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Never Ending Sayakana! |
Posted by: Rendar - 12-23-2014, 01:33 AM - Forum: Bug Reports
- Replies (4)
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So, one of these two things are bugged.
I have both pieces of the NEVER ENDING story set equipped, alongside a Sayakana. A scarebear ROARED at me, yet I didn't get a resist < which is 25% needed >
If the Never Ending story set gives 15%, and a Sayakana gives 10% resist all, which it does since my main weapon is rustic.... Why didn't I get a RESIST! ?
One of two possibilities.
A) Never Ending Story set doesn't actually give 15% Sound Resist.
B) Sayakana's do not give 10% Resist All < Atleast in reference to SOUND damage. Possibly other new damage types too >
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[Hexer] Dense Fog |
Posted by: Ryu-Kazuki - 12-23-2014, 12:43 AM - Forum: Bug Reports
- Replies (2)
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Earthbound Fog's visual effect seems to stack on top of itself, and doesn't go away when a battle ends (at least when a battle happens in the arena); and it makes training day Hell because all the instanced maps are affected and nobody can grind because they can't see anything.
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DickFog 2 thick |
Posted by: Rendar - 12-22-2014, 11:20 PM - Forum: Balance Fu
- Replies (3)
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Wild Huntsman says "(Oh man I was worried it'd be a race to dickfog.)"
Wild Huntsman chants "Stand your ground and fight into the grave..."
So, this raises a valid point. Why does this 'fog' persist over the entire battle field. Why can a tornado, or other Sylphid spell, not clear away a 'section' of it? This would be really neat for 'shifting' the battle field to your favor.
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RP-Friendly Combat System |
Posted by: Rockabye - 12-22-2014, 08:00 PM - Forum: Suggestions
- Replies (49)
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All debating on these suggestions will be in the thread itself. This post is updated only with newly introduced ideas.
This is a thread (open to all) to suggest things that would make the combat system more RP-friendly. As it is it can be metagamed to high hell and back, and in a role-playing game I view that as somewhat of a problem. I'll start off with some of the worst offenders.
Hit/Crit
I don't believe you should be able to see these things on an enemy when you target them. You shouldn't instantly know how well an opponent is able to evade your attack until you attempt it. I recommend changing this to a system that tells you how much you hit or missed by, but only after the attack is made. Damage is in kind of a gray area to me, because you might be able to tell how well armored your enemy is by looking.
Movement Range
Same as above. You shouldn't be able to see the movement range of other characters just because they open their movement grid. I've already seen movement range metagamed ICly when the person who opened their grid ended up not even moving. Rather than this, I recommend the system tell you how many spaces an opponent moves when they move, so you can have an accurate view of how far an opponent can move, but only up to the amount you've seen them move so far.
Level
Stop letting other people see this. It's caused nothing but problems so far.
Setsuna
Change the effect to not show skills, and instead show stats relative to yours (whether they're higher, lower, or identical.)
Turn Timer (Sarinpa1)
The ability to modify turn timer, for those that prefer lenghtier and more in-depth roleplays. Sure, common courtesy exists, but it's hard to willingly end turn for someone to do what they wanted to do in the RP, especialy because status-effects.
Armor Ratings (Rendar, Sarinpa1)
Perhaps as some sort of an "Armor rating" thing in description showing unarmored/light/heavy?
Encumbrance Display (Rendar)
Example (in the status window?):
"This person looks to be able to carry their weight in battle just fine!"
"This person seems to be weighed down a bit but doing just fine!"
"This person is weighed down so much by their gear they shouldn't even be able to move properly..."
Modifiers (Maikito)
Mechanation Traits: Mechs should have some sort of trait that allow them to see normally unseen statistics, maybe not all of them, but some of them at the very least.
General Traits: Traits to analyze an opponents range of movement after moving, their known skills, and other various things could also be introduced perhaps.
GM Powers - Should be able to circumvent all of these above mentioned features for the sake of stopping bug abusers. If bugs -do- arise.
Record Erasure (Ryu-Kazuki)
As a Trait, maybe?
Everyone else, have at it.
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Red Cape |
Posted by: Rendar - 12-22-2014, 07:17 PM - Forum: Balance Fu
- Replies (2)
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This really needs to only proc once per fight as someone who heals them self above the threshhold still retains their FEAR immunity, and can still be at full health with the immunity. It leads to lots of shenanigans and rather bullshit scenarios for certain characters that rely on fear to hit things.
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House not Saved |
Posted by: iDarkCara - 12-22-2014, 04:37 AM - Forum: Bug Reports
- Replies (8)
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Yesterday [12/20] I moved my house from Chatrunga to Cellvich. I was able to successfully move and redo the banner and go inside the house and change things. Upon logging in today, I spawned outside of my house, but it's now an open house and won't allow me to claim it again despite having the ticket. I also cannot teleport to my house from the teleport house [i have the teleport ticket] and it's no longer in Chatarunga.
I had a bunch of items and furniture inside the house as well. Using those item placer things ;;
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Loot Game 2 Stronk |
Posted by: Rendar - 12-21-2014, 09:22 PM - Forum: Bug Reports
- Replies (1)
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Whenever you win a fight and get an item from it, combat stays active for quite some time, then takes you to the result page.
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Buffing Calling |
Posted by: Chaos - 12-21-2014, 09:01 PM - Forum: Suggestions
- Replies (4)
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Calling is a 3M skill that will move someone next to the user.... Only if they're Hellspiked.... with no other advantage to it.
Considering this is also a boss's move, I think we should give this thing a buff. Here's a few ideas:
1. Calling costs 0M.
2. Calling also inflicts Fear, Hesitation and Immobilize for 2-3 rounds.
3. Calling also inflicts unresistable Darkness damage equal to level.
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