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  Characters - What I Played, Expected and Got
Posted by: K Peculier - 03-04-2017, 03:29 AM - Forum: General Discussion - Replies (26)

[Image: jMYdLkH.jpg]

Template above. Use it and go wild with your characters or parody your friends and enemies!

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  LaPlace Update Ideas
Posted by: Sephikus - 03-04-2017, 01:47 AM - Forum: Suggestions - No Replies

Two Suggestion in one, both for the LaPlace Request System.

First Suggestion is theoretically the simplest and is infact itself a two-fold suggestion.
Part A is adding an extra section in the menu labeled Archive where you can send Uncompleted Requests so that you can clear up the 'Inbox' for stuff you actually plan to clear or whatever.
Part B is adding another extra section labeled Timed where requests from other players are recieved. This is where the real meat of Suggestion 1 comes in.

Players can send requests like the ones sent by npcs and these can be accepted by other players, they can select a single item and/or stack of murai to be given as a reward and request a stack of murai, a message(i'll get to this later), or enter a system similar to the crafting system but instead of displaying your inventory and recipes known it displays every base item in the game in the recipe section while showing any item that can modify that item in two specific ways, materials and customization parts, in the inventory zone. This would allow people to order slightly customized weapons(leaving anything they can't or didn't customize up to the crafter/fullfiller to decide as it works with the NPC requests), sell stuff they looted or crafted, and another thing i'll mention later.
To further customize the options the reward and request murai section can be adjusted either give exact value or upper/lower limits(upper for reward and lower for request). These would show on the list as ? Murai and when accepted it would ask how much Murai they wanted it to be which would then ask them to accept a second time to confirm the amount. The Min Murai would be locked to 1 on upper locks and Max Murai would be 9,999 on lower locks with the Max Murai being unable to be set past 9,999.(inspired by the US Government monitoring monetary transactions equalling or exceeding 10 grand iir)
With the messages they would disable the other request entries and would instead provide a 100 character limit message box the player can fill out(no html or other codes and mandatory filtered). Unlike with the other requests they'd get to set how many copies of the request can be accepted before it ceases to show up(for instance recruiting for a run).
The murai and/or items offered as rewards would be taken from the submitter's inventory and placed into the request object(or just a holding box or something), with the instances of variable murai payout or multiple person payout the maximum payout would be taken.
On completion of the request the submitter would recieve a message from Asago(Masari perhaps) giving them the requested objects and a refund of any murai offered that wasn't accepted. For message requests the completion of the request would be up to the submitter to mark in individual messages for each accepter sent from Asago(again perhaps Masari).
One final detail regarding player requests and the reason for the name of the section. By default(and minimum) the time limit for the request to be completed is 10 minutes and the max setting is 1 hour. The requests would show the time remaining in the section where text is shown in the item requests while message requests would show the time limit above the message. Once the time limit expires any open copies of the request are canceled and the entry is removed from the Timed section.


The Second Suggestion is by far more complicated.
Asago Messenger linked into the Laplace devices. Basically it'd ICly be a voice activated text messenger piggy backing on the mail servers. It would use a screen reader to read out-loud any incoming text and would feature rooms to cut down on chatter. When you turn it on you'd be able to send text messages by speaking aloud(say or shout) and everyone with a small range around you would be able to hear the screen reader. This would allow people to send out IC calls for backup(or whatever) while engaged in a fight or other situation where they can't freely use their hands.
It would respond to specific voice commands to open chat rooms and switch chat rooms and log out but would have to be manually turned on by hand(thus a bound prisoner can't send out an SOS). It also can't be used via direct input and thus everyone around you will always know when you are using it and, if near enough, what is being said on both sides of the conversation.
Maybe this system could have a fee like the Teleport Fee or require an upgrade of some sort(maybe premium item or maybe just something they have to acquire via IG means).
However, this entire suggestion is dependant on my understanding that there is currently no long distance IC communication means, if there is and this serves no purpose please do disregard this suggestion.(but don't regard Suggestion 1 because Suggestion 2 is unnecessary)

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  Hotbar bug [Main Hand attacks don't work]
Posted by: Snake - 03-03-2017, 11:51 PM - Forum: Bug Reports - Replies (12)

[strike]If you hotbar a Main Hand attack, then try to use it with a Dagger, the macro will not work.

Off-hand works as intended.[/strike]

http://www.neus-projects.net/viewtopic.p...574#p25172

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  Arena Revamp - HONOR & GLORY
Posted by: K Peculier - 03-03-2017, 02:05 PM - Forum: Suggestions - Replies (11)

INTRODUCTION

The great Empire of Sigrogana, a land with bustling trade and rich grounds for farming. It also has an arena, it's pretty neat, only for commoners and the brutish sort however.

Chataran's have their famed black knight mercenary economy. Oniga has their casino (and inns). The Empire should capitalize on their huge landmass and construct a mighty arena, a Colosseum for the masses, bread and circus policy to keep the masses of the Empire content and happy as well as attracting mighty warriors to the land of the Empire, raising them up to be legendary heroes of the Colosseum!

Long live the Emperor! Long live the EMPIRE!

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My suggestion is not simple for it involves further improving our little arena into a world wonder!

First of all, the arena should be expanded with the central theme of being the 'best' and 'strongest'. Essentially we would have a matchmaking system in place for the arena for dedicated player versus player. Of course, there has to be rules set in place to prevent this from becoming something entirely OOC. The biggest rule in place being that players can only be on the top of the arena 'leaderboard' for a certain category. Here are some example categories I have in mind.

Players can only compete in only one category at a time to prevent omniclassing and to encourage more unique and creative builds with different characters!

No magic! Just steel! 1v1 - No spells allowed.

No items allowed! 1v1 - No items allowed, anything else goes.

Brawls with no items - 2 versus 2, no items allowed, anything else goes.

Team battles with no items - 4 versus 4, no items allowed, anything else goes.

Free for all! - 8 man free for all! ANYTHING GOES.


The list and possibilities are endless! But I feel those five would be an awesome start.

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Custom Battlefields! (Donation shop item integration)

The Arena will allow the creation of custom battlefields, allowing for the creation of 'cover' and using line of sight to your advantage. Spectators should be able to see everything though.

Both parties must agree to using the same mutual map before they begin to prevent any funny business.

With custom battlefields it allows for more dynamic and interesting battles rather than a fight always being outdoors!

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Custom Introduction + Battlefield Music + Fanfare! (More donation shop item integration!)

Before the battle begins there will a short introductory announcement by the almighty Tarson, introducing who you are and what you specialize as well as showing your selected face icon for all spectators and the enemy to see! If you have a marching band it will also play the first six seconds of your marching band to spectators and your enemy.

The integration of a Fun-O-Gram can also be implemented if a party agrees to it to set the tone what should be a long and heated battle!

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

For Blood, Profit and GLORY! (Betting?)

This could be ignored but a betting element could be added in the fights. The two combating parties will be able to bet a certain amount of murai, winner takes all. Spectators will also have the option to bet but maybe a percentage will go to the arena administration (aka Tarson and gang).

Fights will not be instant because of this and also with the added air of customization. Things might need some organization before-hand. A new window pop-up might be necessary.

The main reward for fighting in these matches in the beginning will be for bragging rights. A large sign will be displayed at the arena with the names of those on top of the leader-board. If someone on the leaderboard is challenged by a player and they are unable to respond in time or refuse they will go down a rank until they completely knocked out the leaderboard.

I believe Top 10 would be a good number for initial introduction.

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The Grand Tournament. (Monthly?)

Every month there will be a tournament with special rules. Either in teams or one versus one. Winners of the tournament get a special trophy similar to fishing contests but should probably be a more unique icon for more bragging rights. You can place them in homes.

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That's all I have for now folks! What do you think? Should we add onto it more? What else can we do for the arena?

Also I purposely left out anything that rewards players with combat advantages such as legendary items only belonging to one player. I don't think this should be a thing. Most of this is to encourage roleplay and for the sake of bragging rights ic'ly. Categories are also there to prevent same builds winning over and over as well as one player character hoarding all the leader-boards.


ROUND ONE! FIGHT!

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  Get Shifty
Posted by: Soapy - 03-03-2017, 04:31 AM - Forum: Suggestions - Replies (1)

Minor thing, but I think it'd be neat if the status effects from the new artificer tomes lingered between battles.

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  Just a graphical error.
Posted by: noblekame - 03-03-2017, 04:29 AM - Forum: Bug Reports - Replies (1)

http://prntscr.com/efdvev This is a wings of fire, apparently they are a square instead of what they normally should be, a bird.

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  Status Resistance? Hinjaku hinjaku!! [Payback nerf]
Posted by: Snake - 03-03-2017, 03:51 AM - Forum: Balance Fu - Replies (1)

Can Payback get toned down to this?

Quote:Payback
When an enemy inflicts any negative status effect on you, they gain a status that reduces their Status Resist for the next 2 rounds.

Rank 1: -5% Status Resistance
Rank 2: -15% Status Resistance
Rank 3: -30% Status Resistance

or

Quote:When an enemy damages you, they gain a status that reduces their Status Resist until their next turn.

Rank 1: -5% Status Resistance
Rank 2: -10% Status Resistance
Rank 3: -15% Status Resistance

Hexers already have an overbearing Status Infliction naturally thanks to Dark Invasion (they gain free 20% Status Infliction), why the heck do they debuff the enemy's Status Resistance for their whole team to exploit too by just being hit, in a game you need to get hit in order to die?

Besides, Payback would fit better if you got inflicted with let's say, Poison or Burn. You'll be giving their medicine back by Karma, right? Why a huge debuff for a petty reason such as taking damage?

Also, building for Status Resistance seems to be the only way to combat a Hexer, but how can you ever manage to do so if they
1- Can reduce your status resistance by 30% for the minimal scratch?
2- Can reduce your FAI to 0, and all of your Status Resistance you 'wasted' points in?
3- Can overpoint your FAI with Death Knighting. (They get +10 SKI +10 WIL, aka MORE Status Infliction.)

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  Skilled Axemasters
Posted by: KhalidtheGrey - 03-03-2017, 03:32 AM - Forum: Suggestions - Replies (5)

Time to get kicked in the teeth.

So, I've been mulling over the idea of 'finesse axeman' for a while and thought it was just ridiculous. At first. I've been warming up to the idea though. I thought up a set of skills to throw on duelist and a modification for Vent Petal to accommodate this properly.

This first one has been the worst to figure out how to do. It's the axe idea of Sil/Sidecut. The targeting line I've been leaning toward is a crescent style dash. You move forward one space, then diagonally left (or right), forward, then diagonally right (or left) to have the same ending position as Sidecut while attacking in a sweeping, wide attack. It would perform a basic attack and cost 10/8/6/4/2 FP, as with the rest of them.

The second one, the AoE to go along with Crystal Rose and Cyclone Spear, would be to just hurl your axe down and cause AoE earth damage that inflicts Slow. Same size, range, and cost as Crystal rose. Same Scaling too but with Defense. The slow's level would be 1/2/3 at ranks 1, 3, and 5 with a duration of 2. I know the worst part about this one is coming up with augments but I would love to see Flatfooted level 20 on the Quaking Augment.

Third skills was a double-tapping basic attack skill described as a downward chop followed by a lunge with the axe head's upper point. You attack twice against a target within one range and deal 60% damage during the action (so you can't do things like dagger dance shenanigans). Probably with a debuff to hit of -20/15/10/5/0. Same cost as Power Gradation.

Fourth skill targets someone within one range and performs a basic attack. You target their armor directly and shred 2/4/6/8/10 (+50% on crits) Armor (Not defense, armor) but deal 10% less damage with the attack. Same costs as L'au-Dela. Debuff lasts 3 rounds.

The Vent Petal change was to just allow Axes to be valid. Can't use two of the same weapon still but an axe, sword, and/or spear would all work to get the benefits.

Personally... I would very much like to see Duelist's Vent Petal lose the FP cost reduction and grant +1/2/3 Skill Pool since they're one of the more skill pool intensive classes when coupled with Kensei or Ghost as their promos. I can honestly be a pure Ghost or Kensei and use nearly every single skill pool I have if I don't build Will, Skill, and Guile through the roof.

Alright, tell me why this is all a horrible idea. I'm expecting points like 'Soldier is already an axe class and is the only one to have all three weapons available!' What about Bonder? And why wouldn't the master duelist have mastery over whatever not-piddly weapon they want but the soldier would? They both live, eat, sleep, breath battle. Soldier is the more tanky approach, duelist is the, well, duelist, they run up and beat you to death. 'Duelists don't need more skill pool! Rogues and mages are the skill pool monkeys!' And what about that educated swordmaster over there who has both trained by practice and learned through study with treatises?

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  Dignified? I think not! (Dyst's New House Tiles)
Posted by: TheCommonNoob - 03-03-2017, 02:55 AM - Forum: Bug Reports - Replies (3)

All the tile's within this set that are supposed to have the squares facing the right side only are missing from the in-game set.

Example that the right sided tiles are missing:
http://prntscr.com/efda0c

Example from Dyst's Copy that contains everything:

[Image: .eJwNyEsOhCAMANC7cACKZfjobQgSNGpLoMbFZO4...height=559]

Also the planks are supposed to be a floor tile not a wall tile.
http://prntscr.com/efd7r0

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  [QUE] Spiritfamished
Posted by: Soapy - 03-03-2017, 12:52 AM - Forum: Bug Reports - Replies (2)

Quote:- Spirit Jar's Spiriteater skill reduced from 10 + Spirits% heal to 8 + Spirits% heal.
It's not listed in the notes, but the momentum cost of the skill was also raised from 1M to 3M. Is this intentional?

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