Posted at 03-11-17, 07:36 pm Link | #
LazyFae
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I'm also disappointed that people don't seem to like the idea of lowering shadow mission requirements, because as we get to higher levels our current difficulties will get too easy. We'll have the AP of someone level 1k at 500, yet not be able to try out Hard Missions for another 500 levels. I've heard it brought up that it's for the sense of accomplishment of unlocking them, but wouldn't you get more of that from completing a higher difficulty mission while underleveled? Plus, there's a lot more of those to do

I agree with the challenge thing. Also, i see no reason to keep the restriction. You don't wanna do it asap, then just don't do it. Don't lock the community as a whole out, just cuz you personally aren't interested.
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Posted at 03-11-17, 08:08 pm Link | #
LazyFae
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This adds an effect of hidden power to weapons. Someone playing on a low end PC might not be able to tell the difference between a LB and a LLB while being arrow revolver-ed into a corner. Stun time needs to be universal, if it can be modified by enchants or upgrades and each bow has a different amount of stun, then there WILL be one bow to rule them all, causing all future balance to revolve around THAT bow.

Not necessarily. Keep in mind, i didn't request solely for stun to be reviewed and nothing else. There are many potential factors i mentioned for bows, but tweaking one without taking another into consideration can leave you wanting.


If we assign Alchemy an end-game stat, and a stat with levels, we should bring in two more classes to utilize the other two stats. Hybrid skills should never have existed, and should have only had one stat to scale off. I was a well-set mage on live, picked up a pair of pistols and was just obliterated any opponents that weren't in Elite+ with Rank F skills. I would personally put Fighter on Dex or Str, Bard on Int or Dex, Gunner on Int or Str. Adding these classes gives a direction for players to go after they cap one set of skills, and puts their previous stats to good use.

You may not necessarily need to remove the hybrid stat buff. Again, we don't have talents like live, or all the skills like live. Our stats are only a fraction of live. This alone will severely nerf the skills' potential. You could also slightly tweak the damage formula for these weapons, to follow suit. Weaken them even further. Say rather than 3 in a stat for one damage, you up it to 5 of a stat for one damage. It would give incentive to train other stats, making players want to branch into other skill trees for those stats, and thus increasing diversity.


I would say make it Mana intensive. I could understand a CD of maybe 5m from impact to 10m, but hours? That's crazy talk. Especially when it comes to training the skill. My Thunder did Meteor's job better and more reliably than Meteor, but I was already R1 on that. Hailstorm has pretty much zero CD, but I was still hitting 20k damage per ball of ice. Sure it wasn't a huge AOE, but the spammability gave me more DPS in the long run.

Have you trained meteor to r1? I have, think i actually have most if not all of my magic skills capped aside from 3 of the shields. Thunder wasn't as versatile any more, fireball outperformed it the majority of the time. I only really used thunder for rafting i believe. Meteor though, according to wiki it's a 15 minute cool down. At r1 it has like a 1,000m radius or something. And then the actual attack itself, well mine was doing 40-50k's i think, don't honestly remember other than it being absurdly high. It's both physical and magical, so a mob immune to only one of those things, will still take some damage. Then there's the fire left behind, that will damage for a few ticks. Meteor was less about dps, it was more for the sake of killing things, or inflicting extreme damage, before ever getting near them. Most HM and several elite bosses, could be taken out with one crit meteor. I used it scath lord missions, to kill the ghosts by the boss, before approaching. And it always one shot, even without crit, on the ghosts.


I'd rather have buffed meditation. I could understand maybe a channeled effect that draws in mana from your opponents around you (similar to Boss Life Drain) that deals little or no HP damage, only draws aggro and restores your mana. You can't just fart out some mana and take a deep whiff through the nostrils to restore a chunk of your bar at once. That makes no sense.

Personally, even a buffed meditate would frustrate me. I'lll dip into magic at some point, but i will use it more on necessity or to help balance out a party, than because i enjoy it. Most the time i'm more likely to just use all my mp to heal party members. As such, it means i'll be constantly walking, or toggling meditate on/off all the time to compensate. So for someone like me, i'm likely to spend most my time ignoring a buffed meditate, just cuz it wouldn't honestly be worth the trouble even after ranking, short of making it gamebreakingly good.
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Posted at 03-11-17, 09:38 pm Link | #
LazyFae
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math is fomor scrolls+leathers, rabbie is fomor scrolls+th.
It may be easier to just tweak the mobs' stats in rabbie and/or their drop rate, and then further balance the reward for the fomor scroll quests.
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Posted at 03-12-17, 12:07 am Link | #
LazyFae
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Oh god... refining. That skill shouldn't exist.

Currently working on that, just takes a few days of serious grind, watch some movies or something while you do it.
Also is a good excuse to train metallurgy and get a few ranks on metal conversion, if you do it before 100. You'll probably have to skill reset at some point, to get ap back from conversion though, at least i did, so i'd suggest keeping an eye on your ranks to do it efficiently and not lose out on much training xp.
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Posted at 03-12-17, 12:09 am Link | #
LazyFae
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During the last part of Elf/Giant Transformation Quest, the player has to find an Ancient coin that relates to each mark. I personally haven't found any, and others are also having issues finding them too (one found many yesterday, none today). I would suggest increasing the spawn rate at least, since in NA we have multiple channels that players can check for medals also. Thank you for your time!

This is an issue i somewhat expected. Same goes for field bosses. While i didn't directly address field medals i don't think, i did cover some concerns with us only having one channel, labeled it Field Work.
http://mabinogi.ir/thread/225-field-work

Anyway, support on this idea.
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Posted at 03-12-17, 04:52 pm Link | #
LazyFae
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I don't do shadow missions too often, so I have a question. Do all party members of a shadow mission need to be above the required level to partake in the mission?

As for an opinion from someone who doesn't do shadow missions too often: I would be okay with the requirements being removed, but could we keep a sort of "recommended level" reference for the different difficulties? I would like to believe I'm not the only one who doesn't do shadow missions often, and I would be grateful if I didn't have to reference the wiki often just to make sure I'm strong enough to do any given mission.

Yes, all members have to meet the requirement, or it won't let you start. Conditions for basic, intermediate, advanced, and hard mode are a cumulative level of 1+, 100+, 300+, and 1k+ in that order.
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post rev. 1 by LazyFae on 03-12-17, 09:58 pm
Posted at 03-12-17, 09:56 pm Link | #
LazyFae
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ideas post G12 should not be implemented because nexon's dev team was changed and the game started going entirely downhill because they had no idea what they were doing...

I'd like to point out, things like pots, feathers, bandages, and a few other things had their max stack size increased. Some skills had the caps removed or raised, auto-queuing items into a production form was added, inventory auto-organize was added, tagging bags for when you pick up new items was added. The list goes on.

Post g12 does not necessarily make every idea bad. Yes, they should be closely monitored or modified possibly, but flat out refusing them based on the premise not of balance or how it affects the game, but that it was post g12, is not what you want.


Switching off that topic.
I will bring up the topic of mana evaportation for giants being a big issue for something like peaca. Wights are fully immune to physical, our throwing attack has a nasty cool down. I'm sure you can imagine the results for a giant in peaca, so i'll leave it at that. My opinion, i really want to do away with evaporation regardless, but w/e happens, happens.
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Posted at 03-13-17, 02:36 pm Link | #
LazyFae
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One of my biggest grumps atm, is the conversation is revolving solely around mages. Make no mistake, on live i may have pretty much all magic done, and my int easily sits at 1.2k+. However, i am not a mage, even if i do use magic regularly. By saying mage, you're implying usage of magic only, or keeping a wand out all the time.

I prize versatility and survivability above all else. I start off with building on those, so that i can handle myself solo in most situations that i'll put myself in, even if i don't kill fast. For this very reason, i fully intend to rank magic on this server, even though i'm giant. No, i won't be a mage, but yes if mana evaporation were done away with, i would likely use magic regularly aside from bolts. I have a feeling many others would as well.

However, at the moment, the only real reason i'd touch magic is to train it, or for an enemy who is melee immune. And if i have a party, i'm far far less likely to do the latter. Bolts are a part of my combat style, and i heal as i have mp, and generally keep bandages for if a party member requests it or i think they honestly need them. Quite simply, in a party i won't be willing to switch to a wand for magic, cuz the heavy mp drain on spells will be bad enough, but mana evaporation is just horrible. I won't want to chug pots to cast spells, only to lose like 50% of my max mp or something, when my target dies and i have no more use for the wand. It's a waste of pots, time, and/or gold. I'll let the party handle the mob, unless they're literally incapable of killing one mob within 5 mins. And i'm more likely to bolt spam to assist, rather than int magic.


I'm not asking to be able to solo peaca. But i just want it clear that, not everyone who wants to use a wand falls into the mage category. Nor will they have a high mp pool or large supply of pots to deal with the heavy drain of mp for switching in and out of a wand regularly. The mana evaporation emphasizes the mage role, but in return deters most everyone else but mages, from wanting to use magic regularly.

You want mana evaporation to stay, sure, i won't argue that, as long as you at least understand where i'm coming from, in not only are mages the ones who are concerned with the feature, and the impact it will have on parties as a whole, as you'll see people like me who won't pull out a wand to help unless absolutely necessary, even if it means doing little to no damage.
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Posted at 03-13-17, 02:40 pm Link | #
LazyFae
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The only reason I see to keep restrictions is what happens when you do story missions with no restrictions? Does that mean a level 29 total character is going to be stuck with a hard mode mission?

I think story wise missons wouldn't be affected and would still be level based.

Yeah, that seems to be the general request from what i've noticed. Remove requirements, or at least lower, on some content that we can freely do. Hard mode dungeons, sms, etc. But leave the current restrictions on actual story/generation missions. 100+ for int, 300+ adv, and 1k+ should all still be the requirements on story missions, for their respective difficulties. With double ap though, i could see those requirements being halved, or maybe cut by 1/3 or 1/4 of their original, since we grow stronger sooner than originally expected. But there should still be requirements on them.
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Posted at 03-14-17, 11:01 am Link | #
LazyFae
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take a look at oldschool runescape, but ignore their bad polled in updates (For example, the dragon spear special attack was extremely overpowered, but everybody voted no to nerfing it because every clan abused it and wanted to keep it in the game)

Bad example. I know very very little about runescape. I took a look at it years ago, but i didn't do much in it. I'm also not gonna go research an unfamiliar game for a point of reference. In short, i have no clue what you're talking about.
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Posted at 03-14-17, 01:56 pm Link | #
LazyFae
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Theater missions have a colored spotlight on some mobs. Get the light, go invincible briefly and do a cheering animation. This also leaves you stuck in place. So if there's say, 5 mobs multi-aggroed, one being the spotlight whence you kill, then that leaves the other 4 still wanting to kill you while you hop up and down in place. It's all well and good if the mobs don't attack long enough for you to do something, but more often than not, a simple scenario is going to turn into your death sentence. Can we have the light itself either removed, or at least the invincible+lock duration of it removed? I'm fine with either scenario, i just don't like random interruptions during my fight, especially the kind that lends an advantage towards my enemy.
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Posted at 03-14-17, 07:06 pm Link | #
LazyFae
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I don't think it's client sided, if somehow it is though, i could use google translate+wiki to translate everything. It's a bit slow, but the translation itself isn't a big deal honestly.
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Posted at 03-14-17, 07:08 pm Link | #
LazyFae
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Just curious, why not play in borderless fullscreen? Normal fullscreen has that godawful glitch where if you alt-tab, you're far more likely to get a grey screen when you return to game, as in your graphics on the game break. There are programs out there to force borderless fullscreen, one which i use for mabipro. So again, just curious why you don't want borderless fullscreen.
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Posted at 03-14-17, 07:17 pm Link | #
LazyFae
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I don't think it's client sided, if somehow it is though, i could use google translate+wiki to translate everything. It's a bit slow, but the translation itself isn't a big deal honestly.

It's not client sided.
You can find the server-side content though, you just have to look for it..

Sadly, unless there's a way to mod server-sided files into my client, that won't do much good. I've been told where to find the files, but as i have no intention to host an actual server, downloading or even modding them, i don't expect to do me much good. Unless the staff accepts outside contributions.
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Posted at 03-14-17, 08:54 pm Link | #
LazyFae
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Well, may be in over my head, but i've gotten started.
Did some fresh digging, found a forum with flipend0 in it, and some links including a discord. So, when i have something worth mentioning done, i'll probably post it in the discord and pm flipend0. If you want me to send you a copy too, for w/e reason, let me know and give me a means of contact.
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Posted at 03-15-17, 10:56 am Link | #
LazyFae
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I think, too much emphasis is currently placed on the stats of the weapons. The grade itself, while nice, isn't game changing usually. It's more of, here's a little boost, to show off, or just cuz getting it isn't honestly that big of a deal. Personally, i feel the stats of weapons, or maybe the upgrades for them, should be reworked entirely. But maybe that's a topic for another thread.
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Posted at 03-15-17, 11:13 am Link | #
LazyFae
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These are some major features for your character. Just wondering if player submitted ideas for this, will be reviewed and possibly implemented. If so, what are the requirements to submit an actual idea. Obviously saying you want shoulder-length sparkly hair, may be a bit too vague. Are there things the player can do, to enhance the odds of their style of choice being implemented, such as actually creating the mesh or image?
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Posted at 03-15-17, 12:39 pm Link | #
LazyFae
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Well, since i don't have a server atm, i'll ask. Are eyes and mouths just the dds files? If so, could we as players just draw and submit them in the forums, and someone could implement them as they feel like?
Assuming everything is kosher.
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Posted at 03-15-17, 12:50 pm Link | #
LazyFae
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At this point in time, this is a mod. It may end up on a server at some point, or the server gets its own translations, making the mod itself redundant. This file, i quite simply would like credit for my effort. Other than that, i don't mind who uses or redistributes it even. A notification would be nice, if you do redistribute though.
data/local/world.japan.txt is the directory and file.
https://mega.nz/#!udhHDQLa!vBGB-I3Linhv_L7_y6qeemGjgK5Qu-_9HpcXq8SI2jk
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Posted at 03-15-17, 08:26 pm Link | #
LazyFae
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Sorry, I'm new to all of this. Is there another mod I need to get the translation working? I tried adding the directory on its own to no avail.

a lot of the translations are server side and need to be finished before it will be "working"

Yes and no. The effect of the world file i shared, is actually rather limited. It's primarily the text that pops up while traveling, such as welcome to dunbarton and such, and also includes the signs scattered around erinn. That's pretty much all it does. So again, the effect is rather limited.

And no, there is no other mod needed to get this working, the file is named world.japan.txt and you just place it in data/local to make it work.
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