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Crates+Ingredients |
Posted by: Shujin - 02-26-2017, 03:50 AM - Forum: Suggestions
- Replies (2)
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Can we maybe have crates in houses be able to store ingredients?
The reasoning behind this is to work in Cooperation with someone else, so people can farm a field and drop the stuff in there for the cook/alchemist to pick them up later without the need of both being online at the same time?
That would be sweet.
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Selfie Thread |
Posted by: SuperRiceBoy - 02-25-2017, 10:42 PM - Forum: Fruity Rumpus General
- Replies (1)
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Welcome beautiful people of this forum.
I've been enjoying every second of this roleplay game, and I was kinda wondering who the people are that I interact with.
It's only fair that I go first. This is me.
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Game-breaking bug! Unbelieveable things happened! (99% game WRECKED!!) [Campfire vs the rest of SL2's battle system ... |
Posted by: Snake - 02-25-2017, 10:05 PM - Forum: Bug Reports
- Replies (4)
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Sorry for the clickbait.
Anyway, apparently campfires send you to a plane where battles are projected on.
To reproduce this grand adventure you wait night-time. Then start by pressing Shift + Enter to make a camp in Gold's Desert. (Might be anywhere, but it's where this happened for me.)
Then, you start a campfire.
![[Image: ffff2b9ee1d347e08b96bd4ce78b3581.png]](http://image.prntscr.com/image/ffff2b9ee1d347e08b96bd4ce78b3581.png)
After a few minutes. (Presumably when somebody else starts a fight somewhere else.) The campfire disappears, and a random player in your camp is taken along for the ride.
![[Image: 1870e0005fb54ecea4af1bbab3517ead.png]](http://image.prntscr.com/image/1870e0005fb54ecea4af1bbab3517ead.png)
If you wait a bit. (Even though the campfire is already gone.) This happens:
![[Image: 90dd32b0a64142709190e9ecdfefc80c.png]](http://image.prntscr.com/image/90dd32b0a64142709190e9ecdfefc80c.png)
And if a battle is concluded, the map despawns:
![[Image: 5d12a8bcc94d4c4cba9ff015beddaf36.png]](http://image.prntscr.com/image/5d12a8bcc94d4c4cba9ff015beddaf36.png)
If you wait a bit, and another player fights, you get in another fight:
![[Image: 98c773c0fc5343db9161600dffb3ea6a.png]](http://image.prntscr.com/image/98c773c0fc5343db9161600dffb3ea6a.png)
With this, you're permanently stuck as a voidwalker, until a GM warps you out. This needs to be fixed ASAP, since campfire kits are easy to be used and any players can get stuck with this. (If not multiple, if they're in the same camp a campfire's been started on.)
Things to consider:
- You don't 'belong' to the fight, you're just a free-walking person who occasionally takes AoE damage from both enemies and players.
- You're permanently stuck in this plane, so one should relog as fast as possible to prevent your game from saving you in this position.
- This is easier to replicate on live server, due to people constantly getting in fights. (You might want to ask for help too, since this needs a fight to be happening somewhere else.)
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Aptitude, Faith, and Youkai. (Aptitude war vs bases) |
Posted by: Ranylyn - 02-25-2017, 05:33 PM - Forum: Suggestions
- Replies (6)
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I know this has come up before. But let's get real, here: Aptitude should not compete against other stats for doing their jobs, and should instead work together with them. Here's an example of what I mean:
- Aptitude DOES count towards softcaps on other stats
- Aptitude does NOT count towards requirements for things like traits, youkai recruitment, youkai limits, etc.
- This means that, if your race has a low base faith (Say: 0) that you need to go over the softcap and into diminishing returns just to get the maximum number of youkai without the Vorso Verso (which is a 10* boss drop and one of the most sought-after items in the server specifically because it's a 10* boss drop, like freaking seriously) if you put aptitude in at low levels:
42/43 Aptidude = 7 Faith from Aptitude
12 maximum - 5 base = 7 bonus youkai from Faith needed.
5 faith * 7 youkai = 35 base faith required for max youkai.
7 bonus Aptitude + 35 base faith = 42 scaled faith required, which is over the softcap and requires an extra point.
Can this please stop being a thing? "Oh, aptitude gives bonus experience gain, best to pump it early on." Okay, sure, but you're literally only hurting yourself short term; things would go faster if you actually got Tactician first, instead. "Then don't take aptitude, you dork!" Again, only hurting yourself; that exp gain slows to a freaking crawl at a point. "Then only take SOME aptitude!" Then if I join a team without papillions, I still level more slowly and they end up doing a BDP that I'm too low for since they shot ahead a few levels. "Ran, go to bed." I WISH!
One thing I'd like to make clear: I do not want bonuses from aptitude to ignore the softcap, or else aptitude would become 100% mandatory for anyone. I simply mentioned that as "Yeah, it can actually make you need to spend additional points in extreme scenarios, though I think the youkai one is presently the only extreme scenario.
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Weapon suggestion |
Posted by: Yashatari - 02-25-2017, 12:41 PM - Forum: Suggestions
- Replies (1)
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So you know how weapons have an accuracy/hit number and how it's labeled as a percentage.
Then when the game calculates the hit chance, it adds and subtracts the values in an additive fashion.
Considering every other mathmatical values are in multiplitive fashion, This is something regarding that difference.
Let's say you have a sword with 85% hit and a spear with 115% hit, If you look in your stats tab, you would have 30 more hit with the spear. So then why do the weapons label hit values in Percentages?
My suggestion here is this...
Keep the values on all the weapons as they are, Unaltered.
However, To change the math behind the hitting and dodging factor.
An example:
How it is now: Base hit + weapon hit + other factors.
New formula suggestion: Base hit x weapon hit + other factors.
I'll use the sword and spear values i posted earlier for the examples.
say i have 40 skill, thats a base of 80 hit + the 85 you get from the sword since it adds them currently, Then add around 20 since thats roughly the base with 0 skill. You'd have about 180 hit.
With the new system it'll look something more like...
20 + [(skill(40x2) + Luck 0 in this case] = 100 x Weapon accuracy 1.85 = New hit value formula
In the case of spears, it's 115% would equate to 2.15
It'll give certain players more or less hit depending on their weapons, will add a slight boost or nerf to their hit making builds a bit more diverse. I personally don't think this new formula will change things too drastically, But enough to give high hit or high dodge players a slightly better edge in various situations.
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Why take people with me? |
Posted by: KhalidtheGrey - 02-25-2017, 07:58 AM - Forum: Suggestions
- Replies (13)
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I'm sure anyone who has put in decent grind hours has noticed that, once your build is even decent, PvE is trival, often all the way to hard level cap. Taking people with you is pointless beyond having more drop chances. It's often faster to just split up and strip a dungeon in a fraction the time.
The obvious solution is to give mobs better stats or make their AI better/give them better skills, necessitating more people go together. Though I'm leaning toward a more simple one, at least for now. More mobs. Roughly 1-2 more mobs per person in the party after the first. Of course the obvious issue is Crazy encounters would suddenly have 10-14 mobs, so you simply disable crazy encounters using this (or hard cap crazy encounters at 9 or so, bloodsoaked maximum). This would at least try to make encounters more challenging without just throwing even higher stats at mobs and would encourage people to party up and it wouldn't screw people over for going solo.
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Those damn bandits burned down my village |
Posted by: Balthie - 02-25-2017, 07:24 AM - Forum: Suggestions
- Replies (17)
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We're currently lacking a fated enemy ink for bandits.
I know they're not technically all one race, but as far as enemy types go, they're certainly one tha I imagine people would have more of an IC reason to be fated against.
Can we potentially get fated for bandits as an option? That'd be hella good.
The more I type fated the less meaning it has to me.
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Aptitude visual error |
Posted by: Autumn - 02-25-2017, 06:43 AM - Forum: Bug Reports
- Replies (1)
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When you rack your aptitude up to 50 (48 scaled for 0-1 APT base races), it won't up all of your stats until you hit confirm, this is purely visual.
To replicate:
Pick any 0-1 APT race, for example: Shaitan.
Put 49 or 50 points into APT until you hit 50 total.
The rest of your stats don't 'appear' to be upped even though they actually are.
Hit Confirm (Your stats will act as if you had 48 scaled APT anyways)
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Earthbound's Rising Revengeance [EB Vengeance bug] |
Posted by: Snake - 02-25-2017, 04:15 AM - Forum: Bug Reports
- Replies (3)
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Earthbound Vengeance's field effect reduces the Hexer's momentum, if it hits someone who resists Darkness. Added to that, a Snake Dancer can dodge the damage if they are looking at the Hexer during their attack.
Can it's effect flag be changed so the damage behaves like Poison and Burn, I don't think this should happen in field effects, especially one created by an invocation.
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