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Latest Threads
Opinion on the current st...

Forum: General Discussion
Last Post: Trexmaster
1 hour ago
» Replies: 23
» Views: 774
DH Call Toggle

Forum: Suggestions
Last Post: HexGirlBestGirl
8 hours ago
» Replies: 1
» Views: 16
IC Typing bubble

Forum: Suggestions
Last Post: Rasengetsu
Yesterday, 02:11 PM
» Replies: 6
» Views: 71
Overworld Lighting

Forum: Bug Reports
Last Post: WaifuApple
Yesterday, 02:32 AM
» Replies: 2
» Views: 16
[v.2.31b] Hardened Volcan...

Forum: Bug Reports
Last Post: adamkad1
09-28-2020, 09:30 PM
» Replies: 3
» Views: 111
Magic Mirror : Mega threa...

Forum: Balance Fu
Last Post: sadbot
09-28-2020, 12:10 PM
» Replies: 7
» Views: 1,210
Minor Monster Variety

Forum: Suggestions
Last Post: HexGirlBestGirl
09-28-2020, 11:36 AM
» Replies: 6
» Views: 115
Life Drain effects

Forum: Balance Fu
Last Post: HexGirlBestGirl
09-28-2020, 11:21 AM
» Replies: 1
» Views: 35
PVE: What needs to chang...

Forum: Suggestions
Last Post: Maksimum_Fire
09-28-2020, 04:16 AM
» Replies: 0
» Views: 19
Animated Chat Faces

Forum: Suggestions
Last Post: Rasengetsu
09-27-2020, 04:17 PM
» Replies: 0
» Views: 24

  DH Call Toggle
Posted by: WaifuApple - Yesterday, 02:54 PM - Forum: Suggestions - Replies (1)

With the fact that they have distinct animations, and with chat now displaying messages on what you use when you use it, I think it would be a nice addition for those who want to use Demon Hunter, but can't make sense of it randomly calling out words like "Reaver" of "Cobra" to:

Have a toggle you can switch on and off to determine whether your character is going to call those words out when stance changing. It allows for the class to fit in a little more with the IC of some people, rather than sticking out like a sore thumb.

I don't think this would cause any balance concerns since you'll still have all the info you need to determine that they used a stance, so I don't see much of a reason why this couldn't be good QoL.

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  Overworld Lighting
Posted by: WaifuApple - Yesterday, 01:57 AM - Forum: Bug Reports - Replies (2)

There are some locations that, when you exit them, will consistently break lighting - as in, the overworld will not load it's lighting regardless of whether it's dark or light. These are, from what I've seen:

Darkwood Manor
Old Iron Mine
Chinatoa Mines
Water Stores
Goblin Cave
Colossal Tower

I have only checked the mainland so there may be other cases like this. But to reproduce, go to any of these locations at... a suitable time where the lighting on the overworld is obvious. So somewhere around night - and then leave again. You'll notice that the overworld is bright again. Lighting will return to normal if you exit from any other location not listed here on the mainland. Could use someone checking other continents. I may have also not checked the Jammer Cave, so that might also be worth checking.

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  Opinion on the current state of SL2 as a RP game
Posted by: Fern - 09-28-2020, 10:25 PM - Forum: General Discussion - Replies (23)

Hello, it's me. Fern. I'm someone that has played Sigrogana Legend 2 (SL2 for short) for like... 7 years now, give or take, very actively until recent times where my activity has dropped some. Somewhere around that... I was around when Double Dao + Claret Call was considered broken, haha.

So you might be wondering where I'm going with this thread. I'll be upfront and say that I haven't really taken the time to format it in a much professional manner, so I apologize for that. But I have noticed several concerns that I share to an extent, about the current state of SL2. I don't mean this strictly in the balance department, or the PVE area, or PVP... I mean this generally, going off what I've seen, experienced and came to conclusion out of my own accord.

I merely want to voice my opinion on the matter and find out how many other people want to speak their feelings about it as well. There isn't a guaranteed chance that I'll respond to every post, or any, but I wanted to put this somewhere out there.

I think that Sigrogana Legend 2 has been growing very, very stale overtime. Maybe a bit of hyperbole in my statement, but that's how I feel about it.
Of course, I won't just say "it's stale" and then not explain why. Currently, it feels like this is the standard to-do for playing SL2 after you're done sorting out your character's necessary stuff:
-Try to find engaging RP (can be pretty hard more often than you'd think I'd say)
-Go to an event, run by a player or Event Staff
-Test builds or fight OOCly for some fun (or ICly if you happen to stumble upon the opportunity and feel like it)

You might have noticed that I've not really mentioned "do dungeons, look for materials, look for more equipment" or something along the line in that list. It's because I think most people just seem to be content with wrapping up their character's build and then not trying to get anything else. After all, if you've got what you've needed and you don't plan on opening up a big project (I.E, adventurer guild, trading company, district RP hub...) then why would you ever have to go to a dungeon again? What do you need Murai for if you don't have a need for more items? You could use it for repairing weapons and healing up your character in in the Inn if you're the type to PVP a lot (like me!) I guess.
Obviously, this can change when there's updates that involve rolling out new stuff you'd want to get your hands on. New items, new resources, what have you. Or if you're a new player! New players like to toy around with stuff from what I've seen, but after a while people can run out of things to do in the game. While I wouldn't imagine a video game to ALWAYS have something to do, I feel it's a bit too easy to run out of things to carry out in SL2 particularly.

I mentioned earlier that finding engaging RP can be harder than you'd expect. I'll get to that.
Finding roleplay or making things progress on that front, tends to be difficult, because a significant amount of the community tends to be OOC or mainly reactive.
Beginning with the OOC part, you might be thinking... "but Fern you're OOC at times too." And you would be right! I am. I used to be very, very active on the roleplay front but now I'm not so active... I still do it on occasion, though, even if it sometimes may happen in a place you may not easily see it (I.E isolated game area, such as Karaten, the Cellsvich forest, player houses, etc.) And I do think I sometimes make an effort to muster motivation and head out there in the more public areas like I used to.

I don't think people should be forbidden from being OOC. Sometimes, people just want to do the gamey part of the game. Sometimes, they just want to chill with their friends in some place. Sometimes, people just want to screw around with character builds in OOC PVP, so on and so on.
But for a while, there has been such a thing called the "OOC Corner" by the community. It's a particular spot in the Badlands Arena where people who are OOC gather to socialize or mess around in fights. This one in particular:

[Image: jyk3L40.png]
I stopped by real quick to make a screenshot while writing this thread. I do hang out there occasionally, that's undeniable. I think the OOC Corner is a thing because:

-People from any social circle can meet in this easily publically accesible area, no matter what ""clique"" or group they're from. It's easy to start community interaction in this place, even if it's usually OOC.
-It has an Inn and a Blacksmith right next to each other. That's a godsend to anyone wanting to test builds with other people. And guess how many people like fighting? A lot. Guess how many people group up in the OOC Corner? Usually a good bunch, sometimes a few, sometimes a massive amount and other times no one at all!
-Humans are social creatures. We do like having or making friends. Usually...
Regarding the 'reactive' part, a lot of the community seems to prefer being approached rather than beginning the approach themselves. There is a big slew of different reasons for why people can feel this way, and it varies from person to person. From what I have seen and experienced even while I was very active on the RP front, there is not much of an incentive to create or lure in others for roleplay. There are some people out there that like to create things for people to gather in, but as far as I have seen and know, they're not the majority of the community.
I would like to note that I'm not trying to throw shade on shy people either. I understand that people have different personalities and not everyone is comfortable with being an extrovert ball of joy. It is perfectly okay to be your own person. I do think there's a way this one could be perhaps slightly alleviated without the need to force people to create roleplay, but I'll get to that later down this post.
Moving onto a different point of interest, relevant to what I was mentioning earlier!
Player motivation across the community seems to be fairly low, as of late.
I will make a quick note that, from all the time I've played SL2, I think that this is one of those things that come and go with the community. There's time periods where SL2 is very, very active... and then there's time periods where it feels like it's dead in a lot of places. And I don't just mean specific days, I mean literal months worth of time in some cases. Frankly I'd argue that this is a thing that happens with any game on occasion, but with SL2 in particular it feels more noticeable when people don't just want to bother with it. I know I sometimes have that phase myself, I don't think it's TOO often on my end but I do have it sometimes. (Shout out to the friends I've made in the game that help me keep my spirits up!)
Currently it feels, from my perspective, that the game has entered a phase where it feels much, much more dead than alive. Slight exaggeration but I do really think it's a thing at the moment. It has felt this way for about... 2 months nearly, give or take.  I'm not entirely sure how many people agree or disagree with me, merely just saying but...

It feels like there's very little interest in making things better, mainly from the community.

I'm not trying to say that people are apathetic, heartless monsters or anything like that. But I've frequently seen and heard people go, "well it's a hopeless case and I doubt things will improve anytime soon so why should I bother caring?"
And I honestly can't blame you for not caring. It's generally not your responsibility to try and force changes in a community. Heck, it's not MY responsibility to try and reach out in the forums like this and I know it, but I felt like doing it anyway. I wouldn't expect you or anyone else to magically do something about it, this thread isn't particularly meant to do that. It's a voice of opinion, nothing more nothing less.
Why are you trying to bring all of this up now of all times, if it's been an issue for a while?

I feel as if it has been getting worse and I do feel love for SL2 because it has unironically helped me grow as a person. I've met very fantastic people in it, and I've had equally fantastic experiences in it. It would sadden me to see it be left to rot, if the gist of things I mentioned are indeed a popular opinion and they manage to get worse. Like I said, I wanted to put something out there to see if anyone felt the same or very much opposed to how I felt on the matter. Or if anyone felt similar but not entirely - that sort of thing.
I could be wrong in some things, or I could be wrong entirely. I'd hope to be wrong, personally, but either way I wrote down my general concerns and I didn't feel like I wanted to stay quiet.
You mentioned something about an idea for slightly alleviating the roleplay problem, what do you have in mind?
Correct me if I'm wrong, but as far as I know, most events are currently private, rather than public. I don't want to burden the Event Staff, but I'd like to hear (if they are willing) their opinion on the idea of creating more public events people can partake in. It won't solve the problem in its entirety and I don't expect anything to 100% fix it, but I think it would promote the idea of people gathering up and socializing with new faces more often, and in turn promote a more entertaining environment for the game. I'm no problem solver magician, but it's an idea I want to throw out there.
Final words
I will be blunt and say I don't much expect this to be of use, nor do I expect anyone to add to this (people aren't obligated to post, of course) but if you have some thoughts on the matter you want to share, then I say that you are more than welcome to express your opinions in this thread. I don't have a TL;DR for everything I wrote, and I honestly don't want to give it one I feel!
If you read what I said, I just want to say thank you for listening to me, whether I am right or wrong.

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  PVE: What needs to change?
Posted by: Maksimum_Fire - 09-28-2020, 04:16 AM - Forum: Suggestions - No Replies

It's pretty clear from talk in dev discussion that people aren't really happy with PvE.

So, the obvious question is-  What can we do to change this?  My personal first preference is to focus on mob variety and rewards for PvE to make it more interesting and fun, and I made a post about that just recently that you can check out HERE if you like.  


But I'd like to see everyone else's thoughts and suggestions too.  So this is the thread for it!

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  Minor Monster Variety
Posted by: Maksimum_Fire - 09-28-2020, 04:08 AM - Forum: Suggestions - Replies (6)

So this is sort of a combination suggestion.  I'll start with the most important part first.

I want monsters to have tiers of strength, that's easily spotted from a glance at their pallet.  Some sort of progression like

Dire Rabbit/Horned Rabbit/Shock Rabbit/Vorpal Rabbit/Lapine(from french Lapin, rabbit) Lord

with progressively better stats/level and progressively more(and better) skills.  They'd each have different pallets to easily distinguish-  For this example, T1 would be white, T2 orange, T3 yellow, T4 black(vanilla mob), and T5 probably a mix of colors since it should be special.

My thoughts on how they should be arranged is like this:

T1 appear in dungeons level 1-20, T2 in 21-40, T3 in 41-60, T4 in 61+.

With an additional subsystem- When a mob spawns with a miniboss prefix, it spawns as one tier higher than normal.  This means Tier 5 mobs can only spawn as minibosses in top level dungeons.

This would make for more mob variety, let us indirectly buff or nerf some mobs that people struggle with at levels where they're too strong/too weak, and just kinda be cool in general.  If you're not down for this next part, Dev, I totally get it but I'd also like to see higher tier mobs have a higher chance to drop ten star items-  Something like, T3's have a low chance, similar to current chances, T4 have a little bit higher chance, and T5 have a 15% or so chance of dropping their ten star item.

For some examples on indirectly nerfing or buffing:

Sand Shark(vanilla)/Pebble Shark/Stone Shark/Titan Shark/Earth Eater

In this sample, Sand Shark isn't that strong of a mob already, so we can just set it as a tier 1 or 2 mob and then build up from it.  Whereas with Vorpal Rabbits, Frost Tyrants, or Grindylows, since they tend to be a tougher mob, they can be nudged a little higher up the rungs- to tier 3 or 4.

Frost Prince/Frost Baron/Frost Tyrant/Frost Fiend/Draconic Destroyer

And for this sample, Frost Tyrant is a strong mob, so it's placed near the center- maybe even up to being a Tier 4 mob.  It's something that'd need a lot of thought and probably vetting from Dev as it goes through.

This is a HUGE undertaking, so if anyone would be keen on helping out with this project, I'd love to see some response from them here in the thread.  Especially with regards to making edits to sprites, since in this system every mob in the game would need 4 more versions of itself.

P.S. I personally really want to see a Bare Bear/Scare Bear/Rare Bear/Flare Bear/Arctorian(from greek Arctos, Bear) Annihilator line.  That's all really.

EDIT: TL;DR by popular request.

Pallet swaps of mobs that are stronger or weaker to give cool mob variety and a tier system.  More loot for stronger mobs.  Miniboss mobs are a rank higher than other mobs of their level.

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  Life Drain effects
Posted by: Spoops - 09-28-2020, 03:32 AM - Forum: Balance Fu - Replies (1)

Currently Life Drain effects are extremely cheesy and can be used to bypass certain barriers or hurdles to a fight such as immortality/black barrier/last chance, all of this could be simply solved by making it so that life drain effects cannot reduce a target past 0 HP I feel, thank you.

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  Animated Chat Faces
Posted by: Rasengetsu - 09-27-2020, 04:17 PM - Forum: Suggestions - No Replies

Being a big face icon user, I of course tried to make an animated face. It was just a simple red-tinted angry face that shook around for moments of extreme rage, but much to my dismay it didn't work when speaking ICly. It did in the UI though, which is a little funny because the party frame and stat page were obviously not where I wanted it to work but they were the only places it did.

Just felt a little odd, not sure if worth implementing. I'd like to have this though. Probably prone to abuse, but most things are anyway...  ¯\_(ツ)_/¯

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  IC Typing bubble
Posted by: Rasengetsu - 09-27-2020, 07:19 AM - Forum: Suggestions - Replies (6)

The little bubble that pops up over your head is nice. Unfortunately if you use macros to open up text boxes to type into (like any person who's ever played any other RP game on byond) instead of writing in the command bar, the little bubble won't appear and you're stuck doing it manually. Which at that point, since you're already mousing over in that area, you might as well just click in the command bar and type there instead.

Thus, I suggest: Have the Say/Emote/Shout/Whatever-else text windows activate when open and deactivate when closed. Pretty please!

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  v.2.31b (Event Tools) Divide not properly dividing
Posted by: Fern - 09-24-2020, 01:14 AM - Forum: Bug Reports - Replies (2)

If you give a custom mob the Divide skill (from Jammers) and hit it with a melee weapon, it will instead spawn a mob with the name "monster"... with a red soul icon and the following stats:

[Image: nBgrItj.png]

It will not copy the custom icon given to the mob with Divide, nor the stats. Below you can find the Divide source mob's stats:
[Image: YQRZIcL.png]

Basically, Divide is failing to copy the custom icon, stats and does not have the intended HP value for the custom mob's clones.

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Brick Magic Mirror : Mega thread pt1
Posted by: FatherCrixius - 09-22-2020, 11:15 PM - Forum: Balance Fu - Replies (7)

[Image: mp4.gif]

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