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  One Overslash
Posted by: Autumn - 07-21-2016, 02:35 PM - Forum: Balance Fu - Replies (8)

One Overcharge doesn't seem to apply to anything that is mutated into a gun, for example, a Braver Replica or Mythslayer that is mutated would turn into a gun, however they do not gain a round upon being mutated, I was told that this isn't a bug a very long time ago, and I agree, it probably isn't a bug, but due to the nature of MG shells actually being resistible now, I feel confident in actually putting up this thread.

Proposal: Weapons being mutated into a gun will gain 1 round, counting towards MG's One Overcharge, and the dreaded Desperado Bullet Barrier cheese that can be used to completely counter said mutated guns and make it un-fun to play against.

Alternatively: One Overcharge also applies to guns with no rounds.

Any thoughts?

I just think gun-swords are really cool ;;7

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  Growths still exist?
Posted by: Raigen.Convict - 07-20-2016, 09:27 PM - Forum: Bug Reports - Replies (1)

[Image: eaa48aae7a67e7ce11269cb42f6ba24f.png]

Energy Transfer is still mentioning a 'growth bonus' in its description, causing it to be misleading. I know i'm swarming you with little nuances, but it's good that these get noted, work is never done on a huge project like this.

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  OOC/LOOC Player Block
Posted by: LatentSparrow - 07-20-2016, 08:18 PM - Forum: Suggestions - Replies (3)

I was thinking if it was a good idea to implement a way for players to block other players out of OOC and LOOC tabs. Blocking a player would mean entering the said player's Byond Key in a popup window and they will not receive OOC/LOOC messages from that player's Byond Key. This could instantly end arguments without having to consult a GM for help. I also thought about IP blocking OOC/LOOC messages, but that would cause problems for IRL-family players and plus no one but a certain few know IPs.

Problems:
The only two issues I see with this are:
-Having to enter each of that player's key in
-Figuring out which player's key it belongs to if something goes down in LOOC.
(If a player starts using "say in ()" to continue on, then it would be the right time to call a GM but after blocking)

What do you guys think? Good or a waste of time?

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  SkullDemolisher (AGAIN)
Posted by: Rendar - 07-20-2016, 03:43 PM - Forum: Bug Reports - No Replies

Skullcrackers are still able to permastun. I don't know why people think a 24% chance to stun someone on a basic attack is balanced when it's a critical hit. It's literally old Light Tomahawk, 1% lower, and more spammable per turn.

No. Seriously.

I literally just lost because I pretty much got stun-locked by getting hit 3 times a round (since it doesn't provide stun immunity), and lost the fight solely because of that.

--- ROUND 0 ---
Crimson Clad Elf's turn.
Crimson Clad Elf's turn.
Crimson Clad Elf's turn.
Suzaku's turn.
Suzaku's turn.
Suzaku's turn.
Crimson Clad Elf takes 32 Slash damage.
Crimson Clad Elf takes 32 Slash damage.
--- ROUND 1 ---
Crimson Clad Elf recovered 0 HP.
Crimson Clad Elf recovered 2 FP.
Suzaku recovered 1 HP.
Suzaku recovered 2 FP.
Crimson Clad Elf's turn.
Crimson Clad Elf's turn.
Suzaku recovered 5 FP.
Suzaku takes 99 Water damage.
Suzaku takes 90 Darkness damage.
Status Infliction: 167.84 VS Status Resistance: 0
Suzaku was inflicted with Silence!
Crimson Clad Elf's turn.
Suzaku's turn.
Crimson Clad Elf takes 22 Slash damage.
Crimson Clad Elf takes 22 Slash damage.
Suzaku's turn.
Critical Hit! Suzaku attacks Crimson Clad Elf with The scythe, Yukanna and hits them!
Crimson Clad Elf takes 67 Blunt damage.
Suzaku's turn.
Critical Hit! Suzaku attacks Crimson Clad Elf with The scythe, Yukanna and hits them!
Crimson Clad Elf takes 67 Blunt damage. (STUN)
--- ROUND 2 ---
Crimson Clad Elf recovered 0 HP.
Crimson Clad Elf recovered 2 FP.
Suzaku recovered 1 HP.
Suzaku recovered 2 FP.
Suzaku's turn.
Critical Hit! Suzaku attacks Crimson Clad Elf with The scythe, Yukanna and hits them!
Crimson Clad Elf takes 67 Blunt damage.
Suzaku's turn.
Critical Hit! Suzaku attacks Crimson Clad Elf with The scythe, Yukanna and hits them!
Crimson Clad Elf takes 67 Blunt damage.
Suzaku's turn.
Critical Hit! Suzaku attacks Crimson Clad Elf with The scythe, Yukanna and hits them!
Crimson Clad Elf takes 67 Blunt damage.
--- ROUND 3 ---
Crimson Clad Elf recovered 0 HP.
Crimson Clad Elf recovered 2 FP.
Suzaku recovered 1 HP.
Suzaku recovered 2 FP.
Crimson Clad Elf's turn.
Suzaku takes 57 Blunt damage.
Crimson Clad Elf's turn.
Suzaku recovered 7 FP.
Suzaku takes 82 Earth damage.
Suzaku takes 90 Darkness damage.
Status Infliction: 167.84 VS Status Resistance: 0
Suzaku was inflicted with Poison!
Crimson Clad Elf's turn.
Suzaku's turn.
Critical Hit! Suzaku attacks Crimson Clad Elf with The scythe, Yukanna and hits them!
Crimson Clad Elf takes 67 Blunt damage.
Suzaku's turn.
Critical Hit! Suzaku attacks Crimson Clad Elf with The scythe, Yukanna and hits them!
Crimson Clad Elf takes 67 Blunt damage.
Suzaku's turn.
Critical Hit! Suzaku attacks Crimson Clad Elf with The scythe, Yukanna and hits them!
Crimson Clad Elf takes 67 Blunt damage. (STUN)
--- ROUND 4 ---
Crimson Clad Elf recovered 0 HP.
Crimson Clad Elf recovered 2 FP.
Suzaku recovered 2 HP.
Suzaku recovered 2 FP.
Suzaku takes 64 Poison damage.
Suzaku's turn.
Crimson Clad Elf takes 44 Slash damage.
Suzaku's turn.
Critical Hit! Suzaku attacks Crimson Clad Elf with The scythe, Yukanna and hits them!
Crimson Clad Elf takes 62 Blunt damage.
Suzaku's turn.
Critical Hit! Suzaku attacks Crimson Clad Elf with The scythe, Yukanna and hits them!
Crimson Clad Elf takes 67 Blunt damage. (STUN)
--- ROUND 5 ---
(They gave me mercy because of how bullshit this was)
--- ROUND 6 ---
Crimson Clad Elf recovered 0 HP.
Crimson Clad Elf recovered 2 FP.
Suzaku recovered 2 HP.
Suzaku recovered 2 FP.
Suzaku takes 79 Poison damage.
Crimson Clad Elf's turn.
Suzaku recovered 7 FP.
Suzaku takes 82 Earth damage.
Suzaku takes 90 Darkness damage.
Status Infliction: 167.84 VS Status Resistance: 14
Suzaku was inflicted with Poison!
Crimson Clad Elf's turn.
Suzaku recovered 5 FP.
Resist! Suzaku takes 50 Fire damage.
Suzaku takes 100 Darkness damage.
Status Infliction: 167.84 VS Status Resistance: 14
Suzaku was inflicted with Burn!
Suzaku's turn.
Critical Hit! Suzaku attacks Crimson Clad Elf with The scythe, Yukanna and hits them!
Crimson Clad Elf takes 70 Blunt damage.
The battle has ended.
Suzaku recovered 164.85 HP.
Suzaku recovered 21.3 FP.


Can we please get this bug fixed? It's been in for awhile and I've already reported it like three times. This is getting out of hand. Just add stun immunity like literally every other stun in the game has.

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  Dullahaning it Up
Posted by: Rendar - 07-20-2016, 03:39 PM - Forum: Balance Fu - Replies (13)

As of right now, Dullahans are in a really good spot in the meta. Immune to poison, highly resilient to physical attacks (especially the ones that decide to go DH/BK), and all around tanky as all get out.

This is all fine and good, because on it's own, it makes them a force to be reckoned with. What begins to make them overpowered is with Great Reckoning, their one detriment (Interference) was made null and void for them entirely. Making them completely immune to the status effect if they're strong enough, meaning they suffer no penalty to healing and regain full hp/fp (pretty much always).

That would be fine, probably, but with an item you can craft you can make a Dullahan with all of these things, pretty much invulnerable in one-on-one.

Mayelia heals 15% for every time the bearer loses their turn. Whatever that may be, stunned by an Arbalest, stunned by yourself, etc.

As of right now, Dullahan's gain a good chunk of their FP back, and gain 15% Hp back. Which can cause fights to drag on for a long time. There's not much a person can do against this sort of thing, but I have a few suggestions to fix this.


Suggestion One
---Mayelia no longer applies full power (15%) to self-stuns, only 5% HP heal.
----Still really strong, especially against other opponents. However it won't keep a Dullahan from self-sustaining forever with it.


Suggestion Two
---Make Dullahans "interference" resistance only apply to the FP portion of Intereference.
----This makes it so that an interferenced Dullahan is still susceptible to being Interferenced, however it won't touch their FP. It still stops Dullahan's from getting screwed entirely. However it does stop them from being perma-stunned.

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  Dream Seeker Crashing
Posted by: deagonman2 - 07-20-2016, 12:45 PM - Forum: Bug Reports - Replies (1)

So every time i try to load into the game it crashes if an add plays the game just stops responding and will sit there for hours without loading, But if i load it again after an add it just closes itself immediately. I've tried usingg other versions of byond, clearing my cache, re installing the newest version of byond, making sure internet explorer is up to date as well as flash player. I'm running windows 10 on an Asus gaming laptop, and well I've just ran out of ideas to try and fix the problem.

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  Invisible Hunger Bar
Posted by: Exxy - 07-20-2016, 05:14 AM - Forum: Suggestions - Replies (5)

Instead of throwing in another HUD for the Hunger Bar, could we try the idea of giving notifications when certain values are reached instead? Something along the lines of:

100% - N/A. This would be the currently existing message that pops-up when you eat.

75% - You start to feel a bit peckish, could probably go for a bite to eat in a while.

50% (or whenever the timer to eat would allow you to)- You start to feel like it's been a while since you last ate.

25% - Your stomach growls in agitation, feed it now or suffer the consequences!!

0% - Your stomach begs for something to eat, loud enough to make others uncomfortable. (either triggered upon log-in or every in-game day - which is every 3 hours roughly - it continues. This could give a wemote broadcast like "_____'s stomach growls loudly." for comical/immersive effect. . . just a thought)

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  The Great Reckoning, Part 2 - A hint of things to come.
Posted by: Neus - 07-20-2016, 03:27 AM - Forum: Beta Fu - Replies (78)

The Great Reckoning
Part 2

It's that time again. I'm knee-deep in upheaval, and this time, my target is the talent system. I mentioned this was almost certainly going to be something I did, probably sooner than later, and I was right. While I won't be done this week, I thought it would be best to give you a heads up what I'm working on and give you information as I finish work on this. Then, just like last time, we can move onto an independent beta test before finally pushing it to the live servers. So let's get right down to it.

Q. What is the Great Reckoning, Part 2?
A. This is the second edition of a series of overhauls to SL2, specifically to the talent system. Part 1 was the stat system, which left a lot of holes in the talent system, so it only made sense to approach it next.

Q. What's wrong with the current talent system?
A. The current talent system is rather shallow and simplistic. Some talents are mandatory, like expertise for your main weapon, while some are borderline useless, like Scout. Secondly, talents currently give a wide range of benefits that directly scale with your talent rank, meaning if you're going to put a point in them, it's often best to just max them out. Other times, it's your only option, if you want a specific benefit the talent gives, even if you don't want anything else.

Compounding this problem is the number of talents available. There's 26, which is a decent number, but probably not for the number of talent points you receive (60), and the interface as is doesn't give me much room to expand and add more easily, because it's full up. This means certain obvious deficiencies like some elements not having -mancy talents are harder to address. Another thing to consider is that talents currently don't help deepen your character. Part of this problem is that everyone can get almost every relevant talent, and part of it is that there just aren't enough existing areas to branch out to; which is to say, some character concepts aren't properly supported in the current talent system. If I'm a medic character, what are my options in the current talent system? 3 points in alchemy?

In short, the talent system isn't particularly bad, but it's shallow and could be so much better if it were expanded and offered more choices.


Q. My attention span is waning, please give me an image to re-focus me to what you are typing.
[Image: LAj1EnA.png]

A. This is the new talent interface. As I said last time, I would be using the character box for most of the other interfaces, which I am. It works the same way the old one did, in a sense, in that it lets you shift between the different 'pages' such as character info and talents rather easily.

Q. How does the new talent system work?
A. It works similarly to the old one but also differently. There are still talents, but each talent is broke into several subpaths. For example, in the image:

Blade Expertise
1.5 SP per Rank
  • Balance - Reduces the Battle Weight of Sword and Dagger weapons by up to SR * 1.5
  • Adaptation - Allows you to equip any Sword weapon with a Rarity equal to or less than SR*2.
  • Reliability - For Sword and Dagger weapons: increases Hit by SR * 1.5, reduces Durability consumption by SR * 5%.

Blade Expertise is the main talent, while Balance, Adapation, and Reliability are all sub-talents, or sub-paths. A main talent has a rank, just like it currently does, represented by the green circle, and every rank you put into the main talent gives you a number of Subpoints (which varies from talent to talent). These subpoints can be spent in the subpaths to increase their effects; this is referred to in the subpath's description as 'SR' (or sub-rank).

For example, if I put two points into Balance, its SR is 2, meaning the Battle Weight of my swords/daggers gets reduced by 2 * 1.5 = 3. The maximum subrank is shown by the number of orbs that appear; it's unique to each sub-path; in the existing ones, they go from any number between 1 and 10, but are usually around 5 or less.

The number of subpoints you can distribute is equal to the rank of the main talent * the number of SP it gives per Rank, rounded down. So, at Rank 2, my Blade Expertise gives me 3 SP to distribute. Again, this is unique to each talent; some give more, some give less. Also, the maximum rank of a main talent is now 10, instead of 3 or 5. Increasing the rank of a main talent still takes 1 Talent Point, and you still get 1 Talent Point per level.


Q. I have questions.
A. I know. If it's about specific talents, I will likely address them later. I'm still currently in the process of programming the effects of the talents, and some of them are a bit more ambitious than others, so I'd rather talk about them after I have finished the work. I will, most likely, make individual posts for each category (Weaponry, War, etc) as I finish them, detailing the talents, talking about them a little bit, and so on.

I also do not guarantee to go in order, since some categories have more... complex talents than others.


Q. Are you going to ruin even more things with this new system?
A. Yes.

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  10* Void gloves?
Posted by: KhalidtheGrey - 07-20-2016, 01:59 AM - Forum: Suggestions - Replies (6)

A thought occurs in OOC a while back and I think it would be a fun item. Sprite would probably be a glove, palm up, with a bunch of variously sized black orbs around it with purple auras/coronas. But hey, I don't have any sprites and that's entirely dependent upon a volunteer.

Rift Caller, a hand-slot item.

On Round Start: UL*2% chance to spawn a void portal within UL Range. Portals last 5 rounds.

I'm wondering if this should also grant the ability to jump through a void portal at either no cost, low cost, or actually refund. But getting back 2m for one jump, then using a void gate skill proper and jumping in that one and repeating the last step MIGHT be a little bonkers.

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  Gunskill Scaling
Posted by: MegaBlues - 07-20-2016, 01:24 AM - Forum: Bug Reports - Replies (4)

Guns currently don't get any scaling when you use them with skills, even basic attack ones.

With how Defense now factors into defending against them, can we guns get their full scaling when used with skills?

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