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  Just A Bit More...
Posted by: Mivereous - 10-02-2015, 06:22 PM - Forum: Suggestions - Replies (3)

Could there be a three to five minute timer after leaving a BDP for it to despawn? Currently, if no one is in it and the world does its hourly swap, then it just disappears.

In my case, I had to go get repairs, and as soon as I left the BDP, it disappeared. Seven floors of a 55 Spacey, and no chance to even see the core yet, all because I walked out at the last second. Cry

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  No basic attack?
Posted by: Urthrem - 10-02-2015, 05:03 PM - Forum: Bug Reports - Replies (5)

Hi, I do have annoying problem with basic attack, after one of the patches for whatever reason I was unable to do anything to any of the opponents I fought against. Skills work all fine but basic attack consumes points and nothing happens and before anyone asks, yes I have tried to restart the game repeatedly, I tried to swap weapons, ensure that I have nothing in my second hand and so on, nothing helped. I don't know what else else that I am using Draconic Bane sweeper, Black Knight and Ghost as classes with Hyattr as race.

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  Sidesteppin'
Posted by: Mivereous - 10-02-2015, 03:27 PM - Forum: Bug Reports - Replies (1)

Battle Rings do not update their facing (the blue/purple part) when a mob uses Movement, until they are hit.

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  Crawling in my skin
Posted by: Soapy - 10-02-2015, 02:59 AM - Forum: Bug Reports - Replies (2)

Certain things that inflict damage to the user (Screamer, as far as I know, possibly things like Poison Bite and Skyburn?) cause you to lose momentum for hitting your own resist.

Also not entirely sure, but apparently having dark resist might make Etacof take momentum from you?

Lemme know if there's any other self-inflicted damage that lowers momentum on a resist, I guess.


Relevant Balance Fu material:

Can frayed Voidgates not cost you momentum for hitting someone? It feels awful for someone to be able to cost you half your turn for 7 rounds by standing next to one.

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  Furniture Equality
Posted by: Soapy - 10-02-2015, 12:09 AM - Forum: Bug Reports - Replies (7)

A sign placed on an extra level will prevent you from entering it, but a closed door will not.

Doors should probably stop you from entering places.

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  Dream Seeker Crashing
Posted by: Essay - 10-01-2015, 11:42 PM - Forum: Bug Reports - Replies (9)

I just started playing so I don't know if this a common bug
but I was fighting jammers and I logged out- now whenever I join up the game, dream seeker crashes after loading resources
I tried changing resolutions, disabling/enabling graphics rendering, uninstalling/reinstalling byond, rebooting the pc
Using windows 8

Any advice?

I tried a few other games and there were no issues,
windows does not tell me a reason for the problem either

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  [Sug] 7M
Posted by: Reikou - 10-01-2015, 08:31 AM - Forum: Suggestions - Replies (8)

Taking into consideration the power players currently have access to, I feel like monsters above a certain level ( 50~60+ ? Dunno. ) deserve to have their base M boosted from 6 to 7, or something. There, I posted it.

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  Random icon sugs
Posted by: Reikou - 10-01-2015, 08:14 AM - Forum: Suggestions - No Replies

Layer control: Basically, the ability to manually change what layer the selected piece of clothing is on, without the need to go through the often frustrating process of removing then re-coloring other pieces.

Hair stacking: It would be nice if we could stack up to 2 different hairstyles, and would open up some interesting possibilities.

Black an' white variations for naturally colored icons: Gray scale/Black and white icons are usually easier to work it, and depending on the natural colors of a certain piece of clothing/hair it can be 'almost' impossible/quite hard to achieve certain colors.

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  Movement
Posted by: Balthie - 10-01-2015, 03:05 AM - Forum: Balance Fu - Replies (13)

So, I've been asking around a bit, and the people I've asked seem to agree with me on this issue.
It's pretty plain to see the catalyst for the armour class limiting movement change, and yeah, god did HT need a nerf, but it seems the consensus is that the armour class limitation is a tad much. The being over BW limiting movement thing I'm pretty sure everyone agrees works just fine, conceptually and in practice, but the armour class limitation really affects, well, everyone.

Tanks are obviously the most heavily affected, and lacking movement so much really poses a problem in a lot of cases- even a full move and hanging or forced move doesn't quite catch up to the unarmoured full 15, falling just short at 14. God forbid the unarmoured foe is ranged, or one could easily be kited for days.
Of course, it limits everyone too. And movement is fun to have.

Of course, from a conceptual level, it makes sense. Heavy armour could be quite movement limiting. But as it stands it feels awful, being cut so short, and potentially poses problems. If it's all under BW, I'd say let them run free.
(For reference, this is heavy armour, with a 16 weight axe. http://puu.sh/kuhMQ/b8fc4897c4.jpg Hard to image that being very limiting. Mutated armour is also a thing.)

In any case, discuss away.

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  More dumb class ideas because boredom.
Posted by: Ranylyn - 10-01-2015, 02:49 AM - Forum: Suggestions - No Replies

All of these ideas are based off of classes from other SRPGs, because why not. Deliberately keeping values (FP costs, power, etc) vague to avoid balance discussions; just throwing the basic ideas out, basically. Because I was bored. I figured, who knows, maybe one of these might spark an idea for something a class Dev was working on was missing, or something.



Puppeteer
(Inspired by: Doll Masters in Ogrebattle 64, Engineers in Natural Doctrine)

The puppeteer builds golems out of metal, and deployes them in battle. The strength of the golem is directly proportional to the amount of metal spent to build it. If a golem is destroyed, it must be repaired either by more metal, or for a costly fee at a Blacksmith. The Puppeteer spends their own Momentum to control their golems, so every movement is a calculated gambit. Different metals would result in different golem stats, such as a Galdric golem being agile and a carapace golem being more durable but always moving last. Skills would include Golem-specific actions, the ability to repair the golem, and passives such as Protect from the Soldier Tree (for the golem) etc.


Synchronizer
Inspired by: Zenji from Lost Dimension

The Synchronizer has no power on their own. They link up with allies and borrow their powers and skills for themselves. The Synchronizer shares healing, buffs, etc, with their linked ally, but again, is not capable of much of anything on their own. I guess the only feasible way to really make this a thing would be to require it to be monoclassed, but it's a neat concept at the very least.


Confiner
Inspired by: Marona from Phantom Brave

Youkai can be disobedient little shits, at least since the inclusion of the friendship system. However, by linking a Youkai to a mundane object (read: battlefield terrain, like boulders or flowers) the Youkai don't exactly have the freedom to bugger off of their own will, and can't stray too far, preventing suicidal charges. Summoning a Youkai in this manner costs a flat FP cost up front with no upkeep, and the summons last 2-5 turns based on loyalty, and effectively limits the youkai to acting like a turret instead of charging into melee range.


Psychometrist
Inspired by: George from Lost Dimension

Psychometrists read the risidual thoughts left over in objects. From a combat apppication, it means that every blow you land accumulates points that represent reading your opponent. These points are then consumed to power other functions, such as Defense Reduction and Species-Killer effects. Unlike Ki or Essence, these points are applied to he target, not the user, so hitting Target A 3 imes will not give any bonuses vs Target B. Basically, think of it like a combo system where you lead off with normals into very powerful skills that are useless unless the combo is built up first. More of a boss killer class than a dungeon runner.


Sniper
Inspired by: Snipers from XCOM: Enemy Unknown/ Within

By using a move to designate an ally as a "spotter," the sniper can use that ally as a targeting point at the expense of Criticals. For example, if the Sniper has a 6 range gun/ bow, and an enemy is 14 spaces away but is within 3 spaces of their "spotter" ally, the Sniper can take a longshot at normal accuracy, but with the complete and utter inability to land a critical hit at that range. Considering Guns and Bows are fairly heavily Crit-Based, this trades significant power for significant versatility. (Crits can still be landed in the Sniper's "Normal" range.)


... okay, that's enough boredom for one post. Now I'm bored of this post. BRB going to be bored somewhere else.

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