Posted at 07-27-18, 10:30 pm Link | #
ihzi

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I also notice a similar, if not the same, issue occurs for me when i multi-client and alt-tab between the windows, without going to some unrelated third window first. For some reason alt-tabbing between two mabi windows, just completely breaks my functions, and i've yet to figure out the specific reason why, or how to fix it other than alt-tabbing to something like chrome or discord before going to my other mabi window.

This occurs because when you tab to the 2nd client, windows is still focused on the first one. To focus the second window, hit alt+tab to switch to it and then hit shift+alt+tab. This will focus the correct window.

Similarly, if your sticky keys soft lock, you can just hit them again and generally that will unlock them.
Posted at 08-05-18, 06:02 pm Link | #
ihzi

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Don't take away my naked birds please, that's my exact fetish

In all seriousness, it has been stated before that there are limitations to changing the appearance of each transformation, or allowing people to select which visual appearance they want, regardless of rank. It's most likely because this would involve changing properties of the skill itself. Making changes to any skill is very difficult because the code that we have access to for them is very hard to decipher and isn't intended for human legibility. This is a particularly trivial request, so the man hours that it would take to work on it is not worth the return unfortunately.
Posted at 08-05-18, 06:07 pm Link | #
ihzi

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All races should be able to do that anyway. It's not difficult to imagine someone on a horse shooting a bow because it's supposedly exclusive for elves to do. Additionally, giants should also be able to shoot.

FINALLY. Mages cast on mounts :>

We fire emblem in here now BOIS.


If you want to give humans archery more on the same level without it being STRONGER then elves, give them the ability to use mounted archery aswel.

Now before y'all start yelling at me for saying that, keep in mind that elves still have the following advantages:

-Aiming while moving
-Keeping partial aim while moving
-Higher max accuracy on moving/running targets
-Faster loading magnum shot
-Faster loading regular shots, double shot (and its faster loading then AR)
-Mirage missile (not really an advantage but still an extra available skill)
-Final Shot
-Elven Magic Missile (its technicly a hybrid magic/archery skill)

Being able to shoot while mounted is possibly the greatest advantage that elves have over humans and one could argue it is part of their "design identity". I think it's important to have these differences to prevent races/classes from feeling homogenized, in any video game.

If this change happened I don't think anyone would be too mad, but I can't really see a good reason to do it. For any balancing that we mess with there has to be a very valid reason, I think. It is really hard to justify these along with any changes to balance in general in my opinion.
Posted at 08-14-18, 08:51 pm Link | #
ihzi

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Before. Making a boss tracker is pretty difficult for our server, so it's never clear when they'll spawn as far as I know. Hope this helps.
post rev. 1 by ihzi on 08-16-18, 07:33 pm
Posted at 08-16-18, 07:33 pm Link | #
ihzi

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Currently monsters in shadow missions have the same exp penalties as field mobs if your CP is too high. Monsters considered "weak" or "weakest" don't give exp. Dungeons have a special condition to prevent this, as all mobs in dungeons give exp regardless of relative CP.

Since monster CP is a pretty arbitrary value anyway, I suggest removing the field penalty from SMs so that exp is acquired the same way as in dungeons.
Posted at 08-18-18, 08:25 am Link | #
ihzi

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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.
Posted at 08-26-18, 03:15 am Link | #
ihzi

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This is not possible, unfortunately.
What exactly causes the server to think you're still logged in? Is it because when you get DCed the server still looks for you or something?

My understanding is that timing out does not actually disconnect you. When you time out, the server doesn't register this as a disconnect and your character is effectively logged in. The disconnection request is then sent manually with that button when you try to log back in. I'm not sure why it takes so long to disconnect after the manual request is sent, though.
post rev. 4 by ihzi on 08-26-18, 09:43 pm
Posted at 08-26-18, 09:34 pm Link | #
ihzi

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Welcome to Autumn

A tight-knit, somewhat hardcore group of players seeking others to bring along for the ride. We are dedicated to experiencing the game to its fullest and learning its ins and outs. Our aim is to create a small community where the emphasis is on goal-oriented gameplay, and where others will be around to help achieve each others' goals. There is no strict level requirement, but you will probably have more fun if your total level is at least 300 so that you can join and contribute to runs. That said, there is no issue bringing in new players with the right mindset. If you are new to the server or the game and you are a strong learner, this is also the place for you.

Should you apply, please add Ihzi or Gauche in-game for a pre-screening interview. You may also apply directly to the guild stone and someone will contact you.

Guild Stone Location:
Posted at 08-30-18, 09:47 am Link | #
ihzi

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I wanted to take the opportunity to talk about the repair costs of the new dragon weapons and wildwood which were added with A1S2.

It takes a long time to craft these weapons due to often very high material cost, and their exclusivity for obtainment (they only come from the raid, must be lucky enough to get a manual, etc.). In the case of Wildwood, they are obtained from endgame content and if you purchase your weapon of choice, you must earn it over several weeks.

It feels like it is not worth crafting them or using them, however, because of their extremely high repair costs. The base repair costs are already pretty high and are a deterrent, but many upgrades actually up the repair costs to numbers over 12k at 97%, and that's without repair cost modifiers from certain enchants.

As a player, this makes it feel pretty bad to finally achieve that weapon that you worked so hard for, only to have it be very unsustainable. Personally, I think the repair costs could be cut in half and it would still be pretty expensive for how small of an increase in power they are (as they should be) compared to existing weapons, for the most part.

I understand that gold sinks are important, but I think the repair costs on these weapons are overkill and just make players not want to use them. Which sucks! There's new stuff and people would love to play with it, I'm sure.

One thing I'd be curious to know about is whether repair cost is actually a property of the item itself (just like its damage range might be, or injury rate, or critical, etc.) or if it's governed by the NPCs that repair them. If it is the latter, then I could see there being few issues with decreasing the repair cost. However, if repair cost is a property of the item itself, that means currently existing versions of the item wouldn't be affected by the change, but future items would be.

What do you all think of the cost of the dragon weapon repair costs? Is it disincentivising? Is it ok as is? If the repair costs were to be changed, to what values might they be changed? I wanna hear the community's thoughts since it's something that's been talked about but not sure if it's been given the attention it deserves.
post rev. 1 by ihzi on 08-30-18, 11:59 am
Posted at 08-30-18, 11:55 am Link | #
ihzi

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Still cheaper then repairing your ego though.

Also I found out the increased repair cost when upgrading don't actually apply ingame, it just seems to be a bug in the database, so dragonsword still has a 7282 gold per point rather then the 12k it says in the database.

Good to know. That makes the repair costs a bit more reasonable, although still on the pricey side in most cases, and makes some enchants (namely Glorious for the Dragon Bow and Wildwood Long Bow) unfeasible. And even then, Wildwood Long Bow, by default, costs 11,463g to repair at 97%. Elves notoriously chew through bow durability due to double dur use, so using one of these would be bank account suicide. Wildwood long bow specifically is questionable because it is a "budget HLB" for the most part while being 3x as costly to maintain for worse performance.
Posted at 09-05-18, 12:49 pm Link | #
ihzi

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Dragon weapon eyes dyeable/integrated to other dyeable components of the weapons
Posted at 09-07-18, 10:26 am Link | #
ihzi

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If heavy armor mastery did the same thing as on live it would just become the new cloth armor and would totally eclipse everything else. Leather armor is actually in an good spot. Unfortunately heavy armor is a bit difficult to balance.

Even if everyone agreed, it is unfortunately very difficult to add any skills to the game if they were not originally present in g13. It's a limitation that occurs because a lot of this server's base code is compiled, having been a test server. Therefore making any changes to compiled code like the code that handles skills is a big challenge.
Posted at 09-07-18, 04:30 pm Link | #
ihzi

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One of the rewards from the Unholy Bouquet is the Flowery Festival Dress, and the male counterpart, Ivy Festival Coat.

They come pre-enchanted with a rank 1 suffix enchant, Courage. On its own, it is not impressive. A pre-bridged "you can put any suffix on this" item sounds very interesting on paper, but there is a problem with it.

The only three notable suffix enchants that require heavy bridging are White Horse (rank 7), Jackal, and Raccoon Cub.

Although it is kind of neat that you can just slap White Horse on these things without any further effort, you cannot do the same for Jackal and Raccoon Cub. These latter two require the clothing to be Magical Clothing.

It seemed very deliberate that there is a rank 1 suffix on what would otherwise just be fashion. Because of that, I don't know if it was an oversight that these items are not classified as Magical Clothing, or that the implementer was not aware that Jackal and Raccoon Cub require the Magical Clothing property.

Either way, I think it would be a nice/not gamebreaking change to add the Magical Clothing property to these items to make them feel more like a good reward instead of just fashion, as one might expect from endgame content.

Thanks for reading.
Posted at 09-13-18, 04:26 pm Link | #
ihzi

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Answer is No because I can't mount it, so its worthless to me.

Mounting sirens...
:ohmy:
Posted at 09-18-18, 03:17 am Link | #
ihzi

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these are the behaviors i believe should be punishable: cheating, doxing, blacklist bypassing, death threats.

Personally, I agree with this. As for the freedom of speech argument, it's like others have mentioned. There are always repercussions when you speak out of line in different settings. In life, whatever you say, it has to be context appropriate. It is up to the MabiPro staff team to decide what kind of context they want MabiPro to be.

Sometimes, the opinion that's been presented by the staff is that "it's our game, and we can do whatever we want". As much as that's true, I think ideally, the expectations would be made very clear to the player. The ToS actually have some pretty clear guidelines about the progression of punishment for repeated offenses based on the particular offense. I don't know enough about the specifics of player punishment to know if that's generally adhered to or not, but hopefully it is.

This server isn't a service, but in fact a project worked on by a few people for fun, as has been said many times. That means that the staff can moderate however they want, and no one is entitled to anything. That said, I'd hope that going forward, the expectations are made very clear, and are maybe a bit more lenient in some ways. The "pernicious behavior" clause seems very open to interpretation, and to me, seems like it is just contingent on someone's whim. Maybe that's just the reality of moderation in general (it can be subjective), but walking on eggshells in any community is not a nice feeling.

Altogether, I'm very happy with the discussion that has been brought about, even if it may have arose from unideal means.

As much as my words may fall flat because I think I am seen as a negative influence by some, I do appreciate the time that the staff, and the community, are taking to discuss this and come to a working conclusion.
Posted at 09-20-18, 08:56 pm Link | #
ihzi

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What we could do is have a sort of community jury. Get random people/volunteers that neither of the two parties know and give them the evidence on hand, and let them decide on what should happen. That is the best system that anyone in human history has really come up with, and it has (mostly) worked so far.

This sounds like way too much work for something so silly. I only even think a "report" system is appropriate to bring attention to things that have gotten way out of hand, such as in the conditions that Auburn stated. Interpersonal drama shouldn't be moderated. If someone calls you a bad name and it is really affecting you, blacklist them and move on.

Likewise, for members of the staff, if you are offended by what a community member is saying, I understand that it is certainly within your right to do whatever the heck you want, because it is your server, and again, this is not a service. Personally, I am not a big fan of censorship in general. Almost all situations resolve on their own without authority intervention, and people aren't going to up and kill each other over it. If someone is "creating crisis", they're not going to pull a knife on their neighbour. Yes, some people might get salty and speak in aggressive text tones, but that's about the worst that can happen. I think that's just how people are and there is no need for external moderation.
Posted at 09-25-18, 07:33 am Link | #
ihzi

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Vampire Hunter Hat (F)
Luxurious Crystal Dress (F)
Skull Balloon Flying Puppet
Special Effects - Purple Sparkes
Special Effects - Tamed
Blacksmith Manual - Skull Battle Axe
Reaper's Gloves (F)
devCat Balloon
Kousai's Wig
Dowra Wig
Posted at 09-26-18, 08:32 pm Link | #
ihzi

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To start out, the amount of pets/characters does not affect server stability.
When we first started, we had a lot more money and less resource demand.

MabiPro is severely under budgeted and in debt.
Our hosting has changed in favor of cheaper hosting due to lack of funding. This is the primary reason that the server is unstable, and we cannot afford to do anything about it.

Whenever the issue of the server's funding comes up, a common line is that people would like to donate, but they are disincentivized because they see donating in bitcoin as a barrier. I know it's been said amazon coins/giftcards are an alternative, but what other means might there be that would allow people to donate? Otherwise, maybe it would be beneficial to teach people how to donate in bitcoin or educate them about bitcoin so that they are not as hesitant. Why is it so necessary for bitcoin to be the main/sole method for donating?
Posted at 10-02-18, 07:03 pm Link | #
ihzi

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Haven't noticed a single node crash since this change. Awesome work.
Posted at 10-12-18, 07:44 pm Link | #
ihzi

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In Mabinogi, and particularly MabiPro, the 3 races have pretty strict identities. The giant is the melee specialist, elves are the ranged specialists, and humans are the jacks of all trades.

I would argue that humans' "jack of all trades and master of none" is not rewarded in our version of Mabinogi. In almost all cases utility doesn't matter and you just want to pump out the most damage possible, so having access to all but weaker overall skillsets is worse than having a specialized one. This means that races that specialize, like giants and elves, have a strict advantage. And you can't make humans "better" very easily without just making them superior to elves or giants either. One way or another, being careless with random buffs to skills and such often leads to endless balancing cycles. One thing is always the best thing, so it can be a frustrating effort to try to bring things in line with each other by just changing numbers.

One way to minimize this is to avoid homogeny by pushing identities further in game design. As I mentioned, each race has an identity currently, but specialists are much better than the jack of all, since raw damage is usually all that matters. However, humans can have their jack of all trades identity improved and made more viable by giving them more powerful and meaningful hybrid weapons.

The dev team seem to have played with this idea with things like dreamcatchers or the Ilanga Mace, for giants. The problem with weapons like dreamcatchers is that they trade off too much. Both melee and alchemy are weaker when using a dreamcatcher compared to using standard weapons. I understand the reasoning is "you get to do two things at once, so they should be weaker than their counterparts that can only do one thing at a time". Maybe that's sound if utility was really rewarded, or there was some clear and meaningful benefit to sacrificing damage for utility. But that's almost never the case, and tab weapon swapping just means you can have actually viable weapons in your primary and auxiliary slots and mostly accomplish the same thing as wielding a hybrid weapon. Why would I use a dreamcatcher with lower damage for both melee and alchemy when I could just use dual swords in one set and a cylinder in the other, for example? The only drawback is that it occupies 2 slots, so I'd have to manage my inventory/equips more if I want to change to other weapon types. But that's pretty much just a minor inconvenience, so the hybrid weapons have to be competitive with existing weapons of each type that they are amalgamating to be worth considering.

So, to push the "jack of all trades" identity and give humans more reason to be played than their giant and elvish counterparts, I think humans could use some human-exclusive weapons, but with the key point that they already play into their strengths and don't rely on gimmicks. For example, one of the strengths of humans is dual wielding. What if there was something like a 1h dyal-wieldable sword that had competitive melee stats (that is to say, it competes well with weapons like battleswords, which are meta) and was also a cylinder? Or, maybe it's a 1h sword with good stats that is also a wand? Maybe it's a sword that when dual wielded, allows you to also use bow skills (this is probably unlikely, but damn, it'd be cool). Just a few quick examples, but hybrid weapons being on par in stats with their single-weapon-type counterparts is what would be required to make hybrid weapons worth considering, and would be a good way to make having multiple equal (but overall worse than specialized counterparts) skillsets an actual "plus" for humans.

Humans' damage would still be lower compared to specialized races, but they would have a different playstyle as a result of unique weapons, compared to elves and giants.

Just thought I'd put my ideas out there.
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