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lfg nuking when you leave...
Forum: Suggestions
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3 hours ago
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v2.98b Mastery of Weapon ...
Forum: Bug Reports
Last Post: Autumn
Yesterday, 03:40 PM
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Druidic Tending Prioritie...
Forum: Suggestions
Last Post: Rendar
Yesterday, 02:50 AM
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Custom Idle Status
Forum: Suggestions
Last Post: Snake
05-17-2025, 02:58 PM
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Geo of Crumbling
Forum: Balance Fu
Last Post: Snake
05-17-2025, 02:54 PM
» Replies: 8
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v2.98b Spectre Sword Pote...
Forum: Bug Reports
Last Post: Fern
05-17-2025, 07:13 AM
» Replies: 0
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Miracle Druid
Forum: Suggestions
Last Post: Raigen.Convict
05-17-2025, 01:40 AM
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[v2.98b] Earthdown Vengea...
Forum: Bug Reports
Last Post: Autumn
05-16-2025, 05:54 AM
» Replies: 0
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Cast Aside
Forum: Balance Fu
Last Post: TheGhostlyKnight
05-15-2025, 06:44 PM
» Replies: 9
» Views: 421
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[v2.98b] AWOL Shard Track...
Forum: Bug Reports
Last Post: pilcrow
05-15-2025, 11:31 AM
» Replies: 0
» Views: 59
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The Door is Barred from the Other Side |
Posted by: Clockworkers Doll - 03-15-2016, 06:41 AM - Forum: Suggestions
- Replies (6)
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I feel like I've talked about houses and barring and shit way too much for one person, but, I had this thought while I was laying in bed waiting for sleep to hit me like some bricks yesterday.
This isn't directed at anybody, I've actually had barely any issues with other players recently. Js.
I think we should be able to bar people from houses without them actually being in there. It'd be less... aggressive than hoping and waiting for them to walk back in just to instantly kick them out. And I know some people are/would be kinda bitchy when it happens, as well as people that have anxiety being unable to do it while they're there (because yes, coming from someone with diagnosed anxiety, that is indeed something that can happen).
I dunno. It just sounds like a less confrontational (for the lack of a better word) way of keeping people out imo.
But just, a button on the guest list to add barred people, type in their key and slot. Wouldn't be too hard, I think. But then again, I ain't got no idea how coding works.
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Ether & Snakescale |
Posted by: iDarkCara - 03-13-2016, 02:01 AM - Forum: Balance Fu
- Replies (7)
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Hello
I wanted to propose a change to the materials Ether and Snakescale.
Currently both on armour are very bad at only +3 fp/hp respectfully. At that point, why not just make it iron? As it is iron tier.
Ether changed to: [strike]+10%/5% of total fp (I think this is fair considering most average 200-250 fp bringing it to around 12-15 extra fp; while liches would look at 25 at around 400 fp. Mages fall between. Not a major impact, but better than flat 3. This is at 5%)[/strike] +3% total FP (stacks additive with more pieces)
Snakescale: [strike]+10 flat HP,[/strike]+5% Poison res.
Thoughts, comments, opinions.
&& I just realized you could have technically three to four instances of this bonus. I adjusted the values as reflected.
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Shop Stall Renting |
Posted by: Trexmaster - 03-12-2016, 08:58 AM - Forum: Suggestions
- Replies (1)
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There are several issues with stall renting at the moment.
1. You can rent a stall out indefinitely without even placing a shopkeeper onto it, so long as you can pay for it. This isn't an issue really beyond the stalls in Cellsvich, but, it feels like an oversight when someone can hoard heavy traffic spots for the sake of griefing everyone (and, to my knowledge, be completely unknown, unless Dev or the GMs have some way to check stall owners).
2. You can't surrender a stall once bought until its time expires. This means you're obligated to hold onto a spot you may no longer want rather than being able to free it up on demand.
So my suggestions here are
1. Make having a shopkeeper a requirement to rent a stall/to have a stall kept. Somehow. Or just give GMs (unless they already do) the power to evict stalls or something to counterract this.
2. Let people surrender stalls they've rented (either require it be empty or just have it dock the time left on it down to 1 hour, or 0 if that won't somehow eat the shopkeeper).
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Racial Trait Rebalance |
Posted by: Egil - 03-12-2016, 04:42 AM - Forum: Balance Fu
- Replies (3)
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I'm gonna' keep this short and sweet. Some races have incredibly powerful racials (Felidae's Instinct cutting into the momentum cost of moving depending on how low their health is) while others have weak/useless racials (Zeran's Superiority/Crown of Heaven traits). I think that this should be adjusted in some way- personally, I lean towards a slight buff for the races on the low end of the racial trait stick rather than nerfing those with the stronger traits (seriously, a Phenex's revive is the weakest and most costly form of revival out there and it shouldn't be, imo.)
Thoughts????
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[Bug] Destined Once Is Enough |
Posted by: Mrgnjr - 03-12-2016, 02:14 AM - Forum: Bug Reports
- Replies (1)
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I picked a Destiny, testing out to see how it worked, i then decided i would decide later and picked unmarked destiny. I later tried out another destiny to test something out. After the test i realized that all the previously chosen items were full, so i couldn't choose a previously chosen destiny, or unmark my destiny again.
1: Unmarked Destiny still leaves your chosen destinies 'filled' (though unlocks classes as it should)
2: Unmarked Destiny can only be chosen once, meaning that if you make a mistake in picking, that's the only mistake you can ever make with that
I feel this is a bug, and destinies/unmarked destiny should be emptied when anything else in that menu is chosen.
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Small Note |
Posted by: Neus - 03-11-2016, 11:19 PM - Forum: General Discussion
- Replies (5)
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Just wanted to say that I'm not dead or anything. I've been working on the next update, and I knew it would take some time since it's something I don't usually do (it's the thing I've been planning in the background, as mentioned in update notes). I don't know if it'll be done this Sunday, but by the one after that for sure. Most likely sooner, but I don't know when exactly, so that's my hard date.
Sorry for the wait.
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Discussion: On the future of SL2, and keeping traffic up. |
Posted by: Ranylyn - 03-11-2016, 09:47 AM - Forum: General Discussion
- Replies (4)
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Let me preface this discussion by saying, "I've attempted to recruit many people I know to SL2. And only one has ever stuck around (and even then he's like a 5 times a year supercasual.)" This begs the question of why, and the main answer is simple: the game is severely lacking in content, INCLUDING players to interact with. Yes. Players are indeed content in terms of any online experience, regardless of if it's allies for PVE, opponents for PVP, or even random schmucks you casually talk about the weather with in an RP game. So quite bluntly, the lack of players is pushing players away.
This brings us to the first issue: how can we get more players if we can't keep players, and how can we solve the issue of lag when there's too many players? Well, for starters, I'd like to point out that more players = more people who are likely to donate = affording a better server. So really, I think this issue will sort itself out, if we can take care of evereything else. Right now, the peak number of players usually doesn't get too high above 50, and that's with multikeyers. So I'd like to set us a challenge: Let's help Dev improve the game enough that we can aim for 200 without mutikeying. Let's bring back older players who left by fixing some issues that pushed them away, and encourage newer ones to stick around.
So. Let's start by addressing several issues a lot of people I know have talked to me about, and ways to improve them. I'll post one new issue per week, so we have ample time to go over several ideas.
1) The world is too lifeless, with too litte to do.
There's a good number of cities already, but the entire world feels lifeless when everyone congregtes almost entirely around Cellsvich/Arena. Using Tannis as an example, 99% of my Tannis Roleplay, for example, has either been in player houses (I used to live there, on multiple of my characters) or Beast Raids. Tannis is basically just there for the password for the Mine, and more player houses. There's nowhere to sit, nothing to do, no reason for players to stick around and interact at all. Unlike Dormeho, which offers fishing, mirrors, and multiple quests, Tannis has nothing to offer. Meanwhile, Dormeho RP is STILL decently rare, despite all that and more. This is largely because the Arena has legal PVP, rewards for fighting, the fastest access to an Inn in the game, the fastest access to weapon repairs in the game, etc. And,as the starting town, Cellsvich is just more convenient than every other city by default for meeting people. Yes, with less players, this is indeed a convenience; if you want RP, you go to the Arena or Cellsvich. But it's not good for expansion and getting a bigger playerbase.
As for the main quest... it's obvious Dev has plans. As a writer, myself, one doesn't simply plan this much lore with no idea where anything is going. A good solid storyline would be a good reason for people to play, but due to all the other things that need work, advancing the story just doesn't happen often at all. To give you an idea, I joined shortly after Kensei was implemented. I believe the Ashe fight was already in, at that point. It's been over two years, at this point, and the story has had one singular update, since. Now, while it IS true that going through the story is basically something that happens once and that's it, I don't see the issue with it if the story is a decent length and has some decent rewards for doing so. "So? That's Dev's fault!" I'd actually like to point out that it's very likely Dev would have been further along in it by now if not for all the requests we make, so we can actively help by easing off on the suggestions/ balance fu/ etc for a little bit.
And let's talk dungeons. Randomized BDPs are fine and dandy, but we also need more statics. And I mean STATIC statics, like the Jammer Cave, Goblin Cave, Old Iron Mine, and Chinotoa Mines. Locations we can use for missions and, to an extent, even roleplay (I see a good amount of RP in the Jammer Tunnels and almost none in the others, due to mobile mobs.) I'm not knocking the work it takes to make a proper functional randomizer (I've tried coding one out of curiosity. 2/3 of my layouts were unbeatable.) but there's a big difference between exploring a new location with curiosity and excitement, versus "yay, randomized layout #37, just gotta find my way through."
So let's talk fixes, shall we? A few ideas I'd like to possibly discuss are...
- Tweaking the Arena's layout so while it doesn't suck, it's not the epitome of convenience that makes the rest of the game suck by default. Perhaps an indoor environment similar to the Final Fantasy 6 arena, where you need to walk up to the services instead of them being right in your face as soon as you enter. (For a mental image, take Oniga's inn, the first floor, and the rooms in the back being Yuna's forge and Remedia's clinic, and Tarson in the middle at the entrance to the combat area) The important thing is to not make the Arena suck, but to change it just enough that it's less tempting to be the singular central hub for the entire game. (The fact that it's also smack dab in Central Sigrogana does NOT help, either.)
- Zeo is also the single fastest pawn shop to access upon entering a town, as well. Just saying.
- Optionally changing starting location based on various criteria, such as a combination of race/class/history trait, with an optional questline surrounding your backstory. Sure, if you really wanted to just happen to be from Cellsvich regardless, you could, but this would be a way to immediately help get more players in different locations, and give more life to the NPCs. For example, once Karaten is added, a Karatynn Mage with the Magician history would have the option to start in Karatynn as an apprentice, for example. I'd give the game a lot more of an identity than "everyone just shows up at Cellsvich for some reason have fun."
- Just giving Dev some time to do story stuff could indeed lead to new dungeons and more stuff to do in towns, so that's a thing.
Stay tuned for a more controversial topic next week, "Meta vs Everyman: When the endgame impacts a new player's experience with the game."
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Battle Starting Positions |
Posted by: Rendar - 03-11-2016, 02:01 AM - Forum: Suggestions
- Replies (12)
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Can we please, PLEASE fix joining combat mid-match?
I joined a PVP match with 3 other people. They spawned far the hell away from the enemy team. Me?
I spawned right beside both people on the enemy team. Literally 1 square away, then proceeded to get ganked because I don't get a starting turn. Maybe make it so that when you join a fight, you start a good distance away from the actual fight?
Thanks.
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Skull Caving Stupidity |
Posted by: Rendar - 03-11-2016, 01:26 AM - Forum: Bug Reports
- Replies (1)
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Critical Hit! Haunted Girl attacks Purple Suited Nurse with the transient melee and hits them!
Purple Suited Nurse takes 64 Blunt damage.
Haunted Girl's turn.
Critical Hit! Haunted Girl attacks Purple Suited Nurse with the red slash wave and hits them!
Purple Suited Nurse takes 83 Light damage.
Haunted Girl's turn.
Critical Hit! Haunted Girl attacks Purple Suited Nurse with the transient melee and hits them!
Purple Suited Nurse takes 98 Blunt damage.
Resist! Purple Suited Nurse takes 9 Wind damage.
Apparently somewhere in here I got stunned by skullcaver.
This didn't show on my list as me getting stunned.
Nor did I get stun immunity the turn after.
Bug? Probably.
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