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Latest Threads |
The Economy and You
Forum: Suggestions
Last Post: Trexmaster
Yesterday, 04:46 PM
» Replies: 4
» Views: 854
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Blotch Evasion
Forum: Balance Fu
Last Post: Autumn
Yesterday, 03:40 PM
» Replies: 2
» Views: 157
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[3.03c] Medis Bullshit
Forum: Bug Reports
Last Post: Rendar
Yesterday, 12:52 AM
» Replies: 0
» Views: 163
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GR1 Leftovers
Forum: Balance Fu
Last Post: Autumn
09-16-2025, 09:12 PM
» Replies: 0
» Views: 217
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Excel invitation
Forum: Balance Fu
Last Post: Lolzytripd
09-16-2025, 10:28 AM
» Replies: 7
» Views: 856
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uǝɯ ooɹɐƃuɐʞ 'ǝɐpᴉpodoɹɔɐ...
Forum: Suggestions
Last Post: who
09-16-2025, 04:37 AM
» Replies: 3
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Pocket Sand (Rogue)
Forum: Balance Fu
Last Post: Autumn
09-16-2025, 02:45 AM
» Replies: 4
» Views: 446
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Flamethrower (Engineer)
Forum: Balance Fu
Last Post: Nekojinn
09-16-2025, 01:25 AM
» Replies: 7
» Views: 536
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Pickaxe Selection
Forum: Quality-of-Life (QoL)
Last Post: Poruku
09-16-2025, 12:17 AM
» Replies: 0
» Views: 303
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The Typo Thread
Forum: Bug Reports
Last Post: who
09-15-2025, 11:45 PM
» Replies: 91
» Views: 108,617
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[v3.02b] Eat Moss |
Posted by: Autumn - 09-10-2025, 07:09 PM - Forum: Bug Reports
- Replies (2)
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Mossybark's Fungus doesn't stack per additional piece of Mossybark, it also doesn't regrow on every subsequent 3rd round just in case that is relevant. I figure that there's no utility to it if Fungusbark does the exact same thing but from round 1 instead of 3.
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The Economy and You |
Posted by: Trexmaster - 09-10-2025, 04:26 PM - Forum: Suggestions
- Replies (4)
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As it stands there isn't yet much representation if at all of the state of each nation on a macro level. The Wall Raid was the start of trying to introduce a somewhat similar system to what G6 had as its framework for an attempt at such a thing.
My suggestion is pretty simple conceptually. Introducing a system where nations require a certain amount of generic resources (Wood, Food, Metal, Currency), and by meeting the needs or even exceeding them, there would be benefits in doing so. I wouldn't suggest penalizing anything for a bit if this were to actually manifest into reality while people adjust to it though.
For example:
Geladyne may look something like needing 500 Food, 200 Metal, 400 Wood, and 100,000 Currency per in-game Month. Meeting these goals would confer a bonus like getting X% more damage to monsters in dungeons residing in the Geladyne region, or increasing item drop rate, monster count in fights, plenty of things that people would mechanically stand to benefit from and thus be encouraged to participate in the system AND act as a resource sink.
In order to make it so people wouldn't just only stack things onto one nation there could be a separate bonus for maintaining quotas for every nation that'd benefit the entirety of Korvara, either providing unique bonuses or amplifying the already present ones akin to the ones mentioned earlier for the individual nations' dungeons.
It'd basically function like Town Marshals from G6 except with more variables and you'd donate items of certain types to bump up the funny number to meet your quota or exceed it for potentially higher bonuses.
Rough idea but hopefully gets the point across, that being more communal efforts encouraged to benefit the majority. As it stands there really isn't any reason to trade with people who aren't your friends, and at least this system would have people potentially working together.
Could kill two birds with one stone and have rewards for donating to this system in the form of scrip that could be spent at a shop unique to each nation that has item drops in the tables of the dungeons from their respective nation, with some exceptions. Labyrinth may need to be split up to avoid Telegrad dominance, especially since two of the new dungeons are effectively Telegrad adjacent. Ultimately this would create some form of universally desirable currency that'd let players obtain what they want by burning resources that'd otherwise serve no purpose (see: massive amounts of crops for one), thus encouraging trade between players using this currency, as they'd be able to get what they want without relying on trading with friends.
For an idea of what I mean with that:
For example, Duyuei's shop would have things like Moonlight Mercy, Noble Axe, and Winged Spear as they are drops from its Dark Amplifier I fight. Providing resources into the aforementioned system would provide the currency needed to eventually obtain those items. Like say, providing raw currency might go at a 1:1 ratio to make things simple, and then providing worked metal may be at a 1:40 ratio. I'd likely price items at their rarity*2,000 base. So you'd either pay 20,000 Murai for a 10 star, or pay 500 Iron Ingots. While clearly at those ratios you'd almost certainly fork over the murai, but that's kind of the point with trying to get money out of the economy in exchange for providing what you'd otherwise be spending a fair bit of time for.
Of course there would be some nuance to how certain items would be valued in their categories, with the rule of thumb of 'harder to acquire = more valuable' so things like Boulders and Fugu Katsu would score more points for Metal and Food respectively, while raw crops would be of minimal value especially to avoid them dominating the system, effectively being equal to currency in value (as that's their value at a pawn shop).
If anyone else has any ideas for how to encourage trade between players I'm all for it. I just think what SL2 is sorely lacking is a universally desirable currency, as Murai simply cannot get you what you want a lot of the time. It only serves to cover one-time cash sinks per character then you stop needing it for anything other than minor fees that only hurt the poor. Thus the wealthy end up with Murai in abundance and no incentive to trade with the poor who still need things, as they've a lack of things they actually need and Murai does nothing for them.
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Experience Equals Speed |
Posted by: who - 09-09-2025, 09:17 PM - Forum: Suggestions
- Replies (3)
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The Suggestion: - Crafting speed increases slightly for each level of skill.
The reasoning:
In real life, will a master chef fumble about slicing the vegetables at the same speed as a novice? Or will they speed through it with their honed knife skills...
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Add Iahsus status to Laplace Korvara! |
Posted by: Coffeeccubus - 09-09-2025, 07:51 PM - Forum: Suggestions
- Replies (11)
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Long story short, as a Corrupted player, it gets tiring asking what phase of Iahsus is every time I log in. It is crucial to my character becaue I need to know so I can have them act differently when the phases change. Also for face icon stuff.
A simple solution: Just add the code for the Iahsus phases, but instead, after the month and hour being displayed, it says "The Current Phase of Iahsus is: Red, Yellow, Purple, Orange, Blue, and of course... Rainbow.
Not much more to say
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External links for profile BGM |
Posted by: who - 09-09-2025, 02:08 PM - Forum: Suggestions
- Replies (3)
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The suggestion:
- Allow use of a direct link to a suitable audio file for use on character profiles.
The reasoning:
Some Youtube channels block external video embeds of their content, meaning they can't be used in a profile.
This leads to people reuploading the music on their own channel or seeking to upload elsewhere. Unfortunately, both available platforms have strong copyright detection functionality, and so user uploads may be silenced even if they are marked private or unlisted.
There's also potential that videos may be deleted or region restricted, leaving them inaccessible.
If the content can be hosted on a users own server, it means people don't have to worry about the content suddenly vanishing, copyright, etc.
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SL2 Version 3.02 |
Posted by: Neus - 09-06-2025, 02:08 PM - Forum: Announcements
- No Replies
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3.02
RP Post UI - Added a new interface for writing RP posts, which can be accessed by clicking the scroll button next to the face icon selection button above the chat bar.
- This interface makes it much easier to apply colors and other stylings, allows you to change your face-icon, see how close you are to the character or new line limit, check your posts as a preview, and some other useful features.
- The basic input box can still be accessed as before, if you want to use that, for some reason.
Icon Parts- Tailfeather, feather mantle, 4 wings for male/female bases for bird-like races (courtesy of Filia).
- Icon parts with underlays now properly show them in the preview list.
Patreon- Base upload size for face-icons for patrons increased; 1 MB for tier 1, 2 MB for tier 2. (Increase based on patreon tier still applies, so 1.25 MB and 2.5 MB in practice, respectively.)
Shinobi- False Target; No longer triggers against enemies directly behind you. Ninja Trick/teleport now won't trigger while you're standing on your Sensui Shippu.
Items- Warrior's Ring; Additional effect
- Once per round, after hitting an enemy with a basic attack, you recover 10 FP.
- Magician's Ring; Additional effect
- Once per round, after hitting an enemy's elemental weakness, you recover 10 FP.
- Boulder's Ring; Additional effect
- Once per round, after you redirect damage to yourself OR your parry skill is triggered, you recover 10 FP.
- Class Coins (And Plus Versions); Grants +1 to a stat, and grants +3 to maximum Skill Pool size for each equipped class belonging to the relevant class.
- Overload Amulet; Additional effect
- When Overload expires, it now grants 1 Weapon Charge.
- Numa; Properties changed
- Now grants Curse of Numa (LV 30, 2 rounds) on battle start.
- Red Cape; Effect adjusted
- On Take Damage: If you were above 50% HP but fell below that amount, all your Fear effects are cured and you become immune to Fear for 3 rounds. (3 round CD)
- Homura; Effect is now limited to once per action (from once per round).
- Ring of Cursed Prolonging; Status Resist penalty now -25% (from -50%. Now completely negates defeat penalty. New properties; Extends duration of Curse category and Cursed Wound effects you cause by 2 rounds.
- Magical Gauntlet / Metallic Magical Gauntlet; Magic Shield, Magical Aegis, and Metallic Aegis now last for 5 rounds and all cost 5 FP (from 20); if you have one of its effects active, you can switch between them for 0M (duration of the old effect retained). Metallic Aegis grants the ability to parry physical damage (25% + 50% DEF, 35% reduction), Magical Aegis grants the ability to parry magical damage (25% + 50% of RES, 35% reduction), Magic Shield grants the ability to parry any damage (25% + 25% DEF + 25% RES, 25% reduction).
Item Sets- Added 'High Voltage' item set. (Thunder Whistle, Overload Amulet)
- Added 'Black-Forged Pact' item set. (Black Stone, Numa)
- Added 'Festering Curses' item set. (Ring of Cursed Prolonging, Gae Baed, Gae Bolg Replica, Grimalkin Hat, Blackheart)
Item Potentials- Blazing Wind; CD changed to 1 round. Effect changed while user has a Flare Tornado active; instead costs 2M, 5 FP, has 5 Range, and must target a tile the Flare Tornado is not. The Flare Tornado moves 3 tiles towards the target location and then applies its effects.
Special Strikes- Grudge Wound; Summoned Ghost now has extra HP equal to your level and it spawns with 7 Momentum.
- Added a new toggle called Special Suppression, which prevents your Special Strikes from triggering while still allowing its trigger chance to increase from using your weapon's attack skill. (Like Limit Potential, it's available to everyone automatically.)
Crystal Terminal Upgrades- Far Aid; While in a dungeon with a Crystal Terminal, you can use the Crystal Terminal Piece to utilize its functions anywhere (except Warp).
Drops- Monsters with levels exceeding level 60 now grant 1% item drop boost per level; for example, a level 80 monster gets a +20% item drop boost. (As a result of this change, tier 3 rematches' chance to drop a 9* rarity item directly has been lowered from 2.5% to 2.2% to compensate. The chance for them to generate from Rarity drops is unaffected, this is ONLY for the direct chance to drop a 9* item.)
- Added a 'rarity scaling balancer'; When Rarity items drop, in any instance where the minimum rarity is higher than 1, the chance for rarities higher than the minimum is increased slightly.
- In concert, this means that high level enemies will drop rarity items more frequently AND have a slightly better chance to drop rarer items over lower level counterparts.
ETC- Animation for jump points no longer has lengthy periods of invisibility.
- Made the Crystal Terminal UI a bit more responsive with less wait time before it can be used when opening it.
- Optimization for creating/despawning mercenaries & youkai, particularly as part of some functions.
- Optimizations for placeable fusion of various placeables that weren't fusing (if any map decor is suddenly weird, report it, it's probably due to this).
- Optimization for cleaning up players on log out.
- Fixed an issue where mouse movement couldn't properly path through many sections of Korvara maps, such as up or down cliffs, etc.
- Fixed an issue where double clicking a chest too fast while holding a modifier (Shift, Ctrl, Alt) would attempt to open it. (This could happen while trying to check for and then disarm traps, for example.)
- Fixed an issue where special unarmed weapons (such as Hidden Barrage) given as sub-weapons by Mixed Martial Arts were using the wrong sub-attack skill, resulting in them not respecting the weapon's Rounds count.
- Fixed an issue where mercenaries and youkai that were a part of a battle did not recover HP/FP when their master leveled up at the end of it.
- Fixed an issue where enemies who were using skills that targetted locations wouldn't properly turn towards the location before using it. (Mostly noticeable in line skills such as Big Tears.)
- Fixed an issue where Arashi Sanseiken could cause you to become non-dense if its trickery effect activated while an enemy was surrounded on all sides with you on one of those sides.
- Fixed an issue where clicking on skill links in the browser chat could cause the page to clear/refresh.
- Fixed a small memory leak where previewed mobs in the companions panel weren't being despawned properly.
- Fixed an issue where minibosses did not have their visual color distinctions.
- Fixed an issue where the 'default' option for battlefield circles would spawn a black map instead of the battlefield map of the area you are in.
- Fixed an issue where False Target could trigger when someone was attacking you from the tile directly behind you.
- Fixed an issue where enemies with Silent Spirit would use it on enemies who were out of range to attack them.
- Fixed an issue where the minimum rarity for monsters above level 60 was not being rounded, resulting in the ability to drop lower rarity items than intended.
- Various forum bugs.
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