Eriul the Wanderer
Posts: 33 Joined: 03-05-17
Last post: 2798 days
Last view: 2798 days
The list of suggestions described here is a progressive list and a work in progress, in no way this list is complete nor should be followed to the letter.
1 - Gameplay changes
2 - Visual/Vanity changes
3 - Crafting changes
1 - Gameplay changes
Alchemy is a bit under other skill trees, I mean overall it works for what it was created, being a support tree, but buffing a tiny bit the dmg on Fire Alchemy(mainly Flame Burst) would be cool.
Archery, now this, don't take me wrong, in terms of Raw dmg Archery could have a small increase on the normal attack, and somehow see if there would be a good way to short out that % aiming system that is a fail since the beta days, tho I don't have any "decent" idea to throw here that could make it better.(yet)
2 - Visual/Vanity changes
This one would tie a bit with the Crafting changes suggestion I have, robes is the main thing at this moment that can make a huge apperance change, creating full "sets" to be use as robes would be a cool idea, they could come out from events and whatnot.
Another thing that could work here is that by adding new items/crafting items, we could start slowly importing certain items that were cool looking from the later gens into this version, giving more diversity onto the game in terms of "fashinogi" of the players.
3 - Crafting changes
Crafting changes would tie up with the Visual/Vanity changes here too, adding more materials/crafting recipes/manuals/patterns would increase the diversity, but this could be done in a way that by re-working just a tiny bit the old recipes/manuals/patterns crafters could have a path to rank stuff without going nuts and wasting a year (if casual)
Bare in mind that these suggestions are just stuff that came from the top of my head, might or not have more stuff coming up soon as suggestions.(or not, depends much of the interest of the devs) _________________________ Learn from yesterday, live for today, hope for tomorrow.
The important thing is not to stop questioning.
The more knowledge you get, the more questions you ask. The smarter you get, the more you realize that everything can be possible.
Just wanted to say, i think defining alchemy as utility, is more appropriate than support. I'm disinclined to support a boost to alchemy damage, as i never truly went raw damage for it during g13 or prior. Archery though... No damage buff please. Tweaks? Maybe. Damage, no.
Fashionogi... it may be easier to take a note from official mabi's server, and look into fashion tab. Implementation may differ, but i have a feeling it'd be easier to do than the whole robe setup.
Actual gear changes, not for the fashion aspect, may well be worth considering though.
I feel crafting, just for training, would benefit more from tweaking requirements to craft and/or requirements to train the respective skill. Increasing diversity never hurt though, as long as it's staying balanced in what we can produce. Even if it's epic and difficult to produce, i still don't want to see a 200+ dmg sword for example, because it would kill off the point of other weapons. You'd use other stuff as basically placeholders, until you can get your hands on the new weapon. Balance is key, in more than just effort.
These ideas are mine+some friends, I do agree with what you said regarding Alchemy and Archery(sorry if I wasn't specific enough on the Original Post)
Im not sure how hard would be to implement something similar to the style tab on this version, in fact I know barely anything regarding how this private server works so, not too sure what can be done or not. _________________________ Learn from yesterday, live for today, hope for tomorrow.
The important thing is not to stop questioning.
The more knowledge you get, the more questions you ask. The smarter you get, the more you realize that everything can be possible.
Eriul the Wanderer
Posts: 33 Joined: 03-05-17
Last post: 2798 days
Last view: 2798 days
More weapon slots would be cool, like an additional one, be able to have a sword+shield(or mace) on the back and a bow at that....
and be able to use the elven bags as a human would be cool too. _________________________ Learn from yesterday, live for today, hope for tomorrow.
The important thing is not to stop questioning.
The more knowledge you get, the more questions you ask. The smarter you get, the more you realize that everything can be possible.
Eriul the Wanderer
Posts: 33 Joined: 03-05-17
Last post: 2798 days
Last view: 2798 days
I would say Robes and NPC items/weapons, is a good idea, tho shields/wands like the Beginner Healing Wand, Beginner's Wooden Lightning Wand, Beginner Ice Wand (and possibly change the Beginner ice wand to look like the Lightning wand, create a Beginner Wooden Firewand too ofc) and implement them on the Magic Shop of Tir would be a neat idea.
Shield and whatnot, I wouldn't implement them via Gachapon, but on the shops, I'd say gachapons should hold Patterns for new implemented items from other version too, making so people would hunt for coins to buy gachas and Craft those items. _________________________ Learn from yesterday, live for today, hope for tomorrow.
The important thing is not to stop questioning.
The more knowledge you get, the more questions you ask. The smarter you get, the more you realize that everything can be possible.
Eriul the Wanderer
Posts: 33 Joined: 03-05-17
Last post: 2798 days
Last view: 2798 days
please please remove the age restriction of the suits with this xD since yer at it. _________________________ Learn from yesterday, live for today, hope for tomorrow.
The important thing is not to stop questioning.
The more knowledge you get, the more questions you ask. The smarter you get, the more you realize that everything can be possible.
Eriul the Wanderer
Posts: 33 Joined: 03-05-17
Last post: 2798 days
Last view: 2798 days
whenever I try to play(logon) I get this message, server cannot be reached... _________________________ Learn from yesterday, live for today, hope for tomorrow.
The important thing is not to stop questioning.
The more knowledge you get, the more questions you ask. The smarter you get, the more you realize that everything can be possible.
Eriul the Wanderer
Posts: 33 Joined: 03-05-17
Last post: 2798 days
Last view: 2798 days
tried manual patching Drahan, nothing, idk what to do here now. _________________________ Learn from yesterday, live for today, hope for tomorrow.
The important thing is not to stop questioning.
The more knowledge you get, the more questions you ask. The smarter you get, the more you realize that everything can be possible.
Eriul the Wanderer
Posts: 33 Joined: 03-05-17
Last post: 2798 days
Last view: 2798 days
Gear with Age restriction is a stupid thing too, was refered on other posts too, and some magical gear that cannot be upgraded(ala Short/Long Swordmanship uniform)
I like most of the ideas, specially the one for charging without a shield for everyone, but I do agree, some balance must be found if this is to be implemented. _________________________ Learn from yesterday, live for today, hope for tomorrow.
The important thing is not to stop questioning.
The more knowledge you get, the more questions you ask. The smarter you get, the more you realize that everything can be possible.
20k hours?
Isn't the server up for like a month?
Even if one would play 24/7, they'd have 720h tops.
The combined playtime of all characters is what exceeds 20,000 hours
Okay... not that that's actually relevant.
But it works for me. Just make human alts, get giant/elven friends and top up on 15mil while you can boiz.
Be found exploiting in any way and then get banned too?
Think people didn't understood the message the Admins/Game Masters are trying to put out, indeed they wont wipe, but if you are found hacking/exploiting/dupping in a way that wasn't intended(ala, Synt) I could see bans being handed out due to it. _________________________ Learn from yesterday, live for today, hope for tomorrow.
The important thing is not to stop questioning.
The more knowledge you get, the more questions you ask. The smarter you get, the more you realize that everything can be possible.
How would you balance a removal of miss percentage? Would you make loading the skills take longer? If so, how do you account for Elves (or xbows iirc), who can run while loading a ranged skill? Do you reduce the stun time of each shot? What about damage?
My concern is that many mobs don't have their own answer to an Archer. Some mobs have multi-aggro. A few mobs have Evasion. Defense reduces the stun times, but is ignored by magnum shot (unless they have a shield maybe? It's been a while). For the rest of the mobs however, they've always relied on the fact that maybe you will miss, or maybe you'll take too long aiming to get the best chance you can to hit. If miss chances are removed, these mobs should still retain some chance that they could get in close to an archer.
That isn't to say I'm against removing miss chance. I just think that it might be a difficult challenge to overcome.
Personally, I would like Archers to end up with a sort of playstyle that ends up as consistent single target dps of decent power that requires little preparation. An Archer should be able to control a battle against a single opponent by keeping them at a distance, but should be vulnerable at close range. Aiming and miss chances make this an issue, since aiming while close to an opponent is so fast that point-blank magnum shot spamming is a viable tactic. The fact that you can miss makes your control over the battle against even one opponent an uncertainty. If stun times were reduced or loading times were extended, archers could adapt and then predict whether they can take on a particular enemy while staying safe, and adjust accordingly. With a miss chance, there is too much luck involved.
Okay, moving on from Archery finally.
If Windmill needs a training adjustment, then I also recommend a training adjustment for Refining. Refining is another one of those skills that you sort of have to crank out early or have a terrible time dealing with it later on.
On Magic Chain Casting: I agree that I would love for this to be an actual skill, but I don't think it should be added in willy nilly for the sake of balance. Some sort of trade-off? Because if there isn't any, mages would become incredibly overpowered pretty darn quickly.
On Future Classes... eh? I definitely love Bard, since that compounds on the music part of the game I already love, but why try and re-create these live classes for this server? Like, if we really wanted these classes, why aren't we just playing these classes on live? I personally like the idea of us as a community creating something new for this server much better, if we're hoping for more class options (Very loose and not-thought-out idea, but subclasses maybe? Different types of magic users, or different types of melee combatants? Like a Duelist vs. a Knight? That sort of thing?).
I haven't played on live since G12, so I can't say anything, but given a lot of people hate what's going on the live servers, I'd say, bring the good, leave the bad there?
The Bard skills I've seen on the wiki seem cool, Lullaby seems OP to say the truth. _________________________ Learn from yesterday, live for today, hope for tomorrow.
The important thing is not to stop questioning.
The more knowledge you get, the more questions you ask. The smarter you get, the more you realize that everything can be possible.
Eriul the Wanderer
Posts: 33 Joined: 03-05-17
Last post: 2798 days
Last view: 2798 days
Reason I and some others suggested already to implement the Manuals/patterns into shops/dungeons, and even if the said manuals/patterns were into the gacha, make it low %, Gachapons shouldn't the easy way out to get gear, they should be cosmetic only. _________________________ Learn from yesterday, live for today, hope for tomorrow.
The important thing is not to stop questioning.
The more knowledge you get, the more questions you ask. The smarter you get, the more you realize that everything can be possible.
I'd also be in favor of books for every skill. I'm actually having fun when trying to grind for a book.
Spamming skills with certain conditions always seemed stupid to me.
Either just keep it as spam or skill book it. The CP system is what rather makes leveling skills annoying.
I'd say a mix of both in certain skills, Sword Mastery/Blunt Mastery/etc should be the more you use the more it ranks on my opinion, WM could have some tweaks I think? I mean for us that played before we already go with the mindset to get WM to rank 1 and Refining too.
But I do understand that some people hate to rank those skills....because its grindy. _________________________ Learn from yesterday, live for today, hope for tomorrow.
The important thing is not to stop questioning.
The more knowledge you get, the more questions you ask. The smarter you get, the more you realize that everything can be possible.
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.
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. _________________________ Learn from yesterday, live for today, hope for tomorrow.
The important thing is not to stop questioning.
The more knowledge you get, the more questions you ask. The smarter you get, the more you realize that everything can be possible.
Mana evaporation has GOT to go. It has no place in the game. It does not make sense thematically or balance-wise, based on whether the player is or is not a "Mage".
BALANCE:
Except every other class (aside from Archery) can match current Magic DPS. Every other class including Archery can utilize other weapons with no resource penalty. Every other class can use all of their DPS-intensive skills with their primary equipment.
THEME:
Mana is something that flows around, and through you. You channel mana from your body, though the wand, and into forming magic in front of your face. The wand is just a focus, it is not injecting needles into your hand and suckling out your Mana, or reverse-flowing the element into your body. Mana exits your body, enters the wand, and creates a spell. Mana not used is STILL IN YOUR BODY. Otherwise, when equipping a wand, your mana would be sucked into the wand and you would effectively have zero mana forever because the wand was constantly draining you until you put it down.
Epsilon, whatever tree you're barking up is the wrong one.
Agree with this 100% _________________________ Learn from yesterday, live for today, hope for tomorrow.
The important thing is not to stop questioning.
The more knowledge you get, the more questions you ask. The smarter you get, the more you realize that everything can be possible.
Eriul the Wanderer
Posts: 33 Joined: 03-05-17
Last post: 2798 days
Last view: 2798 days
Max Durability Repair - Idea from "steelra" (Forum nickname)
*What is even the point of repairs destroying max durability? You've been powering up your wonderfully beautiful Glory Sword/Trinity Staff/Precious Item, and you even managed to get it to R or B level 6. You go to repair it, and Edern/Stewart/NPC eats it's durability down to 1. Wow. Best game mechanics. Add a Max Durability repair option. Repairing max durability costs gold and one point of current durability. At the same time, disallow item's max durability to go below 1.
Premium Item Re-Location - Idea from "steelra" (Forum nickname)
1. Remote Coupons:
*I would suggest adding ALL remote coupons to appropriate tabs in shops, available for purchase with gold.
2. Purchasable from Healer secret shop, PTJ or only on certain days:
*Dungeon & Waxen Wings
*Advanced/Party Feathers
*Elixirs/Various ADV Potions
3. Purchasable from General secret shop, PTJ or only on certain days.
*Camp(fire) Kits
*Friend Summon Capsules
*Skill Reset Capsules
4. Purchasable from Tailor secret shop, PTJ or only on certain days.
*Dye Ampole
5. Purchasable from Blacksmith secret shop, PTJ or only on certain days.
*Metal Dye Ampole
Keep in mind! Some of these locations may have a few items. Don't forget that there are other types of shops/PTJs that could have these items. For example, the Camp Kits might be able to be a reward from the Tailor shop, or any Restaurant Shop. Some potions and wings could be from the Church's secret shop/PTJ.
Standard Item Drops/Timers - Idea from "steelra" (Forum nickname)
1. If Thunder, IS, and Shock do not have expiration timers, neither should other page-related skills.
*Fireball page timer removed.
*Arrow Revolver page timer removed.
2. Scaling Drop Rates (Theoretical)
*For every time a player kills an enemy/completes a dungeon, any item not dropped has it's rate increased by it's standard drop rate. EG. 2%->4%->6%, or 3%-6%-9%. When the item drops, it's reset back to it's standard rate. Or, if the player does not begin that mission or kill that enemy again within a timeframe, it resets back to standard. This forces RNG to relent on unlucky players, provided they are dedicated and thorough to their tasks. It also prevents over-inflation for rare items in the marketplace, as players will know that if they're willing to put in the time/effort, they can actually claim that reward instead of paying 10m for that shiny new item.
3. Remove Enchant Scroll Timers
*So this scroll, has been sitting in this chest, for an unknown amount of MINUTES/DAYS/WEEKS/YEARS at the end of this dungeon, placed here by mystic deity, ancient ancestors, a wolf who likes paper, who knows. And you're telling me it expires in 8 hours? Really. Really? Really.
4. Red Fomor Coins
*Current drop rates seem fair. But, remember the achievement journal? If the journal was ever added to Mabi Pro, give coins proportionate to the achievement. They'd be good one-time boosts for new players to get situated with their pets.
Archery - Idea from "steelra" (Forum nickname)
1. Bringing archery in-line with other skill classes.
*Archery has always been the top-tier class, or the bottom tier class. Buffing or nerfing damage puts it on top, or at the bottom, and there is no in-between. Therefore, other parts of it must be addressed in order to balance it with other skills.
2. Wounds.
*Wounds are by far the most OP part when it comes to archery. With a near 100% wound rate, it becomes incredibly difficult to balance. It has to have %misschance because of wounds. Removing wounds, or HEAVILY toning them back would allow further changes to archery.
2. Wounds Part II.
*I personally never cared for wounds, but they are necessary in some situations such as G1 Glas. I would suggest re-distributing wounds throughout other class skills. Such as for Magic/Alchemy, Fire & Explosion would be the logical choice to add wounds due to burns. Archery could have wound rate increase after Support Shot, and Melee would be left alone until the results of this section could be studied.
3. Removal of Targeting %.
*With the removal/HEAVY reduction of wounds, your options open up. I would be open to targeting similar to magic/alchemy, with 100% hit chance every time. Simply use the grabbing of an arrow and drawing your bowstring as the charge-up, similar to magic/alchemy/combat skills.
4. Charge
*From here, allow Charge to travel through all standard-stun ranged abilities. Only allow charge to be canceled by knockback spell/skills (Firebolt, ADV Magic, Magnum Shot, Last hit of Flame burst, Wind Blast, etc.)
Alchemy - Idea from "steelra" (Forum nickname)
1. Not gonna lie, Alchemy does need an end-game stat like all other classes.
*I was never a fan of alchemy. Golem should have been a magic skill. Heck, nearly all of their skills should have been magic skills. But darn it, if we're going to keep it, it needs to be treated like a real member of the family.
2. End Game Stat (redundant)
*Select an end-game stat for Alchemy. It needs to scale. As it stands, we are in a four-class system as of g13. If we added 2 out of fighter, gunslinger, or bard, or even created two additional classes, each could be applied to one main stat just like the prior classes. Depending on the two future classes, Alchemy would be assigned to STR, DEX, or INT. From here, balance as necessary.
Life
I was never really a big fan of the life-classes. I spent more of my glory days in the fantasy part of my fantasy life, rather than the life part. This is a section some of the crafters should tackle, not me. My balance is in combat areas. But, comments that are well liked will be quoted in this section provided there is not a limit on edit time.
Magic - Idea from "steelra" (Forum nickname)
This is my cup of tea. My favorite section. I will do my best not to show favoritism.
1. Mana Regen
*Increase Meditation amount, or reduce spell costs. I'm unsure of where our magic system lies, if it's prior or after the updated system during C4, having been playing only in my spare time. If prior, regen amount needs to be updated.
2. Chain Casting
*For the love of Llymark make this a damn skill. It was teased to us all the way back in G1. And then it was given to ALCHEMISTS?! Pardon me, my salt is showing. Don't even get me started on summon Golem. Make this a toggle skill that increases mana usage by .5x while toggled on. Pre Rank 9, disallow use with ADV magics. Post R9, enable. As rank increases, so do charges up to 5. At Rank F, 2 charges for bolt magics, Rank A, 5 charges for bolt magics, and at Rank 9, 2 charges for ADV magics, at Rank 1, 5 charges.
3. Casting without wands/staves.
*Alright, so I get it. Alchemy is restricted to it's tool, doesn't have a cap stat, and so they get skills teased to mages back in G1. But thats okay, because we can at least cast our magics without tools, right? Well, only half right. Basic bolt magics and healing. No fusion, no INT magics, and certainly no Blaze or ADV magics. Why? These tools should be means for mages to amplify their damage/heal output, not to force them into using a tool. And then, there's the gall to restrict mages to the type of wand equipped, or charges on a staff. Are you serious? Alchemy, meanwhile, any skill any cylinder. Come on mate. Magic is about drawing in the mana around you, and using your inner abilities to manifest it. Not about equipping a stick and somehow remembering that you have a more powerful spell.
4. Mana Shield
*Mana shield should not drain mana until you take damage. Toggle spells/abilities have always been weird in Mabi due to the server communication. Simply up the amount on being hit if it's too strong.
5. Elemental Shields
*I always thought this should be like a passive buff to party members. Casting it temporarily increases party members resistance to an elemental damage. These were added to alleviate headache from ranged attacks, and to reduce damage from Dragon/powerful enemy breath attacks, but their clunky charge up time, area of effect, and lack of mobility make them inefficient at best.
Melee - Idea from "steelra" (Forum nickname)
Me hit stuff good. Make squish sound. Grod like. Grod no like long text. Make text short.
1. Windmill.
*Probably should either decrease the amount of grind in some way. My old character couldn't get past rank 4, due to CP scalings and his total level being 2.5k. It really puts off new players when I tell them, rank your Windmill first or you'll always be inefficient at best! Little Lucy wants to be an archer now, she doesn't want to grind out two weeks of WM training to get R1. Old players may disagree about this, but I like helping new players, I enjoy showing my IRL friends a game I'm addicted to, and I love tutoring new players on combat tips.
2. Windmill part II.
*Remove HP loss on Windmill. It was actually a positive in the combat overhaul.
3. Charge.
Covered this in Archery tab. Allow Charge to plow through any non-knockback projectile.
4. Charge part II.
*Allow charge to be used with any melee weapon equipped, along with shields. Maybe even just remove the restriction and allow charge to charge no matter what. CHARGE!
5. Archery needs it's own tab.
*Archery needs it's own tab.
6. Lance Combat
*This needs a Lancer's expertise. I'm not sure if it should be on it's own tab, or if it should just remain part of melee. I'd maybe remove lance-skills, and apply them to the appropriate base skills? Lance charge -> Charge and Lance Counter -> Counterattack?
steelra forum post if anyone is interested in checking the link and discussing the suggestions posted by him/her
Continent Warping - Idea from "Glacii" (Forum nickname)
Is there a way to possibly remove the time restriction on it? So we can cont warp more than once a day? Not sure if that would be too good or not, but it's one of the features I miss from VIP with the live client.
Glacii forum post if anyone is interested in checking the link and discussing the suggestions posted by him/her
Gold Commas - Idea from "Faefellah" (Forum nickname)
Yeah, simple and fairly self-explanatory. Turns numbers like 10000000 into 10,000,000 instead. The commas are a big deal with this small font, especially at high resolutions.
Faefellah forum post if anyone is interested in checking the link and discussing the suggestions posted by him/her
Able to Dye Shields - Idea from "Eriul" (Forum/In-game nickname)
The idea is self explanatory, currently, only some shields can be dyed, ala Targe Shield? not sure even if this one is currently in-game to say the truth, but being able to dye like Kite shields, Round Shields would be cool, Metal rim with Metal Dyes and Wood part with normal Dye amps.
Able to Dye Instruments - Idea from "Eriul" (Forum/In-game nickname)
The idea is self explanatory, currently we cannot dye any Instruments(I think?) would be cool to have the option too.
Upgradable Magical Clothing - Idea from "Eriul" (Forum/In-game nickname)
Current Magical clothing we got in-game cannot be upgraded, enchants works, Dyes works, but upgrades, none of the NPCS can do it, I wouldn't say to allow all NPCS to upgrade this type of gear, but Simon or Fleta should be able too, depending of the clothing piece were talking about, but so this wouldn't be OP, the upgrades would be the Cloth upgrades we got in the game for the normal Cloth gear.
Ideas that I came up with where directly posted here, given I probably stated somewhere already over the forums, but was in a random thread I wont waste time looking on each Thread where I posted regarding my suggestions.
Style Tab - Idea from "Tsukino" (In-game nickname)
Tittle on this one is self explanatory, a style tab like on retail that does not expire.
Tsukino Suggested this in-game and players had a brief discussion regarding the style tab if it was a good idea or not, opinions seemed divided regarding this one, I do think this suggestions should be expanded, so if anyone wishes to make a discussion post regarding this one would be cool.Thank you Tsukino for this suggestion by the way, after thinking a bit of what I said in-game, the suggestion doesn't seem that bad after all too, and Im sorry if I sounded rude in-game when the discussion was being done, wasn't the intention whatsoever.
Post Suggestions guys, be on individual posts or here, anything I find interesting and not game breaking will be updated to the first thread, I do advise tho, to make this easier for the Dev's/Admin's/GM's and Players the more description and detail you give regarding the suggestion in question the better. _________________________ Learn from yesterday, live for today, hope for tomorrow.
The important thing is not to stop questioning.
The more knowledge you get, the more questions you ask. The smarter you get, the more you realize that everything can be possible.
Not complaining about the thread, but you may wish to add actual quote boxes so you can click the quote, to jump to the original thread, or provide links in each spoiler as well. Just for ease of use. There's conversation to some of the threads, and this can be important so jumping to the topic will be a big help.
Could but some people don't like to jump to other topics, but Ill do it once I update it, people throwing more ideas in-game and on the forums, perhaps Ill update this like, tonight when Im at work. _________________________ Learn from yesterday, live for today, hope for tomorrow.
The important thing is not to stop questioning.
The more knowledge you get, the more questions you ask. The smarter you get, the more you realize that everything can be possible.
Could but some people don't like to jump to other topics
Sorry, but i don't even see that as an argument... Inserting links doesn't force someone's browser to jump page, least no in a forum post. If they don't wanna jump to know what's been discussed, they simply don't click the link. Again, it's just there for convenience, not to force someone to change page when they don't want to, then have to go back to the previous page... I'm not suggesting to replace all contents of your post/spoilers with links only, just adding a way to jump if the user so chooses, and nothing more.
Wasn't trying to start an argument nor plan too, still is something that didn't cross my mind during the time I was doing the post, in a few hours when I got a bit more free time Ill do it. _________________________ Learn from yesterday, live for today, hope for tomorrow.
The important thing is not to stop questioning.
The more knowledge you get, the more questions you ask. The smarter you get, the more you realize that everything can be possible.
On that note, if it happens be prepared to see threads for '*** promised to repair my stuff, but stole it!!' Not saying that because i honestly care, but for some this is a major issue so i'm pointing out that it will happen.
There could be an "entrust" option, like what we have for Enchant.
Like Faefellah referred, the idea needs some work, and should be expanded to other "types" of gear, for example, Carpentry could do repairs for Bows/Crossbows, Handicraft could repair Instruments, Tailoring could repair Magical Clothing/Clothing and Blacksmith Heavy Armor & Light Armor/Weapons?(I know it was referred already but hey, expanding on the idea.)
Enchanting could repair staffs and Wands?
Another thing is that should cold a sum of gold set by the person repairing, a % should go to the player another % should go to the system(another gold sink, would still work as one, but players could get a bit of coin, the Entrust system Epsilon is a good idea on that regard to avoid scams.)
Darkssg the idea is good, but update it and make it more constructive with the help of everyone =) we never know what the Dev's/Admin's/GM's might think of it right? _________________________ Learn from yesterday, live for today, hope for tomorrow.
The important thing is not to stop questioning.
The more knowledge you get, the more questions you ask. The smarter you get, the more you realize that everything can be possible.
IMO, the effort required to implant this is far greater than the benefit it'd bring. I'd rather dev time be spent elsewhere.
If there was a repair skill, I'd say just make it dispense repair coupons.
Don't take me wrong, even if I semi agree, suggestions are welcome and should be all taking in consideration, stability on my point of view should come first above everything, but if we can do suggestions and later they can be implemented if there's that possibility coding wise, why not?
Again, its a suggestion, doesn't mean it gotta be implemented right from the moment its posted, for all we know it possible that cannot be even done due to how the server works. _________________________ Learn from yesterday, live for today, hope for tomorrow.
The important thing is not to stop questioning.
The more knowledge you get, the more questions you ask. The smarter you get, the more you realize that everything can be possible.
Awyeah, got heckin more tabs than anyone else. Slackers
Don't you all want Mabi to become The Best (TM) ?
hah! Rascal, but keep pumping more suggestions mate, more the better I would say!
This shows how the community is interested in making Mabinogi Better, and Mabi Pro better!
Main post updated with Links directing to the threads where the suggestions where posted, so people can discuss the suggestion in question and provide their opinion(you can do it here too if you like!)
This suggestion to update the post was given by Faefellah, thank you for that, wasn't a thing that crossed my mind at the time. _________________________ Learn from yesterday, live for today, hope for tomorrow.
The important thing is not to stop questioning.
The more knowledge you get, the more questions you ask. The smarter you get, the more you realize that everything can be possible.