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  SL2 Running slow
Posted by: Rendar - 01-28-2016, 09:46 PM - Forum: General Discussion - Replies (11)

So. After recent testing and deciding that this was actually a thing. We've sort of figured out a major cause of frame lag/lag in general.

Remember how we said that Weather/Night time caused a lot of lag and no one really believed us? The difference is visible in game, but here.

[Image: c35f642da2.jpg]

Outside of Dormeho (this applies to every area that I have been to with the night-time overlay). The lag is real. CPU usage is through the roof for this game. Just SL2 is eating up 40% ((50%+ if I'm in an area with weather effects going on as well)). Before you ask, no. My PC is actually pretty decent. I can play a good chunk of 3d games ranging from League to something like Dragon Age 2. So, that isn't the issue. Even if it were. Every player that I have talked to about this experiences the same sort of frame lag/lag in general from this.

So. Let's go into a house, namely my own character's player house.

[Image: 59b3a2b00e.jpg]

The CPU usage dies down almost instantly. Nearly a fourth of what it is outside. This is reallyyyyyyyy not okay.

So.. what now? Well. After some recent chats with players on OOC. The overlay for 'night' actually shouldn't be blue. Which. uh. Is what I've always seen. It's meant to be blackish grey. Sooo after fenagling with BYOND settings and relogging. Turns out the preference to have "hardware acceleration" on makes CPU usage a lot less taxing on the computer. It can be found by going to BYOND SETTINGS > Preferences > GAMES and toggling it on. If, for some reason, it's already on and still lagging. Try it the other way to see if that alleviates the problem.

Honestly, this is about the best I can offer on that lag front because holy hell did it make my SL2 playing a helluva lot better.

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  "Realistic" Combat Mode
Posted by: Rendar - 01-28-2016, 12:07 PM - Forum: Suggestions - Replies (3)

Can we get an alternative combat mode, similar to stylish in that regard.

"Realistic" mode would change up some things. Namely view points. Enemies wouldn't be able to see any tile selection choices. You use a gun? Only your team (or just yourself) sees the squares that you can target. Health? Like SL1. FP is the same, barring Zeran stuff. It also (might) get rid of buffs... or at least what level they are or possibly their duration. Somethings would still be visible, of course, BoI, obvious buffs.

This would probably add a Line of Sight rule too for PVP that occurs in houses or in dungeons so you can't snipe someone through a wall with a bow. The gist of this, however, is to make certain things 'better'.

Some skills people flat out just don't use. Why? Because they're very bad in almost every sense. No one uses traps from Rogue (or archer really) because of this and the fact that every person in the game has a way to pretty much completely ignore it. Whether it be Shukuchi now instantly teleporting you for ??? reason. VA's being able to dual wield for teleport movement... or Black Knights being able to crescent rook past. Traps are rather worthless because people can see where they're placed. Tag along the fact that their damage is so miniscule. So worthless, that it can barely hurt a dodger, let alone a tank.

So this is a way to help make traps 'better'. Could even have them not appear with stealthy traps activated. Just lets the person know a skill was used.

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  Rogue Skill - Trap Master
Posted by: Mrgnjr - 01-28-2016, 03:42 AM - Forum: Suggestions - No Replies

A crafty rogue must always be prepared to take advantage of a situation, you've learned to carry around a larger variety of traps that can be deployed quickly.

Rank 1: Allows you to carry and deploy Bear Traps with varying degrees of abilities during combat which benefit from other trap support skills.

Rank 2: Allows you to carry and deploy Combat Pit Traps* with varying degrees of abilities during combat. Increase Trap skill Deploy range.

Ranks 3 to X: Increases to Damage and Deploy Range of traps deployed using this skill. (I do not know a good balance for those, so i'm not attempting)

* As is obvious, it doesn't make sense for a normal 'pit trap' to be deployed mid-battle, so as part of this suggestion, i add that Combat Pit Traps be craft-able with the recipe of an existing pit trap, and a craft material that could represent Earth Magic to create a pit, maybe a Geode which currently has the description of Earthen Power.

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  By Trade [Non-Combat Characters]
Posted by: Mivereous - 01-28-2016, 02:25 AM - Forum: Suggestions - Replies (14)

Most of us have thought it.

"[url=http://neus-projects.net/viewtopic.php?p=11823#p11823' Wrote:Neus ยป Sun Jan 24, 2016 12:14 pm[/url]"]Have you considered becoming a baker instead of an adventurer?

But the issue remains. Minuscule EXP returns from crafting. The very little gain financially and materially in such matters. I think I've found a way to fix one of these problems.

Trait: By Trade
Obtainable any time before level 10.

Combat exp reduced by 90%. Instead, exp can be earned by up to 90% of the monster formula by crafting.
Add 5% EXP per difficulty of craft (90% = 1 Difficulty, 95% = 2 Difficulty, etc). Can only be removed by LE.
I made this table to illustrate the scale of the change, in two forms. One has the minimum at 80%, the other has the minimum at 90%, just to show alternatives.

I've visually separated professions that may go together as traits. I would like to suggest that jobs at the same level (such as Fisher, Farmer, and Miner) not be able to picked together, so as not to allow people to become jacks of all trades.

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

Merchant - Req. By Trade - Level 10
Sell equippable items for 5% more murai. Adds 10 Encumbrance. RP EXP is twice as often.

Salesman - Req. Merchant - Level 20
Sell equippable items for 15% more murai. Sell non-equippable items for 10% more murai. Adds 20 Encumbrance.

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

Fisher - Req. By Trade - Level 10
Increased chance of baiting in larger fish. Decreased stamina use when fishing. RP EXP is twice as often.

Farmer - Req. By Trade - Level 10
Increased produce yield. Decreased stamina use when doing farming actions. RP EXP is twice as often.

Chef - Req. By Trade - Level 20
Anything you cook with a difficulty level less than or equal to your skill level gains 5% more HP/FP regen. Uses less stamina to cook.

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

Miner - Req. By Trade - Level 10
Able to tell what kind of ore will be in a vein by examining it. Increased ore yield when mining, and decreased stamina use when gathering from them. RP EXP is twice as often.

Clothier - Req. By Trade - Level 20
Any equippable items you craft are worth 25% more murai. Able to choose one quality to bestow upon any cloth-based armor you craft, positive or negative, as long as its difficulty is less than your skill level. Uses less material and stamina when crafting with cloth.

Smithy - Req. By Trade - Level 20
Any equippable items you craft are worth 25% more murai. Able to choose one quality to bestow upon any weapon you craft, positive or negative, as long as its difficulty is less than your skill level. Uses less material and stamina when crafting with ore.

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

It's a Science - Req. By Trade - Level 10
10% chance to get double materials back when breaking down items. Does not apply to Raremetal. RP EXP is twice as often.

Carpenter - Req. By Trade - Level 20
Able to tell what kind of wood will come from a tree or woodpile by examining it. Increased wood yield from trees and woodpiles, and less stamina use gathering from them. Uses less materials when building furniture items.

Doctor - Req. By Trade - Level 20
Able to tell what kind of material will come from a plant by examining it. Increased material yield from plants, and decreased stamina use from gathering from them. Healing items you use heal 10% more.

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  Pet Kit Icon Layer
Posted by: iDarkCara - 01-28-2016, 12:57 AM - Forum: Suggestions - Replies (2)

I was wondering if we could adjust the pet icon layer relative to available icon layers. Ideally I wanted to have [strike]Ember[/strike]Fire Chariot circle above my head and not behind it.

[Image: 4fd306690250dadb5fda1105fdb8081b.gif]

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  Antennae Hat
Posted by: iDarkCara - 01-28-2016, 12:53 AM - Forum: Bug Reports - Replies (2)

I was unable to find anyone with this shard or who was willing to use it to see if it is bugged or not.

I used it and in the very last slot under head, I now have a duplicated Googles.

[Image: 00b0c8156e.png]

I can wear both and one is listed as Goggles one is head.

Thought it might be cache, but clearing does nothing and I cannot use another Antennae Hat shard, nor do I see it in the mirror.

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  Mage Skill - Domain Mastery
Posted by: Zakizo - 01-27-2016, 04:03 PM - Forum: Suggestions - Replies (21)

So one of the things that bothered me about playing mages is... it's difficult (or impossible) to make a mage that specializes entirely in one element without being hard-countered to no end (seriously, once someone knows you're a specialized mage, unless your element is Ice and you're also a Verglas, you're done). To make this a bit more doable, I propose the following skill be added to Mage:

Domain Mastery
Ranks: 5
Type: Passive (Main Class only)
The character has learned that focus is power, and has applied this to a single domain to take it to new levels. While equipped, any Mage or Mage promotion spell cast that shares the domain of the first spell in your skill pool will ignore (X * Y)% elemental resistance, where X is skill rank and Y is the number of offensive Mage or Mage promotion spells equipped that share that domain.

Rank 1: Ignores 1% elemental resistance per spell.
Rank 2: Ignores 2% elemental resistance per spell.
Rank 3: Ignores 3% elemental resistance per spell.
Rank 4: Ignores 4% elemental resistance per spell.
Rank 5: Ignores 5% elemental resistance per spell. Additionally, if all equipped spells share the same domain, they ignore the target's elemental absorption and immunity.

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  Fixing the IP Address block?
Posted by: owarinohebi - 01-27-2016, 03:52 AM - Forum: Suggestions - Replies (1)

So I actually have no idea how many other players have this issue, where they actually play the game with someone in their house, and they can't trade ANYTHING to each other, because it supposedly infringes on the 'twinking rule', even if you're ICly offering them something along the lines of food, or a low-rated weapon that will help them along, or handing them crafting materials, so that they could ICly make you something as like a work order or something like that..

I myself have actually been teaming up with my girlfriend on SL2 while in the same house, and the only thing we can't seem to do is trade at all, whether it be a small amount of murai (less than 50* the receiving character's level), to a few pieces of food. Is there any way this rule could possibly be changed a little, to at least allow people with the same IP address to at least be able to pass usable food items to one another?

I have no idea if I worded this wrong or not. If I did, I'm so sorry ;w;'

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  Zero Iahsus
Posted by: Slydria - 01-27-2016, 02:45 AM - Forum: Bug Reports - Replies (1)

Ever since the update whenever Iahsus is a different colour (checked with laplace that this was the case), instead of the usual message of 'Iahsus is now glowing purple', it'll just display 0.

This seems to occur for all colours except for the default.

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  Read Out
Posted by: Rendar - 01-26-2016, 11:07 PM - Forum: Bug Reports - Replies (1)

The basic Attack Read-out doesn't account for things like

Assault Order
Marked for Death
Excel Weapon (charges)
Analyze Weakness

Also; Blowback Cannon still uses the read-out for a bow in point blank range instead of updating it to NOT have this penalty. This probably applies to all Cannon skills that ignore said penalty.

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