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Accel Problems |
Posted by: Trexmaster - 05-24-2015, 07:12 AM - Forum: Suggestions
- Replies (1)
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So, Accel dungeons are a neat concept, but, as it stands, they're bug-ridden messes that can kill you before the game even registers you'd entered a command.
I've got a few suggestions to make them more tolerable.
1. Lengthen the round timers (I'd say going from 5 to 10 seconds would be reasonable).
2. Make the game actually indicate when a 'round' in an accel has passed. As it stands by the time it's actually round 10, the game says it's round 1. Or just omit round tracking entirely in them. Somehow.
3. Give an option (just in general) to -only- have the hotbar available to be used. I can't tell you how many times lag has caused me to open the movement tiles, and thusly caused me to die in the time it took to get rid of it and select something I actually wanted to do.
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Statuses Not Properly Tracking Duration |
Posted by: Slydria - 05-24-2015, 06:48 AM - Forum: Bug Reports
- Replies (1)
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When you hover over the status effect icon underneath the character box, it doesn't seem to accurately display the current duration remaining in the bottom-left.
I.e. When I tested this, I had only 1 Duration remaining on my Initiative buff (which I was able to double check when I double-clicked myself for more information) but when I hovered over the icon, the information in the bottom-left said I still had 3 Duration.
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Discer Death |
Posted by: Trexmaster - 05-24-2015, 06:01 AM - Forum: Suggestions
- Replies (1)
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DISCer expansions shouldn't be able to be dropped.
It's just annoying. They're infinitely available at the banks for 100 murai, and, honestly, anything house-related should be undroppable, cause you gotta haul all that shit around with you if you want to work on your house.
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Unban Request |
Posted by: Blacklily - 05-22-2015, 01:08 PM - Forum: Unban Requests
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Game you were banned from: Sigrogana Legends 2
In-game name (key):Blacklily
Reason you were banned: No idea.
The length of the ban, if you know: Keeps saying 1 minute
Who banned you, if you know:No idea
Why we should unban you: Because I haven't been playing in forever, and for some reason I'm banned.
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Point-blank Bow change. Acc => Pow |
Posted by: iDarkCara - 05-21-2015, 02:21 AM - Forum: Balance Fu
- Replies (10)
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I got to thinking a bit about pointblank shots. It's kind of hard to miss a pointblank shot if you're aiming right at them. (And you can hit them normally). I realize there are a few balance issues, but could the pointblank penalty instead become a reduction in power instead of accuracy. Like a massive reduction including on-hit damage something like 50-80%?
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Quests & Requests |
Posted by: Slydria - 05-20-2015, 10:55 PM - Forum: Balance Fu
- Replies (2)
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So I've noticed this for a while but Quests and Requests quickly lose their usefulness (at least in terms of experience) after the early game.
Simply fighting monsters will always yield better experience, which I do not think should be the case because:
A) Each can only be done once on a character.
B) Some of these tasks are a lot more difficult or time consuming than killing a group of monsters.
C) Save for certain rewards (i.e. stamps or unique items), they end up often being a waste of time compared to monsters and are thus disregarded.
So what should be done about it?
Well, the best solution in my mind would be to make the amount of experience you earn for a quest or request relative to your level, much like how other experience earning methods function nowadays. (Such as cleaning up damage.)
However, I feel these should be sizeable chunks, ideally relative to the time or effort needed.
E.g. Let's say something easy like talking to Michelle about repairing weapons would be either Level*25 EXP or 5% of your EXP needed for the next Level instead of 25 EXP but something more difficult like the fighting dungeon boss requests would be Level*1000 EXP or 50% of your EXP needed for the next Level instead of a 1000 EXP.
It may also be a nice idea to include more Quests and Requests specifically intended for high level characters.
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Build Mode Forever |
Posted by: Trexmaster - 05-19-2015, 11:00 AM - Forum: Bug Reports
- Replies (1)
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If you open up a Portable Science Kit, or any other tools that bring up the talk menu with Build Mode's tab open, and you close Build Mode while still having said talk menu open, you won't be able to bring Build Mode back up until you leave the house.
You'll still be able to place the last tile you had selected, and move furniture (probably), despite the Build Mode tab being closed.
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Bountiful Beauty |
Posted by: catabur - 05-19-2015, 12:43 AM - Forum: Suggestions
- Replies (4)
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Right, so why I don't mind getting iron ore or an eggplant in a level 60 dungeon chest, what I don't really like is that it's only a single piece. A whole chest can be dedicated to a single unit of mixed nuts.
What I propose is that craft items come in bundles instead of single units. For instance, instead of getting 1 iron ore, or 1 iron ore and 1 iron ore, in a level 50 dungeon, you get a single bundle of 5 iron ore or so. Something like that. It'd make the whole opening wooden chests feel like a slightly less waste of time, at the least.
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Preparation |
Posted by: MegaBlues - 05-18-2015, 09:51 PM - Forum: Suggestions
- Replies (1)
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It's a detriment to use now, due to the awful regen levels.
It sucks, change it back. Make it not work with Brain Food if it's such an issue.
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