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It's against my morals |
Posted by: PantherPrincess - 07-05-2018, 10:12 PM - Forum: Suggestions
- Replies (10)
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It'd be really neat if characters got a morality choice just like how we can choose their birth signs. This would obviously entail good, bad, and neutral. Each one benefits characters in some way however this could also tie into affecting their reputation tab.
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Something for Villains |
Posted by: WaifuApple - 07-05-2018, 01:42 AM - Forum: Suggestions
- Replies (23)
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Well, it's not often I try to suggest something... Or do much at all... But I figure I'd bring up a suggestion I've been thinking about. After all, the worst that could happen is, well... The suggestion not happening... And, well, that's not so bad. Worth making a try, though.
Making some observations of the game, it's been so much easier to be on the "good" side, than it has to be on the bad side, because the "good" side has everything going for it... The existence of the guards alone is a huge advantage for them, since the majority of RP seems to take place in Sigrogana... with them having a lot more going for them, and a lot more power... (Naturally, of course. They're guards, why would they not?)
Villains tend to lean more towards "Event" Characters, sometimes. Characters that you only use in big situations, or events... Though this is mostly for villains trying to have influence or effect. Now, the problem with this is that they're limited to being level 60... Meaning, when it comes down to it, all that you need to beat a villain is to happen to counter their build, and... That's it, really. It means that villains usually form groups, to have any chance... And even then, they're still only as formidable as the people they face.
With GMs being capable of having characters with level caps higher than 60... and this is probably asking a lot, but... Would it ever be possible... say, if you discussed heavily with a GM, about a villain character, and got their approval...
...for GMs to allow some villains to have a level cap increase? It could be monitored, and I imagine the GMs would be able to ensure that only trustworthy people get this treatment... and suffer accordingly if it's abused, so misuse seems really unlikely, so long as the permission granting stays solely GM, and doesn't get into anyone else's hands.
I imagine some people won't agree with this... And it seems like a long shot to ask. But, as I said. Worth a try. The worst I could do is fail, and that's about it.
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Casino tokens and their super lack of use. |
Posted by: Ryuzaki - 07-04-2018, 02:32 AM - Forum: Suggestions
- Replies (3)
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That's right, kids. We're back to this old chestnut.
For the love of Zera/Mercala/Huggessoa/My neighbor steve. Please can we finally get Casino tokens be tradeable back for murai? Even if it's at half-value. There's a lot of us sitting on literal stacks of these things(12,500 here which is 125,000 Murai. Zawa Zawa), with no real use for 'em.
Furthermore, can we have the quest item flag on them disabled so they can become tradeable? It feels awkward going all the way to gold to buy casino tokens, when we just wanna have a couple pub games of Yenten.
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Void Energy QoL |
Posted by: Kameron8 - 07-04-2018, 01:52 AM - Forum: Suggestions
- Replies (4)
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Can Void Energy be carried over after a logout like statuses? Disconnecting resets your current Void Energy to 0, which can be frustrating when trying to do anything at all with a shoddy connection.
In case this isn't clear, here's an example:
1. Void Assassin fights, takes spell damage, goes up to 60 Void Energy.
2. The fight ends.
3. The Void Assassin disconnects from the game, then reconnects.
4. The Void Assassin begins a new fight, and has 0 Void Energy.
I'm suggesting that step #3 does not reset the 60 accumulated energy back to zero.
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Counter to Vampiric Legumes |
Posted by: ChainmailleAddict - 07-03-2018, 10:03 PM - Forum: Suggestions
- Replies (6)
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'Ello folks. I was thinking about Vampiric Legumes and how they function (and how annoying it is to fight three of them at once...)
They root themselves into the ground to suck the life from others, right? As such, I feel as though it would make sense for the Engrain status of Legumes (and therefore their heal) to be lost if they are moved (via knockbacks like Bash, HotG, etc.) before the start of the next round. This would add strategy to fighting them, and make it feel less like swinging at aggressive tree stumps. Thoughts?
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The Problem with Common Sense [Letter to Guard Commander] |
Posted by: damycles - 07-03-2018, 05:33 AM - Forum: Sigrogana
- Replies (1)
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Recently, a large pamphlet has been nailed onto notice board displaying the title of "The Problem with Common Sense" seemingly addressed to both the Guard Commander, the Guards, and the people of the Empire. The Guard commander himself, in fact, would be receiving a smaller hand sized pamphlet in the form of a letter directly addressed towards him.
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Critical Evasion! |
Posted by: Shujin - 07-03-2018, 04:17 AM - Forum: Balance Fu
- Replies (21)
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I'd argue that if you "Evade" an attack it should not at the same time be a critical hit on that person. Lightning spells/Lighting autohits do that however and can get crazy amounts of damage even though the attack has technically been "Evaded".
I suggest that:
The lightning deals a critical blow!
Evasion! OOC takes 180 Lightning physical damage. (Crystal Rose)
can't be triggered together. So when ever someone evaded the attack you can no longer also trigger a critical blow. Makes also more sense, and makes lightning mages play a bit more tactical with knockdowns/cast.
Lighting is already ridiculously strong, it really doesn't need this ontop of it.
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Bombs Away |
Posted by: Autumn - 07-02-2018, 05:16 PM - Forum: Bug Reports
- Replies (1)
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Despite ignoring evasion, bombs do not ignore Snake Dancer, I don't know if this is necessarily a bug or not but it seems like it since all other evasion ignoring attacks ignore snake dancer.
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Battle Placement Softlock |
Posted by: Miller - 07-02-2018, 04:19 PM - Forum: Bug Reports
- Replies (2)
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I've noticed that it's possible for enemies and allies alike can both spawn on your designated spawn point if you start the encounter normally. This ends up locking the player out of the battle until the person or mob moves away, creating a soft lock if you're fighting mobs solo.
This occurs in PvE and PvP, although the former is a lot rarer and more troublesome.
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