covers the data folder, patcher or dlls are beyond me.

Things you'll need: MabiPro, Mabi UnPacker, and a data folder. If you don't have a data folder and you're certain you have mods, then it's a patcher which is not covered here.
https://mabimods.net/index.php?action=tpmod;dl=item33 Link to UnPacker, on Mabimods. I will not supply another link, you are welcome to find another source if you wish. Anything that can view or extract a pack file will suffice for what we're doing, so long as you understand the tool you are using.

You will need to know where you installed MabiPro as well as your UnPacker. Any location references, will assume you're starting within the Pro folder.

First you'll want to decide on a file within your data folder to check if it's outdated. For the purpose of this guide, I'll be using data/db/itemdb.xml. Starting off with an older pack, just to give a rough idea of what you'll generally be seeing, then moving on to a more recent pack.






With UnPacker open, click the toolbar for File, then Open. You should be going to your package folder. Image above shows my package folder, and the pack file I chose to open. In live, the names are more reader friendly, in Pro they probably seem like gibberish. Just check the date modified to see which one is most recent. In fact, I strongly advise sorting your pack folder by date modified, and when opening files with UnPacker you do the same through it. There are two panes for your unpacker, left and right. Left is the file directories and file names, right is currentl selection's content. Right pane will only show text based files, images and such will not be previewed. This would be my itemdb.xml. As you can see, pack files use the same structure as your data folder.

The example has been for data/db/itemdb.xml, but I opened an old pack. I can extract files from this pack, but in doing so, I should assume I'm grabbing outdated files. There's plenty of reasons to avoid outdated files, but all that matters is it's bad. There's more that could be said on extracting, but let's not ramble. With some logic you could glean necessary info from what's in this thread though.






With this, you may understand why an older pack was showcased first. More files in the older, less in the newer. Obviously I skipped a few packs, but keep in mind we're only looking to see if one specific file is updated, itemdb.xml. All the other files you see from the original image, are meaningless for this. What matters is the most recent pack has itemdb, so we know it's been updated since the first example. Any updates that were in between, don't matter. Game may see the old ones, but it's basically going to say "we're using the shiny new one!!" So that's what matters, the shiny new one.

In the case of mods at least for pro, data folder is always your shiny new one. No matter how old a data folder file is, or how new pack files are, the game is gonna think your data folder is the new one and read it. This is how you get outdated mods and why they're bad, because updates do not add to your data folder and the game doesn't recognize the newer files that came with the update, because of your mod.

While the process may be slow, the method for checking for outdated mods is simple. Check the date modified for your data folder mod, data/db/itemdb.xml, then go through any pack files that are more recent than your mod, looking for your file. We're not updating, just checking if it's outdated. So the order you go through the packs, won't matter, just check every pack more recent than the mod until you either find the file or confirm it is not there. In the case that you can't find the file in any packs released after your mod, that means your mod is currently up to date and safe to use.





At the time of writing this post, you can see today's date on my itemdb, (left) and the date of my most recent pack file, ordered by modified date. (right) Itemdb is more recent, making it safe to keep for now. Next game update, we'll follow the process again, look for it in the most recent pack file. If we find it in the pack file, then it needs to be removed from our data/db. If it is not in the most recent pack file, it's good to stay until an update happens that includes it.

For a first timer, doing the process again may sound daunting. But now that we don't need all the layman's terms and we can assume you'll know what to do, it can be broken into some really simple steps.
1)Open UnPacker.
2) Open most recent Pack file with UnPacker.
3)Cross check file names with your data folder.
4) (If Necessary) Delete files from your data folder, if they show up in the pack file.

That's it, you're done. I will say, that 90% of the time the only outdated files you will usually have to watch for, are any files within data/db. There are files in other locations, but they generally will not be overwritten again. So after going through data/db, it's actually recommended to start up your game, if there's no problems you shouldn't even need to look into other directories. If you think something is wrong, is about the only time you'll care to check them.
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Posted at 10-01-20, 05:02 am Link | #
LazyFae
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https://drive.google.com/file/d/1aVZNkYKdLJK6UBazeRSj_XpII1fAzRCq/view?usp=sharing

Since I'm impatient, I'm sharing this here for the time being, as a mod. Anyone is free to use. While free to edit and even redistribute, I would appreciate credit as inspiration if nothing else.

Take note, this is likely to break in the next update. If you don't know how to update your own mods, or giving this to say a newbie, you need to be fully aware of that. If you want to learn how to check if your mods are outdated, link below. Can't emphasize learn enough though. I'm giving the mod on a silver platter. Updating it yourself is actually relatively simple, may take a bit of practice and experience to get the motions down is all. But checking if it's outdated, is far simpler, and if you can't be bothered to at least attempt to understand that process, I will not help you further. And there is a difference in attempting and failing to understand, as opposed to not trying.

http://mabi.pro/thread/4136-checking-for-outdated-mods-data-folder#post13806 Checking for outdated Mods (data folder)


Mod only updates a few descriptions, to what I feel more accurately conveys either their purpose or restrictions. Item bags you buy from general shop and Wool Collection Pouches are all it updates atm. Example screenies in the spoiler.


Wool collection pouch is updated to say it holds 100 instead of 20, note that it did previously hold 20 without the mod, the mod simply updates the description to make it accurate.
With the mod, you should also quickly notice mentions of Bag 1, Bag 2, and Bag 3. This serves a rather simple and clear purpose. Currently you can have 3 bags equipped at any time. And guess what the Bag Numbers indicate? Bag 1 will allow personal shops, usable with both Bag 2 and 3 at the same time. Bag 2 does not allow personal shops, usable with 1 and 3. Bag 3 does not allow personal shops and requires a bag key to use after 31 days have passed, usable with 1 and 2.

Bag 2 was probably simply known as the Korean Bag before, as it was untranslated save for the second line that simply read "Item Bag(6x8)". Bag 3 just looks like a large fuzzy bag, as opposed to the more box like design of 1 and 2. But hopefully this will simplify and clarify compatibility.
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post rev. 1 by LazyFae on 10-13-20, 08:43 pm
Posted at 10-13-20, 08:41 pm Link | #
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https://drive.google.com/file/d/1EB4ZsyBlqVc1Wiz7tKR7L_n-2L2v4Uko/view?usp=sharing

Point was just to make the elbow guards less floaty and feel more attached. Comes with the drawback, the guards do not contour to the body, so either going to have them horribly go through the arm when it's straight, or protrude out very noticeably when the arm bends. I chose the latter scenario. Male and female.


Rambling
When trying to find the right files, I discovered what appears to be a duplicate file, only labeled as a test file. So I assume part of the reason they float so horribly is A)the armor was a test version so probably not great quality and B)it was likely intended for the older giant models (think everyone as big as Wanst) and didn't get converted over well. Just assumptions though, nothing substantial.
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Posted at 10-21-20, 09:48 am Link | #
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I'm on the other side of the fence honestly, in that small reward for my character so don't want to spend a lot of time there. Objectively though, I'll toss my feedback in too, after reading everything.

I've played Mari, Jenna, Ruairi, and Tarlach. I've played live for a long time, giant as main but plenty of time on other chars mainly to familiarize myself with other skillsets. I feel the balance of what's available from the shop, both in terms of skillsets and design, are pretty good. Unfortunately, I've only made it to probably 26-28F range, since I've only soloed. All in all, take what I say with a grain of salt since end game tends to be the primary focus.




The risk/reward... Normally you'd want to more carefully consider before messing with it, 10% more XP+Gold doesn't sound like much most of the time, but this alone can make a huge difference in incentive, grind time, and even comfort zone. There seems to be some rather nice rewards from SP, so I'll say that boosting incentive is a double-edged blade in drawing more people wanting to run it but also because more of the rewards will be circulating in the player market and thus lowering the incentive for newer players to investigate SP. After all, if the point is the rewards, and there's ample of it, most will get what they want off guildies and a good chunk of the remainders will likely just throw up a buying ad.


Anyone still reading, will likely also know that more than just practicality, the overall mentality of a community, in anything and not just games, can be the end all be all. Aesthetics are a pretty big deal, despite similar stats players will still avoid something that is clearly designed to be ugly over something that was meant to be appealing, but reserved. In fact, people aren't shy about sacrificing extra stats for fashion until in very high pressure content.


From here, I'm just rambling about things to think of for redoing some rewards.

I don't think a slight boost to xp and gold would be a major problem. I personally would like to see more "Junk" type rewards, rebalanced. I'm not saying place highly desirable items. However, shift firewood to average or fine, quantity of 3-5 maybe. Fine Handcrafted Bandages, Wound Remedy 30 or 50 at higher rewards, 30 pots if they're mixed, 50 for more normal pots, etc.

Point is to make stuff that people aren't normally gonna go out of their way to farm or probably even buy, but there could still be value in holding on to it. 10 Firewood, yeah there's a bit of value, but as a general mentality it isn't perceived as interesting as 2-3 average firewood, better is that the rate and size makes the average more worthwhile to keep on a pet. As a bonus, they're not going to have to go out of their way, like SP all the way to Dugald, to refine some rather awkward and high quantity items to make them worth keeping regularly. While going as low as 1 may be fine, I honestly feel like it's going to feel more as an insult than a reward.

Unless the buy value off an NPC for the items you're getting exceeds 2k, I would strongly advise against putting in rewards that can be bought from generic stores. Fabrics can be bought, but get expensive quick above Cheap. Bandages can be bought, but are really cheap and don't NPC for much of anything. Fine Handmade Bandages are rather effective, but won't frequently be used still cuz it's easier to just nao or use the healer most the time. When Nao's not available many people lose drive and just want to afk anyway. Leaving the usefulness to the general population, as honestly rather low. The biggest concern is likely going to be fragmentation of some rewards like this.

Things I think are rather shy to be used as rewards but I honestly feel would have more value even at "lowish" quantities, would be herbs, holy water, or stackable PTJ materials even. Note the stackable, I doubt people will be pleased to get 10x apples as a reward suddenly, but 10 wool or something is more of a "don't want it but I know someone else who runs this might." The rate to acquire and number used for a PTJ are pretty different, but the space used for each can leave a rather bad impression for the apples.

And I'll end with saying, you're doing an RP dungeon, no matter the difficulty bear this in mind. It means you don't lose consumables, and dura only ticks from idling. This is likely why crystal costs are so high, but also means you're not running off to restock and repair to continue. For this reason, I can not advise high level pots and/or high quantity of restoratives in return. Doing SP is pretty wortwhile if your Naos are low as is, having it basically be the "My naos are down and I need to restock, SP while I recharge 2 Naos will have me good for a few days" raises a red flag in my mind, though others may disagree.
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Posted at 03-26-21, 06:34 am Link | #
LazyFae
Still a casual gamer

Posts: 306
Joined: 02-23-17
Last post: 996 days
Last view: 991 days
Think the idea at this point is obvious enough to keep this brief.
Master Link List

The rewards/drop table has received some anonymous edits recently, on request trying to raise some awareness for it again. Linking to Master Link List, because you should be able to get to any other documents from there, and need to spread awareness of why it exists. I'm not personally active, but everything is still available and anyone willing to make edits can contact me for perms. If some form of crediting is done, bearing in mind a good portion of what's available in the documents has been contributed by others, basically free to use/reuse the information as you see fit.
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