Welcome, Guest |
You have to register before you can post on our site.
|
Forum Statistics |
» Members: 836
» Latest member: Foxtrot
» Forum threads: 11,784
» Forum posts: 58,653
Full Statistics
|
Online Users |
There are currently 328 online users. » 0 Member(s) | 326 Guest(s) Bing, Google
|
Latest Threads |
Post-Server Reboot Login ...
Forum: Quality-of-Life (QoL)
Last Post: Kameron8
Yesterday, 08:20 PM
» Replies: 0
» Views: 86
|
Mastery of STR Crit
Forum: Balance Fu
Last Post: Ray2064
Yesterday, 04:59 PM
» Replies: 2
» Views: 293
|
can couloir not be affect...
Forum: Quality-of-Life (QoL)
Last Post: Fern
Yesterday, 02:28 AM
» Replies: 0
» Views: 143
|
Bows
Forum: Balance Fu
Last Post: Autumn
Yesterday, 12:01 AM
» Replies: 19
» Views: 1,703
|
The Economy and You
Forum: Suggestions
Last Post: Trexmaster
09-25-2025, 11:11 PM
» Replies: 6
» Views: 1,570
|
Flash of Light
Forum: Balance Fu
Last Post: pilcrow
09-24-2025, 08:13 PM
» Replies: 0
» Views: 242
|
New Weapon: Kelsoaker!
Forum: Suggestions
Last Post: AkaInuHime
09-24-2025, 07:57 PM
» Replies: 0
» Views: 200
|
SL2 Version 3.03
Forum: Announcements
Last Post: Neus
09-24-2025, 07:17 PM
» Replies: 0
» Views: 175
|
Chimera Hit
Forum: Balance Fu
Last Post: Poruku
09-23-2025, 08:28 PM
» Replies: 3
» Views: 401
|
Himari Izumi: Special Wea...
Forum: Approved Characters
Last Post: CuteYellowCrabby
09-23-2025, 01:35 PM
» Replies: 1
» Views: 643
|
|
|
Dark Cinders |
Posted by: Akame - 10-28-2020, 02:56 PM - Forum: Balance Fu
- Replies (4)
|
 |
With the addition of the new damage type hellfire, I think it'd be more fitting for void energy to convert fire damage from cinders into hellfire. The skill Charred Void also describes it as "fire tainted by darkness", which I suppose fits a hellfire theme? Instead of the damage being purely darkness.
Mechanically, it always felt useless knowing you were switching from fire, a high resisted element, to darkness, another high resisted element, especially when you're wasting multiple void energies to create dark cinders.
I think it'd be also pretty cool if dark cinders got a 25% dark ATK boost atop the 25% fire ATK to really show the duality of the fire and darkness, but I understand if people are hesitant to Make Cinders Great Again, so I'm not going to push this idea, merely throwing it out there!
|
|
|
[v2.34] Soulture's Capturable, Can 1-Shot |
Posted by: lineere - 10-28-2020, 01:35 AM - Forum: Bug Reports
- Replies (1)
|
 |
Two possible issues;
1) Soultures can be captured. Some other players have stated that this might be a bug.
2) Drain dry can be used on NPC enemies that are at any HP, not just 0. This causes the enemies to die the next round.
Hope this helps. I would post screenshot, but I'd have to make a video to show how it works. Either way, I think you can figure out what's going on from the info.
Edit:
Tested on Alruane boss, it works on bosses too.
|
|
|
Opinions on the state of SL2's Mapping |
Posted by: LatentSparrow - 10-25-2020, 11:45 PM - Forum: General Discussion
- Replies (4)
|
 |
Hey guys. I know I'm not around very often, but I do tend to poke around the forums/Discord and see what is going on. I've noticed that it has been a rather popular topic to address the state of the game when it comes to RP. Since we're in the process of addressing some of the common issues that I think we've all noticed with SL2 at some point in time, I would like to take the time to point out some things that I've noticed regarding the mapping.
I'm not here to bash anyone's mapping, cause effort goes into everyone's work. I think we all can agree that we hold appreciation for anyone who is willing to put their work on display for everyone to enjoy. I'm not expecting for everyone to chime in on this only due to not everyone being knowledgeable in this field, but chiming in to get a conversation going is always good enough. I apologize for any added stress onto anyone by speaking on this topic at this time. Anyways, time to begin.
Tileset(s):
This is probably the most noticeable issue when it comes to the game's design. Whether you're a new player or an old player I'm sure you have all realized this at some point. Simply put, there are too many different tilesets. What do I mean by that? I'm not speaking of tilesets that cover each environment / biome, I'm speaking of that there are too many tilesets that are clearly made by different authors. Going from the "Default" Cellsvich tileset to the Shrine tileset, Oniga to Lispool. You can just clearly tell that they do not fit in with one another.
Solution?
It is most likely impossible to fix with SL2 due to how many maps are actually made with the game (Unless everything is remapped...). The game desperately needs a tileset pixel artist. I know there are some talented individuals who play this game who have the ability to make a tileset, though it would be very time consuming. If you look at Cuddlefish's game, Secrets of Grindea, it includes multiple different biomes but you could tell that everything was made by one person OR a group of people who was able to do the job in a similar way. It would definitely make the game look more polished if everything was more uniform and possible would attract more players who keep an eye out for detail.
Map Editor:
Probably the most obvious issue on the subject of mapping. I feel like this is one of the main reason why people usually give up on mapping for this game. It's a struggle trying to get what you're wanting out of it. Of course there is no one to blame for this one. The Dev has already given us the best possible way for us to map the game. The editor however is just a little clunky and hard to maneuver around for anyone new to it. It is very time consuming to get use to and to use it to the fullest of it's extent. It is not very user friendly. It's honestly a turn off knowing that I'm going to have to struggle using this program to map something.
Solution?
This one is honestly just a shot in the dark and most likely impossible. We either need a more user friendly editor or a way to convert maps from another tileset editor to Byond. Small maps aren't so bad to deal with in the editor, but the larger maps.... hah...
For comparison, mapping a 100x100 detailed Map on RPGMaker would probably take me 3 days. (Working for 4 hours each day for 3 days)
Making a detailed 100x100 Map on Byond would take me over a month. (Working for 4 hours or more in the span of that month. This mainly comes from browsing through the every tileset to find what I want. Making new tiles and editing tiles on my own. Mind you, I'm not very good at creating or editing tiles)
Miscellaneous Thoughts (Mainly my rants):
Teamwork:
One thing this game desperately needs is a team. It needs a team for all aspects of development. But since this topic is on mapping, I'll only talk about that. I feel like we need to get a group of players who are willing to learn, share ideas, take criticism from one another and able to come to a agreement on how they should map the game. #Mapping topic on Discord isn't really living up to 'a group coming together'. I'm speaking of an actual development team.
Criticism:
This one annoys me the most. This is more of a personal rant. As someone who mapped for this game, I need your help. The other people who mapped this game needs your help. I mean you, the Playerbase. There are people who actually have requests and help by pointing out mistakes and want changes done to something that do not seem right to them. Then there is from what I see as the majority: - "Looks better than what we have now."
- "Looks good! (No other input included)"
- "Keep up the good work!"
Now I really don't mind the last two, compliments are always great. But lets be real, you all know where I'm going with this. What is this going to do other than leave all the mistakes are in the map stay within the map? Nothing. If it looks great and you really mean it, but that's not helping the Mapping community (if there really is one) improve. Help us make you all more happy, please. There is no point to bash everything that's wrong after the map gets released because honestly, there is only very very little that we can do. I was lucky enough that the houses were messed up in Cellsvich that I was able to make extra bug fixes on top of it.
Deadlines:
Please.. and I really mean it. PLEASE. We need deadlines. I understand that we have lives and of course we don't want to be mapping non-stop. I'm glad most of the playerbase cares in that they don't want mappers to be worn out but without deadlines, we don't have to release anything.
I am a perfect example of this. Cellsvich Map was done months before I even handed it to the Dev. Arena was done months before Spo took over the project. (Spo did a great job btw <3) I don't play SL2 anymore so it's not a dire need for me to have to get a finished project over to you guys as bad as it sounds. I'll be doing my own personal business and living my life while the map collects dust. I want to treat this as a job as much as possible, getting paid to do it or not, so I'd also like to feel the need that the map needs to be released.
I think this is all I'll include in this post for now. If you creative minds out there also have something you wish to add, or issues that I didn't mention. Or even if you straight up disagree with me, I'd like to hear what you all have to say.
|
|
|
Enchantment Suggestions/Ideas |
Posted by: Autumn - 10-25-2020, 10:39 PM - Forum: Suggestions
- Replies (1)
|
 |
An old document I made a while back that I'd like to post mostly even if the ideas may not make it in, I've made a few enchantment ideas for potential implementation, without further ado:
Weapons:
(Catalyst) Apple Blossom Petal:
(weapon name) of Zen - Lowers monster spawns in encounters, increases convert and show mercy's success chance. (Opposite of Bloodsoaked effect, minimum is 1 monster.)
Frozen Fangs (Dropped by Fenrirbus):
Bittering - Weapon: Applies or worsens Celcius 1LV on-hit (Up to LV5 max), attacks against targets already inflicted with Celcius take WPN Power + 100% Ice ATK Unresistable magic damage. (Can occur only once a round)
Torso:
Golden Wax:
Avalon (King's) - Taking damage that would reduce you below 10% Health grants you a shield equal to 30% of your maximum HP for 1 round, this shield activates before taking damage and can occur once every 10 rounds. (Similar to Jarmor it doesn't mitigate damage)
Frozen Fangs (Dropped by Fenrirbus):
Bittering - Torso: at the start of the round, inflicts enemies in 2 range are inflicted with Celcius LV3
Gloves:
Alterjewel/Aquajewel/Fulgarjewel/Acidjewel/Cacojewel - All as you would expect from the -jewel line of enchantments
Accessories:
Golden Thread:
Miser's - Increases Murai gain from the end of a fight by 10% (Stacks)
Challenger's Note:
Hunter's - Increases miniboss spawn rate by 20% (Stacks)
Masking Gland:
Enshrouding - Increases flee chance by 15% (Stacks)
|
|
|
Aposemagika 3 - Electric Beagle-ee |
Posted by: Mr.SmileGod - 10-24-2020, 11:54 AM - Forum: Balance Fu
- No Replies
|
 |
Please read through the full post before voting. Thank you.
Alright. I did as I promised-- I gave it some time, I looked at the results. Now it's time to look over things, and for me to give my feedback. I know you're probably sick of it already Dev, but this must be done. This fight has become my passion.
Aposemagika was changed roughly 2 months ago, adding an 'Aposemagika Field' effect that gave a buff up to 20 inflict and the ability to use Aposemagika with only 3M instead of it being an invocation. Here's the issue:
What I and a few others were asking for was a buff to Aposemagika. What we got was not that, but rather a new passive-- this passive was tied to Aposemagika and called an Aposemagika buff. The active side of the skill, however, remains useless.
Don't get me wrong. I positively love the field effect. It's a nice little buff with a neat stacking mechanic and a cool look. But the reason for it being added in the first place was not fixed, in my opinion. The vote above will let me know if others share in this opinion, but I'll get more into that at the bottom of this post. (Assuming there are enough Papilion players to make votes in the first place. Fingers crossed.)
"The Papilion creates a cocoon of focus around themself while Invoking. Once cast, increases the Power of your Spells by LV (LV = 6+1 per 10 Character Levels), and can inflict a variety of status effects against melee attackers. This lasts for 6 rounds. Aposemagika field LV20 lets you cast this skill without an invocation, but it gains an 8 round cooldown." (An important note is that a 'variety of statuses' means whatever statuses your butterflies normally inflict. Also true if you've taken a 'Mirage' trait that limits this to a single status. As far as I know, this only applies to basic attacks.)
The problems I have with the way this goes are as follows:
- The skill is not worth an invocation in any shape or form. It simply is not. It has massive RP potential, but no mechanical potential.
- In smaller fights, the battle will be over before you can even have a chance to reach Aposemagika Field LV20 in my experience.
- In the rare cases that you do manage, by spamming statuses or butterflies, or both, it still isn't very worthwhile at 3M.
- Most importantly, in my opinion, making it a 3M skill takes away from its identity. It should be an invocation, not some piddlywink thing you toss out because it's convenient. I cannot stress this enough-- I would rather the only change be that Aposemagika Field Lv20 not reduce it to 3M, than to leave it as it is.
A number of suggestions as to what the new active could be have been tossed around, so I won't throw them in here for the 3rd time. I will, however, suggest that instead of a number of small effects, the skill should be one large effect worthy of casting an invocation for.
As for the poll above:
I ask the following to get more factual results, rather than opinion-based ones:
- Please don't vote yes if you only THINK you would use the skill. Only if, in practice, you've found it worthwhile before to actually use the skill. Same goes for if you THINK you would NOT use it.
- Please don't vote if, for whatever reason, you DO NOT use your racials. Mostly for people that hide their race ICly and the like.
Any opinions can be shared below, of course. Not that I can stop you from doing whatever you want, anyway.
|
|
|
Omen at Loyrwell |
Posted by: Maksimum_Fire - 10-24-2020, 07:26 AM - Forum: Kysei
- Replies (2)
|
 |
A cloaked figure has been, recently, frequenting Loyrwell for unknown purposes. His face is shrouded by a hood, typically, and a wreath of black spirits heaves around him. Approaching this figure is difficult, as he seems to detect the presence of others from unreasonable distances... But it's certainly not impossible, given the right conditions.
Accompanying his arrival is a host of black spirits; plenty of them recently slain. This could prove useful for anyone utilizing such materials.
This is a post relating to a character on the Wanted Board, Maksim. I'm not available or interested in doing RP constantly so I don't hang around places, ever, but people are welcome to reach out and look for Maksim and I wanted to affirm that here;
Anyone looking to encounter Maksim, either in a passive way, communicating in some form- or an aggressive way, hunting him for the bounty- can message me on Discord at Kit#6944. He's currently lurking around Loyrwell, and the Kyisan wilderness surrounding that area.
If you're interested in updates on the condition of this Cloaked Figure, stay tuned; follow-up posts will be made based on those he interacts with here in this thread!
|
|
|
Re: Opinions on the state of the game |
Posted by: Neus - 10-22-2020, 05:37 PM - Forum: General Discussion
- Replies (17)
|
 |
I said I would keep an eye on the thread, and I did, so now I will be responding to it as best as I can. First of all I appreciate everyone's candid opinions, even if they caught me a little off-guard, so thank you for that. I'm not going to be able to respond to every single post, but I did read through it and gather up what I feel were the general takeaways of the thread, so that I could give my personal thoughts and have a discussion about what positive changes we could make in regards to them. These are in no particular order.
OOC Characters/Existing OOC - Characters that exist in the game environment in an 'OOC' fashion undermines the RP environment and can create confusion about when and where it is appropriate to try to start RP with someone.
- Similarly, people behaving in an OOC manner or polluting the IC channels with memes and OOC jokes are distracting and have a negative effect on RP.
My Thoughts: I very much sympathize with people who feel this way. Meaning no disrespect to anyone, since I'm sure when this is done, it's not with negative intentions, and at times is distracting no one else. However, when it is done excessively and in very public areas, I feel like it is a large negative to people who are seeking to engage in more meaningful RP, and may in fact drive them away to other areas, even private ones, so that they can distance themselves from it.
Solution Ideas: The primary idea that comes to mind is simply to have more concrete rules on what substance RP in IC, especially public areas such as towns or the arena, should have, so that people grow out of making OOC jokes in IC channels, or otherwise being a distraction.
Furthermore, as far as characters existing OOC, there should also be more well laid out restrictions on what you are and are not allowed to do while 'OOC'. This requires additional discussion on why someone goes into 'OOC' mode to begin with, however.
Applications for Events, Requests, Lore, Etc.- The process for getting things approved and requesting them is vague. It is hard to see when someone gets something approved and for what reason.
- For this reason it is also hard to know if someone actually has some aspect of their roleplay approved, or if they're just making things up.
- Sometimes the lack of transparency creates a feeling of favoritism when someone is denied something, but sees others get things approved.
My Thoughts: Ultimately I feel this is an issue of clarity and consistency. The process has always been to contact a GM or myself privately, and while that's fine for the most part, it does create the issues listed above.
Solution Ideas: The first thought I had for this was simply to make a public forum here for player applications and requests, as well as guidelines on what you should do to get something approved or not. Establishing this forum would allow for greater clarity, allow review by both GMs and players to see what has been approved and what hasn't been (and why), and help correct the perception that nothing significant is approved.
Community: Cliques- The game often breaks down into friends only wanting to be around their friends instead of RPing with others they are less familiar with (for whatever reason).
- Could partly be caused by people breaking down the RP environment with OOC-like behavior or 'memeing'.
My Thoughts: Cliques are not inherently a bad thing, but they definitely hurt RP in some fashion, especially when people only interact with their friends group in private areas. However, this is something that involves the community primarily - there is not a lot that I can do to resolve it, I feel.
World Rigidity- People perceive the world as incapable of being changed or affected in any meaningful capacity.
My Thoughts: When we first announced eventmins, one thing that was asked and answered is that I was definitely open to people being able to take steps through them to change the world in a significant way. I feel like that has been forgotten, or that people haven't had the proper motivation or ideas to do so. In a lot of areas, though, this is my fault as well, as I haven't personally run events with the intent for something big to change and given players an avenue to participate, and have instead relied on the idea that players who want to see such things would rather take their own steps towards it.
That said, a lot of the time, when people approach me or the GMs about their requests, we hear a lot of the same things - I want to blow up X town/building/person. Not to dissuade anyone from going for such a thing if they desire it, and I am certainly not against such activities, but if feel you've hit a roadblock while trying one of these, just know that we have heard it a lot and it can feel a little low effort.
Solution Ideas: On the players' parts, if you have interest in causing such change, then I encourage you to make use of the eventmins. On my part, there may come a time where I will have to actually help steer or do some of these events myself. I also feel that the previously mentioned application forum would go a long way here.
Lack of Roles- People perceive that there is a lack of place for their character to go, and positions in the existing world that their character can fill. (Not just mechanical Roles.)
My Thoughts: This is going to sound like a repeat of the last section, but again, I am absolutely open to people trying to rise up the ranks of the existing political structure, or to try and create their own. That was one of the goals of adding the roles system - to give people a foot in the door for contributing to the world in some fashion, and help them foster RP around it. However, it hasn't done as good of a job as I'd have liked.
Solution Ideas: This is another area where we would benefit greatly from an application forum.
Conflict, Rules of Engagement- Rules for expected etiquette in situations of conflict only exist in vague terms.
- Playing as an antagonist character carries a lot of risk with very little in the way to bounce back; a single failure often carries extremely harsh punishments, including long times in jail away from meaningful RP.
- Other parties, including guards, can often feel like an insurmountable, infinite, and at times omnipotent force, stifling antagonist encounters and RP.
My Thoughts: This is definitely an area where we have had long struggles, and it mostly falls on me. I haven't really been able to discern what, on average, a player looking to be an antagonist actually wants, and how to properly keep that in check. This is something that will require discussion, with the intention of creating a very clear list of guidelines and rules of what antagonist characters can do, when and where they can do it, and what protections they and their potential victims have, without the need of GM oversight in every situation.
I also do feel that taking antagonist actions, especially illegal ones, should come with the risk of punishment, but I also feel that there are more creative ways to deliver that punishment without inflicting 'soft bans' on people (although such things will likely still exist for extreme cases).
Again, this requires a lot of discussion based on what antagonists think they should be able to do without GM oversight, and what players are concerned could happen, or what a fair 'defense' would be.
Solution Ideas: First and foremost is establishing a clear set of rules and guidelines for antagonists and engaging with them, as mentioned.
For the problem of punishments, perhaps instead of hard jail time in every instance, the requirement of paying a fine within a certain period of time, or commuting of sentences in return for doing community service, or hunting down another criminal, or some other type of redemption service could be explored (and failing those, you would just get thrown into jail).
A 'scene lock' rule has also been suggested, where once an antagonist scene has begun (for example, a robbery), the scene is locked and no one else can participate without the permission of the two parties. This would prevent issues such as being mobbed by a growing party of guards, or someone calling for backup, or things getting extremely complicated when people simply wander into the scene. Such a rule would likely not apply if it occurs in plain view of NPCs or guards in a town, etc.
Personal Thoughts About Other Things
Note: Nothing in this section suggests that I am going to change anything randomly. They are merely my personal thoughts and things I've noticed.
While I understand why it exists, I view the mentality of having to rush to max level and gear out to begin RPing their character to be a negative for a few reasons;
1) People feel like they can't RP when they aren't max level, leading them to spend more time grinding instead of roleplaying, which can exacerbate the lack of finding RP.
2) It skips over potential character development and puts your character right at where you want them to be, giving them less room to grow.
3) Max level characters appearing out of nowhere leads to characters feeling ephemeral and without much substance.
4) It encourages the same behavior out of other people, as they may feel excluded if they do not.
The general solution to this would be to require you to RP to actually progress your character. Mechanically this would probably be represented by level caps that can only be overcome by putting in enough effort in your RP, such as with in-game RP posts that are reviewed by GMs (for example) and given a 'gold star', or posts on the forum that can also contribute to that sort of progress. (Potentially 1 level = 1 gold star.)
I also feel like such a system would be met divisively by the player base - since it doesn't exist currently, it adds another roadblock to getting to 'PvP ready' status. It can also be a demerit for people who like to make alts for different character concepts that they want to enjoy mechanically, and may encourage people towards omniclassing characters, leading to a lack of distinct, fleshed out character concepts.
---
I would like to hear your thoughts. Since this thread covers multiple topics, try to keep your opinions organized so that I and others can easily keep up with it. You are, as always, welcome to disagree or try and clarify something if you feel I have misunderstood it. I would also like things to stay civil and constructive - there were a few posts in the large thread that were not very helpful and more insulting, although the overwhelming majority was all very good feedback.
I am committed to improving the SL2 experience for everyone, and I recognize that in certain areas such as RP, I haven't put in as much effort as I should. While some problems will take longer than others to address, I will do my best to do so.
Thank you for reading and contributing.
|
|
|
Criticism and opinion on Void Assassin |
Posted by: Autumn - 10-18-2020, 08:45 PM - Forum: Balance Fu
- Replies (9)
|
 |
The class itself is kind of a mess, apart from being split up into essentially 2 classes that only share the similarity of using the same resource there are many problems with it as a whole, I will be going over quite a few of its issues like I did with Black Knight some time ago in hopes that some or all of these may be fixed:
Perceived Strengths:
-High physical damage when successfully landing hit and critical checks
-Superb multi-class synergy with dagger dance.
-Massive critical steroids make this class the monarch of crit rate.
-Vanishing Strike and Cutthroat+Breakdown alone are enough to carry the class.
-Decent supporting options in the form of regen healing, eastern wind, blotch, refraction
-Base Rogue combined with voidgates provides high mobility
-Fairly high and satisfying magic DR with baked in RES in class stats to give a magic sponge feeling.
-Situationally high magic damage vs a lack of dark resistance
-Impure Element provides an insane damage roid, and ends up being the core gimmick of many builds.
Weaknesses
-Lack of hit steroids cause this class to rely on other classes to supplement its needs when basic attacking.
-Lack of basic attack gap closer causes this class to suffer to high 1 time evade buffs such as disengage and miragewalk, perhaps incentivizing it to specialize into options that might help against that such as dagger dance.
-Class resource requires taking magic damage to replenish
-Lack of usable projectiles within its own class for refractions
-Dark Resistance diminishes the class' magic damage capability severely.
Issues:
-No synergy amongst itself for building both magic and physical, it is impossible to build a dagger VA with WIL RES GUI and still be a proficient character.
-Severe lack of AoE in PvE cause this class to be a little slow at mob clearing when utilizing daggers.
-Black Bolt/Detogate are almost entirely useless to a physical variant VA, perhaps enabling them to be cast with daggers could be good.
-Most of its dagger skills are autohits, which scale from a stat daggers lack severely.
-INSANELY high SP costs, probably the absolute highest total SP amount in the game currently.
-Lacks a way to replenish class resource without taking magic damage.
-Requires to be topped up on class resource before starting any fight to be the most effective.
-Its magic requires setup to be effective, and is diminished heavily by a common resistance type, a basic void projectile with no VE cost could synergize VERY well with the rest of the magic variant of this class I feel, and wouldn't create refraction hell we had with fray.
Its my hope that the issues are fixed rather than the weaknesses, to keep the class currently in line with many others, thanks for reading I may make more of these in the future.
|
|
|
|