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Vent Petale buff

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Build Viability and Nerfs

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[3.01f] Nighty Nacht

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[v3.01f] Blood Overbind

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Druby
pocky atelier =͟͟͞͞ʕ•̫͡•ʔ

Forum: General Discussion
Last Post: Druby
Yesterday, 07:37 AM
» Replies: 11
» Views: 2,696

 
  Racial Trait Rebalance
Posted by: Egil - 03-12-2016, 04:42 AM - Forum: Balance Fu - Replies (3)

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)

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)

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)

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)

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)

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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  Thats not your real name.
Posted by: Autumn - 03-11-2016, 12:40 AM - Forum: Bug Reports - Replies (1)

Guild lists will not update your character's name in a guild list when a character's name is changed via a GM.

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  Moonblade
Posted by: Trexmaster - 03-10-2016, 11:22 PM - Forum: Bug Reports - Replies (1)

Moonblade's On Hit effect doesn't do anything, or, at least, it's not raising Hit for either the victim or the causer.

The effect is "On Hit: +5 Hit for 2 turns/+10 on crit." but, what happens on hit is it gives the status Moonblade for 5 rounds at 10 LVL on the victim (I haven't tested if it's different at all on a crit).

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  Funeral for Roje Sutia
Posted by: iDarkCara - 03-10-2016, 07:53 AM - Forum: Sigrogana - Replies (3)

A few fliers are posted throughout Cellsvich and Fort Arjav.
[headline=2]Funeral Service for Roje Sutia[/headline]

Where: Tannis. Roje's old house.

[Image: ed9d87c08b.png]

When: You missed it

Why:Love him or hate him. The loss of a Sigrogana Guard is not a light one. All members of the community and surrounding areas are invited to pay their respects to the departed. Light refreshments will be available for a nominal fee.

Roje Sutia passed away a few weeks ago. He will be remembered as a caring individual, fiercely loyal to those he deems friends and his co-workers. He will be missed.

There is a sketch underneath this flier. With the caption, "Most recent drawing we could find of Mister Roje and his former girlfriend."
[Image: 5c8cd3456a.jpg]

The beautiful eulogy delivered at the funeral:

Quote:Greetings everyone. We are gathered here today to celebrate the life of

scholar, a guard, a papilion, and a friend.

To say this is a day of mourning would be only half correct. This is a

day of healing. A chance to honor the fallen. It is said those who

dedicate their lives to others are fools. Those who are not remembered

for how they helped, but because of their action. Their pilgrimage

unfinished. Their legacy all that is left.

I could go on listing all of his acomplishments, his faults, his fears,

his triumphs. But that is not a way to move forward. Roje Sutia was a

kind hearted man. He enjoyed helping those he cared about. He has a

passion for his work, made strides in artifact research and guardship as

well.

This is a memorial. A memorial to his final legacy. Roje was not a hero.

He was not famous. But yet, he impacted so many in his time on this

plane; good or bad. Rather or not history remembers him. Or an

afterlife or not. His life and what he did with it will always live on

with each and everyone of those here today, and those he worked with in

the past.

I cannot pretend to know what brings men joy. Of what drives them to

great deeds. Of what legacies they hope to leave, I know less yet. But I

do know this. Everything happens for a reason. Rather that reason is

clear at the moment, is not seen. Some, it may take years to reveal the

ripple. The loss of a life is a tragic one, I do not downplay that. But

it also a time to celebrate the departed's life.

Roje's physical life has come to and end. And in my generalized

understanding, I would think he would not want people to cry. He want

those who wish for it to have their moment to grieve. And once they're

done, to suck up the tears. And stop that darn crying. Roje would want

you all to move forward. Continuing your path to whatever destination is

laid in front of them.

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  Aid
Posted by: Chaos - 03-10-2016, 01:17 AM - Forum: Balance Fu - Replies (11)

Throughout the history of SL2, this skill has been a three-in-one utility:
1. Solid healing
2. Quick and easy Ki booster
3. Puts you right outside of an enemy's melee range

At the same time, these three benefits have made it one of the most aggravating, abused and imbalanced skills to ever see use in MA's class tree. Here's a few examples of what I mean:
-It enables runaway tactics that screw over anyone without solid range and/or movement options and even those with said options.
-The 3M Ki building present in this healing skill makes Power Up, a fellow Ki-building Monk skill (which is actually balanced), quite obsolete in comparison.
-Enables Golden Glow at a much quicker pace with very little risk involved. (It's quite difficult to pin someone down when they're constantly moving and healing)
-Combined with Meditate, it allows an MA to achieve infinite healing, with a combination of running away, popping Aid, and then using meditate to restore both HP and FP. Rinse and repeat, for there's very little that can counteract this kind of crap.

While this is a pretty good overview of how much damage Aid has done, I'm sure that a lot of people can share more examples (or specifics) about how Aid has generally broke into their house, ate their sweet rolls, stole their wife and blew up the kids.

That being said: How, exactly, can we make Aid respectable? My idea is this:

1. Aid can no longer target the user; it can only target other allies.

While this does not completely shut out the quick Ki-building (given the user has allies to use it on), it does prevent the aforementioned infinite healing, and will leave MA with very little room to play runaway on its own.

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