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Latest Threads |
The Guile in the room
Forum: Balance Fu
Last Post: Nekojinn
4 hours ago
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Unfortunate Wind
Forum: Balance Fu
Last Post: Poruku
Yesterday, 07:59 AM
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Iterator Mechanation
Forum: Character Applications
Last Post: Flun
04-29-2025, 07:40 PM
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[2.97b] Ki Woke
Forum: Bug Reports
Last Post: Autumn
04-29-2025, 01:52 PM
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[2.97b] yeah just dodge (...
Forum: Bug Reports
Last Post: MultiWonder
04-29-2025, 12:36 PM
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[v2.96d] Unable to Act
Forum: Bug Reports
Last Post: Rendar
04-29-2025, 05:04 AM
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[2.97b] Misplaced badge
Forum: Bug Reports
Last Post: AkaInuHime
04-27-2025, 10:27 PM
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[2.97b] Slum Lords
Forum: Bug Reports
Last Post: Lolzytripd
04-27-2025, 05:35 PM
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[2.97b] Poisonous Blubber
Forum: Bug Reports
Last Post: Rendar
04-27-2025, 05:30 PM
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[v2.97b] Turn Order Shena...
Forum: Bug Reports
Last Post: Trexmaster
04-27-2025, 02:27 AM
» Replies: 0
» Views: 54
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Another Black Beast Report |
Posted by: mappel6 - 04-13-2015, 02:38 AM - Forum: Bug Reports
- Replies (1)
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So, here we are again, Black Beasts are bugged in yet another way.
I took part in an attack on Dormeho earlier today, and all was fine and dandy. Took out some Black Beasts, fixed some damages, got some XP when it finished. Then, in the same day, Black Beasts attacked Tannis.
Except between the two attacks, I hadn't logged off at all, and I also hadn't taken part in the attack on Tannis at all. Actually, I was AFK for the whole attack, dealing with some problems IRL. And, guess what?
I got experience and even a level for taking part in the attack on Tannis, when I haven't.
Me going AFK:
Noetvel Neahtwenge says "(Sorry. RL drama.)"
***** says "(is ok)"
Log of the attack starting:
OOC Shulker1000: Ronove?
World: Black Beasts are attacking Tannis!
OOC Black Chaos X: SEE IT IS RONOVE
OOC Black Chaos X: HE RETURNS TO KILL US ALL
Log from me gaining XP from this:
You have earned 25225 Experience Points for participating in the defense effort.
World: The Black Beasts attacking Tannis have retreated! The defense effort was great, defeating 30 packs of monsters.
So, yeah, this could potentially be abused in ways. That's all I have for now, though.
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[BUG/QUE] Staleposte |
Posted by: Soapy - 04-13-2015, 02:13 AM - Forum: Bug Reports
- Replies (1)
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After some discussion, I realized something.
65% Riposte takes 53 SKI, a pretty average amount.. but 65% Stalemate takes a whopping 80 DEF, and we agree that Stalemate is the more common of the two.
Is this probability/confirmation bias in action, or is the formula for one of them wrong?
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Player Music Only Toggle |
Posted by: Slydria - 04-12-2015, 11:01 PM - Forum: Suggestions
- Replies (2)
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Pretty much as the title says, an option to only play music from things like Marching Band and Fun-O-Grams.
Speaking from personal experience, I'd like to hear some of the custom music from players but I don't really want to hear the now repetitive typical game music but I always forget to turn music on for players so I think this would be a nice option.
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Youkai Targeting System |
Posted by: zeekyamato - 04-12-2015, 10:59 PM - Forum: Bug Reports
- Replies (1)
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Basically along the lines of new target acquisition after old target dies. When a youkai is click and dragged onto another target to force it to target that creature, more often than not it wont acquire a new target after that mob dies. They'll simply sit there and wait till you force a new target on them, which may or may not solve the issue for the next round, it's essentially just a nucense more than a real issue, but it's annoying if you have a lot of youkai and have to constantly re assign their targets if they try and attack something they arnt suppose to.
It may or may not have to do with them being the one to kill the target, I'll be sure to triple check before confirming this or not, but if another mob kills the target it might create the target lost loop or whatever the youkai is experiencing.
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Cannot Trade Donation Items |
Posted by: Bjarn - 04-12-2015, 10:57 PM - Forum: Bug Reports
- Replies (1)
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Trying to trade donation items between alts, and the Golden Pickaxe and the Golden Lockpick cannot be traded without "NO TRADING ALLOWED".
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Cross-Type Skills |
Posted by: mappel6 - 04-12-2015, 10:52 PM - Forum: Suggestions
- Replies (1)
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Wanna know what bothers me?
When I can't use that skill I want just because I'm using the wrong weapon type.
Now, I know, I know, Maneuver: Ambidextrous was made for this sole purpose, but what if I don't want to off-hand a sword just to use Sidecut? What if I just wanted to use Turnover with an axe instead of a spear?
That's exactly what I'm about to get at here.
Suggestion: Allow all weapon types to use skills from outside their weapon type, but only after a few conditions are met.
1. Expertise in both the original and new weapon types are fulfilled. Example: If you wanted to use Shinken with a Polearm, you'd need both maxed Blade and Polearm Expertise. However, to use Shinken with, say, a dagger, you'd just need maxed Blade Expertise.
2. The skill in question is beyond a certain level. Maybe 3 for most 5-level skills?
Now, a few more things that make it better to just use the original type:
1. For applicable skills, the hit chance is lowered.
2. The critical chance is lowered.
3. The power is lowered.
These reflect the awkwardness in it. I'd think it would be awkward to use Turnover with an axe. Wouldn't you?
Also, just to note, it's obvious that melee skills would still only be used by melee weapons, and ranged skills would only be used by ranged weapons, and some skills would have to be exceptions, like Arbalest's Cannon skills, due to how they're pulled off.
Well, that's about all I got for now.
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Housing Suggestions |
Posted by: Trexmaster - 04-12-2015, 06:34 PM - Forum: Suggestions
- Replies (3)
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- The ability to have additional houseowners in your home.
--> Manage farms.
--> Furnish the house.
--> Promotes other IC responsibility.
- The ability to (or an automatic) save system for DISCers
--> This is due to recent crashes (that don't necessarily rollback characters) always rolling back DISCer progress.
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Quest Reward Improvements |
Posted by: Zakizo - 04-12-2015, 02:07 PM - Forum: Suggestions
- Replies (6)
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With the number of quests there are and the amount of time it can take to complete many of them, by the time you actually complete most, the rewards end up being... well, not worth it. You will quickly outgrow any value in the quest EXP rewards while killing the monsters required to complete them, or dungeon delving to get what you need to complete them in general. For this reason, along with the common and justified complaint that grinding is tedious, I believe quests should be improved to give EXP based on a % of the experience you need to level up. The amount given should be scaled to the difficulty of the quest, and there should be a minimum reward value (which would probably be fine as the amount they're giving now in the case of existing quests) for those cases where you actually do manage to complete the quest at a lower level.
Scars give 5% if I recall correctly, so I believe the easier l-net requests and NPC quests would be fine at 10%, mini-boss hunting requests at 30%, boss hunting requests at 50%, and story-related quest rewards improving over the duration of the quest line.
In addition to these changes, a special l-net section with sub-sections where all of the requests are repeatable would be useful in preventing a "quest hoarding" mentality (people mentally tormenting themselves over when to complete quests because they think they may find a better time to complete them, they may LE, etc.). They could fall under categories like combat, farming, etc. Here are two examples:
Deliver 1 (Size) Spatial Core (a quest for each type)
(Rewards Core Size*10% EXP, minimum Core Size*150 EXP?)
Think you're going to get junk from that core? Go ahead and exchange it for EXP! Also may help prevent a surplus in items.
Deliver 10 (Crop type)
(Rewards 30% or 1,000 EXP, whichever is higher & 100 murai)
Provides an alternative to combat grinding, and may help prevent a surplus in food items. There could be a farming talent that factors into the rewards from these types of requests. More talents are always cool.
I'm not sure if there would be any issues with this kind of system, or if it would need any adjustments/has any preferable alternatives, but I think it's a good way to address the grinding problem without damaging the health of the game overall.
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Well, Well, Well. |
Posted by: Ryu-Kazuki - 04-11-2015, 04:44 PM - Forum: Suggestions
- Replies (4)
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I thought this was strange when interacting with wells, and buckets (seeing as you can use a well to fill a bucket).
When you double click the well by itself, you get this message;
The well seems low. If it were raining, you could probably get some water easily.
But, when you use the bucket on the well, regardless of how "low" it is;
You use the Empty Bucket.
You fill up the bucket with water.
What strikes me, is that if water is not as plentiful in that well because it hasn't rained, why am I getting water still? (Unless it gives me less uses because it doesn't have a lot of water.)
What I think is more realistic, is if either, the number of uses you get from wells depends on how much water it is, or, if you couldn't get any water if it hasn't rained in a while. But right now, it seems a little contradictory to have one source say one thing, and then another say something different.
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Lazy Bucket |
Posted by: Ryu-Kazuki - 04-11-2015, 04:40 PM - Forum: Bug Reports
- No Replies
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The bucket of water does not change its name or icon in the utility belt after you have filled it up. Relogging does not fix this.
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