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  Burn Shell, Sear'd Ground
Posted by: Nytingale - 02-06-2015, 11:18 PM - Forum: Bug Reports - Replies (1)

The Sear'd Ground created by the Burn Shell's "High Charge" Effect deals 0 Damage despite the description says it should deal half the damage dealt when activated to all enemies within the tiles.

EDIT:

Rather, it seems the Sear Tiles only inflict the damage towards the enemy that was hit by the Shell when proc'd, instead of any enemy who walks on the tiles.

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  Dem Layers
Posted by: Rendar - 02-06-2015, 10:32 PM - Forum: Bug Reports - Replies (10)

[Image: c979a1e3c7.jpg]

Before a reboot with layering properly on a 20,19,18,17 from bottom to top with the tables.

[Image: da44e7b0c7.jpg]

After a reboot.

Layers aren't saving properly or I'm just doing it wrong because each time I go to edit a layer, it's at 1000

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  Item Mount Offsets
Posted by: Ryu-Kazuki - 02-06-2015, 08:33 PM - Forum: Bug Reports - Replies (1)

When entering 0 in horizontal or vertical offset for item mounts, the display item does not move back to the default position. It works for any other number between 1 through 16, or -1 through -16, but if 0 is entered, nothing happens.

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  Castle Bookcases
Posted by: Nytingale - 02-06-2015, 05:37 PM - Forum: Bug Reports - Replies (3)

Bookcases within the Castle Dungeons can go through dense objects by clicking on them. They can also be pushed off screen as well.

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  Trading Complications
Posted by: Jay - 02-06-2015, 09:02 AM - Forum: Suggestions - Replies (5)

So for the longest time, regardless of the background lag, engaging in trades and performing simple drag 'n drops results in tedious lag spikes. Recently it has gotten to the point where the client itself (dreamseeker) strains and becomes unresponsive every so often. I can't propose much since this system honestly requires full evaluation by the developer, but here's some things.

1) Implementing the use of tabs for easier navigation and orientation.
2) Disabling the icons that generate in the box: http://i.imgur.com/fHHtvoO.png
3) The option to toggle this box: http://i.imgur.com/qSoznrl.png

I don't have much else to think on. But there's also an issue where the items in 'Your Items' jumble around when you place them in the trade box. This thread can probably be considered a bug report as well.

Update: You can reproduce the spike if you click accept trade twice then watch the quantity and price of an item shift to the right.

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  Custom Battle Fields
Posted by: Rendar - 02-06-2015, 07:44 AM - Forum: Suggestions - Replies (1)

With the advent of custom battle fields, I feel a small change should be made to make the experience... better.

As of now, you can have a maximum of 400 tiles in a 20x20.

I suggest that we be able to configure the battle field to a degree. Being able to create battle fields of 25x16 or 21x19. Etc. It wouldn't harm much so long as we keep it to a bare minimum of 9 tiles, and as long as we don't allow 1x400.

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  Floor Design Saving
Posted by: Rendar - 02-06-2015, 06:55 AM - Forum: Suggestions - No Replies

Can we get a way to save a floor design to an outside source as an image or something? Sometimes people like someone else < who's friendly > house design, and wishes to have a floor plan similar to theirs with minimal effort. It'd be nice to accomodate for those people.

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  [SUG] Note Paper/Book Text Increment
Posted by: Blissey - 02-06-2015, 03:43 AM - Forum: Suggestions - Replies (3)

Would be great if the things we can write on would have a much higher character ceiling instead of the 1,000 it has now. Would also be great if the character ceiling excluded HTML in general (yes that means CSS as well). I know that HTML can be easily abused, but there are already multiple channels on the game that can be used for that anyway, so the risk will always be there unless you're willing to constrain creativity (which wouldn't be something I'd recommend, nor am recommending).

Thoughts and comments below. Don't flame or flare up in this topic or I'll request it to be locked.

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  Maneuver: Skilled Weapon Exchange
Posted by: Ryu-Kazuki - 02-05-2015, 09:49 PM - Forum: Suggestions - Replies (6)

This has been a feature I know a few people have wanted for a while, or have stated in the past.

Skilled Weapon Exchange

Requirements: 20 SKI.
1 Trait Point.

Essentially this trait allows players to swap weapons that they have in their item belt for an M cost (3 - 4 M).

How does this work?

The basic idea is putting weapons into your item belt, (great for engineers), and swapping them out between your hands, for a cost of M (since in a real time battle it'd take you time to switch weapons).

  • Put weapon in item belt.
  • Select Weapon Exchange.
  • Select weapon in item belt.
  • Select hand to swap with.

How would this benefit?
  • Allow players to use skills that are weapon specific due to the ability to swap weapons when necessary.
  • Allows a little bit of synergy for Arb/MGs due to them not being able to work cooperatively at all.
  • Gives people a more situational tactic when it comes to the enemy they're dealing with.
  • Can provide grounds to give enemies a physical resistance to certain weapons since players can swap if they find themselves pitted against an enemy resistant to their weapon.
  • Gives the item belt increase for Engineers more versatility.

These are just a few things off the top of the head. I don't see anything that it would really hurt in the end result because the only people who would have an advantage over others, are the ones who have the trait. But this would be a new way to provide more tactics, and flexibility in combat, especially for people in the melee category, or those who have skills that are weapon dependant.

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  Boss Rehaul
Posted by: iDarkCara - 02-05-2015, 08:20 PM - Forum: Suggestions - Replies (4)

Even with the HP the bosses are garbage. They don't feel like bosses at all. Just tanks. When I'm level 60, I prefer hard bosses. Bosses like Green Ronove.

I am suggesting giving them a wider buff where it actually requires a party to try and defeat these beasties while still making it easy in lower levels.

Something like an ability that gives every stat 20% of their level + 4 per party member. Giving a lower level ~10 Boss +6 to each stat for solo. But a level ~64 boss +17. This would make them much more threatening and more of a challenge to fight. I'm also in favor of giving them more xp if you do defeat them as well.

Thoughts?

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