Slayerj
Posts: 121 Joined: 03-22-17
Last post: 1314 days
Last view: 300 days
Simple small changes, go! Long complicated ones later!
Cylinder Elemental changes.
I don't think these would take long at all to edit.
Fire: -3% water and Wind Alch +3% earth alch +15% fire alch.
Volcano: -5% water and wind alch +5% earth alch +30% fire alch
Water: +15% water and +5% wind -3% earth and fire alch.
Tidal: +30% water and +8% wind -5% earth and fire alch.
Wind: +18% wind +5% water -3% earth and fire alch.
Hurricane: +36% wind +9% water -5% earth and fire alch.
Clay: -3% water -3% wind +5% fire +10% earth alch.
Earthquake: -5% water and wind, +8% fire and 20% earth alch.
This one might be a bit more work.
Tower cylinder: Install time and uninstall time cut to 2.5 seconds. Chain cylinder activation rate +5% while using it.
Grocery Store update:
So in live at a point, we had a nice cooking update that also made all grocery stores have the same selection of items, as well several new ones. It's convenient for anyone doing cooking to not have to travel to several different towns to make a dish that won't even give them good long lasting stat increases for several more ranks of cooking. We don't really need that to be the case though, but some more items for sale in each grocery store for cooking would be nice. They don't all need to have the same selection though, unless the community wants that.
Knuckles:
I don't know if you plan to put out fighter or not, but if not, knuckles for all races then?
Wands and staves: (This would require more time and work I think, so ignore this one for now really, just look at the simple ones first.)
Alch can use everything in it's skill set without needing to change what weapon it's using. In fact, magic is the only skill set that locks it's own skill out for using one weapon over another. I get the reason lore wise, to a point, but there's a point where you let story get in the way of gameplay in a bad way. Not being able to use a higher level spell without the right elemental wand ontop of losing all your mana if you try and swap wands forces a player to spec into x type of magic and nothing else without chugging MP pots and buying two wands, which cost an arm and a leg to repair. It's just needlessly complicated for the simple fact that the first director hated magic. It took them too long to fix this in LIVE, and even then they kept the complex part of needing multiple wands. We can do better, can't we?
Let us use any spell with any wand. The drawbacks are simple, decrease the damage by a % for int and adv magic for not using the right elemental wand, similar to alch. This way you can still spec one type of magic if you wanted, or use more than one type but main one, without having to spend so much gold. Upgrades for specific wands could be altered to focus on that one spell the wand is meant for with a tiny effect on the others.
Staves could not take a hit to damage across the board because you're already taking away your extra defense with a shield for them in the first place, this also makes them stronger while still rewarding specking using bolts to charge them for extra elemental damage of that type.
This way keeping mana evap makes sense, even if I personally don't like it.
Potions:
We should really lower the drop rate of potions on all mobs. I'm already walking around with many potions and I've yet to even take any from my friend who's making potions himself. They may be 30s but they really work for a while. I'd hate to see when people can do higher shadow missions and get flooded with either 50s or 100s just like LIVE...
New Upgrades: (This one might also take time so ignore it if you want)
It would be neat to see new upgrades, both base 0-4, and gem, as well as custom cosmetic ones. I'd love to see swing angle on weapons upgrades, cosmetic weapon size increases (I'm trying to find an example vid of this I saw a long while back), or small skill changes that don't really buff the damage but alter the skill in some small way, like smash knockback distance increased/decreased.
Stack size:
I don't think this would take too much time. All gems (Red, blue, silver, etc) stack to 5, Large ore stacking to 30 and small ore stacking to 10, normal firewood to 10, herbs to 15, alch crystals to 150 base and 50 skill made, and many others increased as well.
Dungeon Fountain:
Change these up a bit. I don't think editing them would take too long.
Blue good changes-
Exp changed to +5k or 15k
Gold changed to 1k-2.5k
Ontop of the hunger, mana, health, stamina, and wounds heal, mixed ones like wounds healed then health healed, mana and life healed, hunger and stamina healed, stamina and life healed. This increases the pool of options a bit.
Blue bad changes-
Remove the all blessing vanish.
Keep the remove 1 blessing
add in a instant deadly
add in a drain 80% mana
Add 15 seconds of sulfur poisoning status
Changes to Red fountain
Good
+ exp changed to 10k
+ Most stat changes removed
+Max dmg changed to 3-10
+HP changed to 20-30
+MP to 20-30
+SP to 20-30
Outraged status added *
Sharp Aiming status added *
Fast Casting status added *
* These don't last as long as normal changes.
Bad
-30hp
-30mp
-30sp
-10 dmg
Weakness status
Personification that triggers anywhere between 1-5 minutes later
Poison
Mini potion effect for a few minutes.
Old effects removed
Alch Load Time:(Also somewhat long, so ignore and stick to short things, just a thought.)
I don't know the plans for the future of this server, I don't know what is planned to be added and what is not, so this could be completely pointless. Could we make it so every 25 dex reduces the load time of alch skills by .05 seconds, capping out at .5 seconds? You would need 260dex to reach this cap. It makes sense that being more dexterous you would be able to put the crystals in a little faster.
Rebirth and pets: (Might be long? Not sure how hard this is to do.)
An option to rebirth and keep our current age. Just for those that want to get the old age titles but don't want to be punished for not rebirthing.
Playing as a pet no longer takes from their summon time. Pets can enter shadow and theater missions. Pets can rebirth for free every 3 weeks.
Shadow mission idea: (Again, long and more work, ignore)
Shadow mission idea: Corrupted Animals 1
Location: Abb Neagh
"The animals have become corrupted within the shadow realm and are rampaging.
We need someone to halt their attacks before the Formors gain the upper hand."
10 groups of 8-12 mobs from the following list.
Arat Boar, Arat Deer, Shadow Shire, Shadow Bear, Dragonfly(use the ones you already used?), Alligator (rare spawn), White Dire Wolves, Gray foxes, and Coyotes.
Alligator, White Dire wolf, Gray fox, and Coyote changed to the following stats.
(These stats are all for basic)
Alligator: 446hp, 13-21dmg, 10 def 10 prot. Agro range small, detection speed average, single agro.
White Dire Wolf: 312hp, 10-20dmg, 5def 8prot. Agro range large, detection speed slow, only two may agro.
Gray Fox: 188hp, 1-5dmg, 3def 5prot. Agro range small, detection speed fast, multi agro.
Coyote: 228hp, 12-18dmg, 1def, 1prot. Agro range far, detection speed fast, multi agro.
Spawns can be around the lake, and also near both exits of the map (not counting housing). Arat berry trees behind where the bard camp is in later updates, and near the exit to tail.
Bags:(It's a long one again!)
High ranks of weaving and tailoring should unlock the ability to craft item bags that are limited one per inv. Something like rank 9 of each should open them up. I'm not sure if weaving being a requirement makes too much sense, but it would be a way to require two skills instead of just one, at a decent rank for a decent bit of your time.
Score Scroll bag: a simple 4x6 to let you hold 12 songs for 2x2 room. Maybe 2x3? Maybe a rank 9 and rank 5 version, rank 9 being 2x3 and rank 5 being 2x2? Let's carry that maybe to the other bags.
Large Ore bag: a simple 6x4 to let you store 6 more stacks of 2x2 ore. Again, a 2x2 and 2x3 version.
Ore Pouch: a simple 2x2 to let you store 4 more stacks of 1x1 ore. This one comes in a 2x1 and a 1x1 size.
Wool satchel: a simple 4x4 to let you store more wool. It can hold wool bags too. Comes in a 3x3 and 2x3 size. (Larger because of wool bags)
Medics bag: A 4x5 that holds potion kits, any herbs, and base potions (and anything in the future for some potions, but not everything). Comes in a 2x3 and 2x2 size.
Wood workers create: a 3x6 that holds any type of firewood. Comes in a 2x3 and 2x2 size.
Alchemy kit: A 6x4 bag that holds both cylinders and crystals. Comes in a 4x1 size only. Much better than those store bought ones and you have to work for it~ Makes a market for it :p
Bag of Evil: A 3x4 bag to hold formor scrolls. Comes in a 2x2 and 2x1 size.
75k Gold pouch: A 2x2 gold pouch that holds an extra 25k of gold. Rank 5 only.
5x4 item bag: All bags to this point are limited to one per inv, but this one especially. It's a 5x4 item bag for rank 5 and comes in a 2x2 size. It's not a shop bag and can hold anything. Above all else, this one should take the most work to make.
It should go without saying that you cannot have both a rank 9 size and a rank 5 size. All of these should take several attempt to craft and require plenty of materials. They should be trad-able and able to be sold in housing or a kiosk.
Arrows:(small I think)
Handmade arrows should stack to 150, and handmade bolts to 300. Just a buff for them. Handmade Ballista Bolts should stack to 45 as well. This goes for all of the handicraft versions. Let's show handicraft some love~
Idea: Gem bag (not a storage bag):
Using the multitude of gems we have, both normal NA ones and Nekojima, let's make something similar to crushed gems. Requires some cheap silk, and 4 gems over 1cm for the lowest version of this, and Finest silk, 6 gems over 3.5cm for the highest version of this. Could open up at rank D-5. This gives a nice use for handicraft, a new use to gems that offer a slightly faster way to level up egos other than throwing raw gems down their throat. Though it could actually be slower, just a large boost, up to you guys. Could even make it a multi step process to make it harder.
Blacksmithing fix: (not sure if small or even an issue in this version?)
So, from what I remember, reaching the highest grade for blacksmithed items was IMPOSSIBLE without reforges after they came out, and impossible before. Let's not have reforges, but let's have DAN rank effect it? Or enchants?
Cooking effect time:(Small?)
I feel the base time should be increased slightly. Something like..
Rank - Time
N - 8:30min
F - 10min
E - 10:30min
D - 11min
C - 11:45min
B - 12:15min
A - 13min
8 - 14:15min
7 - 15:30min
6 - 16:45min
Not a massive time increase, just a small one.
Craft-able Camp fire kits: (maybe long?)
It would be nice if, at rank B or higher, we could make our own camping kits using handicraft, 5 firewood, and a tiny bit of wool (3-4) that runs off of our campfire skill when used. Higher versions for the other types of firewood to apply their better bonuses to enchant burns, would be nice too. Just place them at higher ranks.
Defend/Shield revamp idea (This is long and would take time to code, but not TOO complex):
I purpose a defense and shield update. Something that shouldn't be complex to code as this skill, while still being effective. Based on your defense rank, you should be able to defend upwards of 4 attacks with defend before it goes down, gaining a 'charge' on defend after x number of time but never being able to lose out on defend once, just not defend multiple attacks in a row.
EX: You have the rank that let's you defend 3 times before defend drops. You defend a ranged attack and a melee attack shortly after but then take another ranged attack, defend drops as it would normally. You push back the melee target and load defend just in time to take another shot, defend drops as you didn't have an extra use recharged and the melee target smacks you. Same scenario but rank that lets you have 4 and you drop defend yourself after the 2nd ranged attack and push back the melee target, this time you take the ranged attack and still have defend for the melee attack.
The initial skill load doesn't count towards your extra defend charges. This allows players to handle multi agro just a tad bit better in a 1 vs many scenario, but not completely. Counter is still needed to give defend a break to build back up as is WM and other skills.
We can make this even better by letting the shield size matter and increasing the range of defend for party play. (as well as changing large shields a bit).
Small shields could get -1 to the charge amount but take .25 seconds less to load defense (maybe .5?) as well as having less range for defending allies.
Normal shields are unchanged.
Large shields could get +1 to the charge amount but take .25 seconds longer to load defense (maybe .5?) as well as having more range for defending allies. As well as nerf them a bit to not block everything to 1s (if that's out atm) The only other thing we'd need to do is change some 'normal' shields to large shields for humans and elves, like the dragon eye shield (or whatever you call it) That thing is totally a large shield, no way in hell that it's not.
Ranks of defend could very slightly add to a range for blocking attacks further away from you for allies, like it already does as really high ranks, but on a smaller scale until it reaches those ranks.
This also allows for new play-styles for people and more reason to use different shield types. (Can we also get it so hidden bonuses from shields aren't hidden? I...I still don't understand why that's a thing.)
Meditation: (long?)
Buff meditation rates by around +150% on all ranks. Not as good as live, but meditation is getting a nice passive! Each rank will passively reduce the amount of mana lost upon removing a wand. Upwards of, at current cap, 35%. Not every rank will bring this % up however. Magic mastery will also gain this at a rate of 1% per every other rank, ending with 10% total by rank 1. Should we ever uncap meditation to rank 1, the end total for the skill should be 45%, resulting in a grand total, without anything other than skills, of 55%. Still not the very best in the world, but much better than the upgrades. Mana evap stones will still be useful too! However, should they come in a random amount of 1-3? 3 being VERY rare and 1 being VERY common?
Elf Weapon stores: (Small)
Why are they the only race to open a weapon shop and the first tab be gloves...? Why are there weapon shops messed up like this? This really should never have been a thing in the first place and idk if it was ever even fixed on Live....
Elf stop on loading ranged skills and others: (???)
So yeah, we all know how this game handles certan events and actions by stopping the players movement... Depending on if this isn't some CORE THING that HAS TO BE THERE, can we get this removed...? Small list from memory bellow.
Thunder: Whenever a bolt rains down you stop server side but not client, just remove the stop? *
Fireball: Same thing with it's big boom and same suggestion. *
IS: Saaaame thing with it's explosions. *
* Do the alch crystal versions do this? If so, saaaame fix please.
Shock: Same thing every time it goes off (I think, I can't recall correctly and do not have it to actually test atm)
Elf loading any ranged skill while moving will cause a stop, client and server side, for movement. Stop this completely..?
Antidote Potions (small?):
Give these babies a lovely buff. As things are, if you drink one, you can just be poisoned again right after. Let's fix that. Give the potion an added effect of keeping you from being able to be poisoned for around 10 minutes? Maybe Five? Doing so would open up the ability to use more foes that poison the player in the first place and raise the value of said potions greatly!
Arrows (small?):
Let's make it so that arrow stacks don't poof at hitting 0. Instead they stick around so we can have our fancy colored arrows without fear of using them all up. Obviously you can't use arrows at 0.
Transformation looks (Large?):
It would be nice to have an NPC we can talk to to set our transformation look at. So you can have all the perks of rank 1, with the looks of the 2nd or 3rd trans.
The great bonus update! idea :(Very long!!!) (also far from done...)
There are many items in this game with few uses or no uses. We can fix that and make our gear even better at the same time! DO NOT Confuse this with reforges.
First off, gear can ONLY gain TWO bonus upgrades. Weapons can ONLY gain one. Accesorries can only gain ONE. Futher rules listed bellow.
Gear bonus upgrade list:
Torso- More detail and added ones later.
+3 to the set effect of the following: Poison Immune, Stone Immune, Explosion Resistance, Stomp Resistance, Mana Reduction, Stamina Reduction, or Attack Speed*
Mana Evaporation -5%
Defense +5
Protection +2
Max Dura +5*
+3% Melee Passive Defense
+3% Ranged Passive Defense
+3% Magic Passive Defense
Repair fee -5%*
Gathering speed +5%*
Hands- More detail and added ones later.
+2 to the set effect of the following: Poison Immune, Stone Immune, Explosion Resistance, Stomp Resistance, Mana Reduction, Stamina Reduction, or Attack Speed*
Mana Evaporation -5%
Defense +3
Protection +1
Max Dura +5*
+1% Melee Passive Defense
+1% Ranged Passive Defense
+1% Magic Passive Defense
Repair fee -5%*
Gathering speed +2%*
Feet- More detail and added ones later.
+2 to the set effect of the following: Poison Immune, Stone Immune, Explosion Resistance, Stomp Resistance, Mana Reduction, Stamina Reduction, or Attack Speed*
Mana Evaporation -5%
Defense +2
Protection +1
Max Dura +5*
+1% Melee Passive Defense
+1% Ranged Passive Defense
+1% Magic Passive Defense
Repair fee -5%*
Gathering speed +1%*
Accesories- More detail and added ones later.
+1 to the set effect of the following: Poison Immune, Stone Immune, Explosion Resistance, Stomp Resistance, Mana Reduction, Stamina Reduction, or Attack Speed*
Mana Evaporation -5%
Defense +1
Protection +1
Max Dura +2*
+1% Melee Passive Defense
+1% Ranged Passive Defense
+1% Magic Passive Defense
Repair fee -5%*
Gathering speed +1%*
Weapons- More detail and added ones later.
+1 to the set effect of the following: Poison Immune, Stone Immune, Explosion Resistance, Stomp Resistance, Mana Reduction, Stamina Reduction, or Attack Speed*
Mana Evaporation -5%
Max Dura +5*
Repair fee -5%*
Shields- More detail and added ones later.
+1 to the set effect of the following: Poison Immune, Stone Immune, Explosion Resistance, Stomp Resistance, Mana Reduction, Stamina Reduction, or Attack Speed*
Mana Evaporation -5%
Defense +8
Protection +5
Max Dura +5*
+3% Melee Passive Defense
+3% Ranged Passive Defense
+3% Magic Passive Defense
Repair fee -5%*
Gathering tools- These will go in more detail later.
Further rules-
You cannot stack two of the same set effects on the same item, meaning, you cannot have a +3 Poison immune and another +3 poison immune on your armor. You can, however, have +3 poison immune and +3 Stone immune.
Gear that already comes with a set effect cannot gain any set effects.
Gear that comes with auto defense (not from an upgrade) cannot gain a passive defense.
I know this list is small, I should not have worked on this at 4-5am. Please offer any sugestions, these are not meant to be 'reforges'. I liked the CONCEPT of reforges, but the pull off was trash and a vast majority of the reforges were just power creep bullshit.
Part of this update is adding upgrades to hand and feet and head gear and some crafting items.
In order to get these upgrades, the item must be fully upgraded completely, not counting R and B upgrades. The price of the upgrades range from 5k-100k and also require a Special upgrade stone made by combining a red and blue upgrade stone with...handicraft? Blacksmithing? Synth? I'm not sure right now, either the first or last there. You will also need a small list of items for the upgrade. For mana evap, for example, you'll need 3 of all forms of mana preservation stones, several MP100s, and a few other things? I need to really go through and think of what items need more uses and such because those items are already somewhat to very useful.
These Bonus upgrades are done by Dorren, as she's not sewing or hammering at your gear, but instead synthing the materials into them.
I don't know if you plan to put out fighter or not, but if not, knuckles for all races then?
The ideal of racially restricted weapons always seemed stupid honestly. Especially for a game like mabi. Advertised to doing whatever you want
Yeah, it's why I want all race restrictions on gear to be removed. Giant weapons could just be 2h for humans and elves, or even changed to single hit 2h weapons for them, haha.
I don't know if you plan to put out fighter or not, but if not, knuckles for all races then?
The ideal of racially restricted weapons always seemed stupid honestly. Especially for a game like mabi. Advertised to doing whatever you want
Yeah, it's why I want all race restrictions on gear to be removed. Giant weapons could just be 2h for humans and elves, or even changed to single hit 2h weapons for them, haha.
I always wanted to be a sword dual-wielding paladin elf lool omg i'd love to use battle hammer as a human and dual -wield 2 maces
dont feel like it hurts anything honestly. most weapons kinda feel like reskins of eachother anyways
(This would require more time and work I think, so ignore this one for now really, just look at the simple ones first.)
Alch can use everything in it's skill set without needing to change what weapon it's using. In fact, magic is the only skill set that locks it's own skill out for using one weapon over another. I get the reason lore wise, to a point, but there's a point where you let story get in the way of gameplay in a bad way. Not being able to use a higher level spell without the right elemental wand ontop of losing all your mana if you try and swap wands forces a player to spec into x type of magic and nothing else without chugging MP pots and buying two wands, which cost an arm and a leg to repair. It's just needlessly complicated for the simple fact that the first director hated magic. It took them too long to fix this in LIVE, and even then they kept the complex part of needing multiple wands. We can do better, can't we?
Let us use any spell with any wand. The drawbacks are simple, decrease the damage by a % for int and adv magic for not using the right elemental wand, similar to alch. This way you can still spec one type of magic if you wanted, or use more than one type but main one, without having to spend so much gold. Upgrades for specific wands could be altered to focus on that one spell the wand is meant for with a tiny effect on the others.
Staves could not take a hit to damage across the board because you're already taking away your extra defense with a shield for them in the first place, this also makes them stronger while still rewarding specking using bolts to charge them for extra elemental damage of that type.
This way keeping mana evap makes sense, even if I personally don't like it.
Having custom or modified wands/stave would be nice, but let them require a title to equip and use and also have damage nerf for balance.
examples:
"the advanced master mage" title: allows the use of master mage wand, large x amount of int/ magic damage reduction.
"the elite master mage" title: allows the use of party healing without wand or stave,
allows the use of chain casting bolt magic without wand or stave, but effect is negated when equipping a stave or wand. large x amount of int/ magic damage reduction,
allows the use of master mage stave and master mage wand
master mage wand : has all elemental qualities provides range boost for all elements but large damage reduction compared to other wands
requires "the advanced master mage" title to equip and use ,
(upgrade path 1: allows chain casting for bolts but removes fusion bolts with damage reduction)
(upgrade path 2: allows chain casting for all and only advanced magic but has additional huge x amount of damage reduction)
(separate paths cant have all 3 only 1 of them)
master mage stave: has all elemental qualities does not need elemental charging for advanced magic,
allows casting of blaze, party healing, Elven Magic Missile.
requires "the elite master mage" title to equip and use large damage reduction compared to other staves
(upgrade path 1 provides range boost)
(upgrade path 2: allows chiancasting for bolts but removes fusion bolts, has additional magic damage reduction)
(upgrade path 3: allows chain casting of all and only advanced magic but has additional huge x amount of damage reduction)
(separate paths cant have all 3 only 1 of them)
(Might be long? Not sure how hard this is to do.) An option to rebirth and keep our current age. Just for those that want to get the old age titles but don't want to be punished for not rebirthing.
Playing as a pet no longer takes from their summon time. Pets can enter shadow and theater missions. Pets can rebirth for free every 3 weeks.
I agree, would also be nice if we could change appearance of character at any time without having to rebirth.
lycoris
Posts: 89 Joined: 02-16-17
Last post: 2212 days
Last view: 90 days
As far as the master wands/staves go: one of the key features about Mabinogi is player choice, and I'd find it problematic to force high level players to all use the same wand or staff and especially title, the same way I find it problematic that staves are currently so inaccessible in the first place and many wands are unavailable as well.
I do think "CAN equip x title" is a good condition, rather than "IS equipped with x title" though!
As far as the master wands/staves go: one of the key features about Mabinogi is player choice, and I'd find it problematic to force high level players to all use the same wand or staff and especially title, the same way I find it problematic that staves are currently so inaccessible in the first place and many wands are unavailable as well.
I do think "CAN equip x title" is a good condition, rather than "IS equipped with x title" though!
What different variations of staff/wands do you have in mind? or more related to looks of staff/wands?
being able to use all magic skills (even chain casting bolts or adv magic at your disposal) without having to
change wands/staves all the time would be fun.
But I do stress "magic damage reduction" and/or "pure mage play" (mainly magic as your role),other requirment's to do away with Opness
the titles mentioned could help or perhaps something else... something even better.
As far as the master wands/staves go: one of the key features about Mabinogi is player choice, and I'd find it problematic to force high level players to all use the same wand or staff and especially title, the same way I find it problematic that staves are currently so inaccessible in the first place and many wands are unavailable as well.
I do think "CAN equip x title" is a good condition, rather than "IS equipped with x title" though!
What different variations of staff/wands do you have in mind? or more related to looks of staff/wands?
being able to use all magic skills (even chain casting bolts or adv magic at your disposal) without having to
change wands/staves all the time would be fun.
But I do stress "magic damage reduction" and/or "pure mage play" (mainly magic as your role),other requirment's to do away with Opness
the titles mentioned could help or perhaps something else... something even better.
I simply think magic should be more like alchemy. It should allow us to use whatever magic, despite the wand with drawbacks in damage and upgrades not effecting that magic as much. There's no reason that magic needs to be so overly specialized. It just feels wrong compared to everything else in the game. I don't think using new wands or titles should be this fix either. Simply changing it to let us use any magic with any wand/staff would benefit those who wish to spec/go pure mage, and those of us who want to hybrid. I do think blaze should be slightly nerfed and made a hybrid skill you can use with any melee weapon but for much less AoE explosion and dmg, and simply more melee dmg on hit. I never understood why a metal rod could use it but not a mace..