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  Fated Characters
Posted by: MegaBlues - 05-28-2015, 06:10 AM - Forum: Suggestions - Replies (4)

So, this suggestion is the ultimate for RP. Instead of the game choosing what your character is capable of, you do it.

Other people won't let your character excel in a certain area unless they have the stats to back it up. Does your battle-hardened general have less Strength than that catgirl over there? Too bad, she just suplexed you into the dirt.

This would allow players to choose what kind of character they actually want, without needing to pester others to grind them for weeks at a time (Seriously, tally the amount of hours some people spend preparing a character. It's ridiculous).

--

Let players allocate 236 points worth of stats manually. This is a stat total of 4. This isn't extremely high in any way whatsoever, but with the high customizability, it would allow players to make any kind of character without tons of heartache. Want that musclebound meathead? Go for it. Frail mage? Go for it. Lightning bruiser? Go. No grinding. Actually enjoying the game.

Of course, players who chose this wouldn't be able to LE, so any bonuses obtainable from this would be off-limits for them. No catalysts or crafting bonuses for you.

--

Frequently Unstated Questions, Queries, and Statements.

S: This is unfair to the people who have already grinded!
A: No one cares about your prestige, make the game more accessible.

S: This means that no one will go through the story!
A: Not everyone actually reads the story. Some people only go through it for rewards. This won't change that.

S: This will make all characters the same!
A: It's a less frustrating option, and I highly doubt that everyone plans on making the exact same stat plot.

Q: What if I want to make a character stronger than this would allow?
A: Grind them yourself. This isn't meant to encourage Mary Sues. RNG Purgatory for you.

S: Why wouldn't everyone do this? Wouldn't this ruin the point of leveling up?
A: Some people may want to progress, and some may want higher stats. Though if being average for more controllability and less frustration is so appealing, maybe this suggestion isn't the issue.

Q: What if people use this to drum up antagonism, and make large parties of evil-doers? What if one person makes a large party to wipe other people out?
A: More antagonism, more RP. No more needing to grind for days for an acceptable villain. Everyone wins. Also multi-keying like that isn't allowed.

Q: What if people use this to make a level 60 character, then help grind someone else's level 1 character?
A: People do this already, moot point.

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  Tomeboy
Posted by: Trexmaster - 05-28-2015, 01:35 AM - Forum: Bug Reports - Replies (1)

A mutated tome weapon (In this situation a Jackhammer) doesn't seem to qualify for either the Fluency bonus (+2 wil when wielding a tome) or the Tactian bonuses for wielding tomes. Specifics cases are as follows.

It does not grant the 'According to Plan' FP regen on hit.

It does not extend the duration of Volley Formation.

It does not grant its power as a bonus to damage with Assault Order.

I have not tested other skills that gain Tome bonuses with Tactian, but, odds are they may not function properly. Whether or not this is intentional is unknown, but, it's worth reporting to confirm.

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  Natural Performance
Posted by: Trexmaster - 05-28-2015, 01:31 AM - Forum: Bug Reports - Replies (1)

Performance Rating still functions without the SP in it for Tactian.

It'll continue to go up as actions are made that'd boost it, and only drop to 'D' rank if a party member falls. No penalties are taken to it for taking damage if you don't have the SP in it.

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  Join Battle Issues
Posted by: Trexmaster - 05-28-2015, 01:28 AM - Forum: Bug Reports - Replies (5)

As it stands, joining a fight in progress will cause you to join in with whatever setup you had at the end of the last fight you finished that session.

I.E. if you ended a fight at 4m, as an Evoker/GS or something, then swapped classes to say, Monk/GS, and tried to join a fight, you pop in at 4m with your evoker skills equipped.

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  Race: Ghoul
Posted by: Trexmaster - 05-27-2015, 06:47 PM - Forum: Suggestions - Replies (12)

So, Cladis Mortem undead are sentient. Simply put, while they obviously wouldn't be a common sight in civilized areas (at least not without some form of disguise. A very good one.) I can see them working as a race, possibly one that could be transformed into via LE as well. Not to say they'd automatically be persecuted for existing but...it seems like a no-brainer (har-har). I'm not going to bring up other races that'd receive the same prejudice, but, suffice to say, this isn't anything new.

Vampires just look prettier.

A Ghoul's backstory would be a human of some kind that gained a disease or 'curse' for eating people-- which results in their death and the Cladis Mortem. I imagine this wouldn't be the sole method of their creation, but, it could be. Who knows.

As to specifics, I'd imagine they'd receive similar racials as Cladis Mortem Null, but, of course, with something more player-use-oriented beyond just some resists and status immunities. Special traits and what not.

I don't think I need to layout growth percents or anything like that, Dev handles that stuff.

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  Build Mode Suggestions
Posted by: Trexmaster - 05-27-2015, 02:41 PM - Forum: Suggestions - Replies (1)

So, right now, building a house can be fairly tedious if you're not settling for a simple one or two floor building. Here are a few ideas to help ease the pain.

1. Allow home owners, while in Build Mode, to move between floors without having to locate and use the Extra Level itself. This would allow for houses that possess multiple levels to be much, much easier to build, as you wouldn't need to run through all the floors preceding it to work on it. Not to mention leaving it without relogging. Something akin to selecting which Extra Level you'd want to go to. I'm not sure how possible this is, but, I imagine it'd mean marking the Extra Levels or something.

2. While in Build Mode, have it so you can optionally be able to toggle the density/opaque of tiles. Something akin to noclip, if you're familiar with it--just phasing through all tiles regardless of if you'd be able to normally. This would make navigating floors and building them simpler, as instead of needing to build non-opaque walls and such prior, you could just lay them down as is, not to mention how easy it'd be to move around the floor.

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  From the Ashes and Badly Beaten
Posted by: Kameron8 - 05-27-2015, 08:49 AM - Forum: Bug Reports - Replies (1)

When a Phenex revives with From the Ashes, they are inflicted with Badly Beaten, and lose momentum. This may be intended behavior, but it renders the passive rather weak.

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  Max Cooking Level at 2
Posted by: Ikeda666 - 05-25-2015, 09:45 PM - Forum: Bug Reports - Replies (5)

I was cooking at the kitchen in the pub in Cellsvich when I reached the experience needed to level up the skill. After clicking 'Level Up', the skill level changed to 2, but the button to level up did not go away. Thinking it was just a hiccup for the game, I exited the cooking menu and opened it back up. That was when my level was set at 2 and was maxed out. I have provided a picture for reference.

I have no talent points put into Cooking, if that makes a difference aside from the 1 rank up in skill.



Attached Files
.png   maxcooking.png (Size: 147.55 KB / Downloads: 2182)
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  Camps!
Posted by: Sarinpa1 - 05-25-2015, 12:37 PM - Forum: Suggestions - Replies (2)

Seeing traps made me think, why couldn't we build campfires?

It'd serve as a portable kitchen, but probably have very limited roster/increased difficulty to reflect that its just a campfire, not a kitchen stove or something along those lines. You don't have to haul ten food items, just cook in dungeons.
Perhaps even serving as some sort of a rest point, giving you the option to rest, which'd recover to a maximum of ~30% HP/FP (Just a random number that I thought would be reasonable.)
But most of all, the ability to use any small area and setup a nice roleplaying spot. Adventurers are very happy to sleep at an inn, but if the times aren't good, a nice spot by the fire in a forest is all they need. They can share meals, tales or whatever the hell do adventurers do.

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  [US] Memorial Day
Posted by: Ryu-Kazuki - 05-25-2015, 12:25 PM - Forum: Fruity Rumpus General - No Replies

A moment of silence for those who aren't here today and gave their lives.

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