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New Talent Trait Idea |
Posted by: Sawrock - 05-29-2015, 04:30 AM - Forum: Suggestions
- Replies (4)
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Instead of having Talent Traits as they are, I suggest they be modified to be such:
Normal Talent Traits: 10%, 5%. This is how it currently is. However, with these growths, you would be able to choose the 10% and 5%, and the combination of stat growths would not have a unique name. Instead, it would just be called "Stat++, Stat+".
Tradeoff Talent Traits: 10%, 10%, -5%. This would be for people who wish to have two better stats, at the risk of having a lower stat. This growth would be called "Stat++, Stat++, Stat-".
Specialization Talent Traits: 15%, 5%, -10%. Notice how Normal gives 15%, while this only gives 10% growths- the reason for this is to prevent minmaxing. It is meant for people who want to be specialized at one stat. This growth would be called "Stat+++, Stat+, Stat--".
As for how it would work in the interface, you would first, instead of choosing a talent trait, you would choose a talent trait style. Then, you would choose your growths, from the lowest to the highest (so negative growths much be chosen first, before positive stats). Choosing all of these options would cost 1 Trait point.
Thoughts?
EDIT: In addition, you cannot choose to lower a growth if it would bring that growth below how much your racial growth was of that stat.
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Check Your Privilege |
Posted by: Sawrock - 05-29-2015, 02:29 AM - Forum: Suggestions
- Replies (5)
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I think that, with people already using dice to roll to determine things in roleplay, that there should be an option to roll a die with a modification based on base stats. The reason for this is being that some dice rolls that are used to determine certain events are somewhat odd without certain stats affecting them; two people rolling 1d20 to see who wins in an arm wrestling contest, for example, will count nothing on their character's strength.
So, my suggestion will work as such: There will be a button, next to the die roll and coin toss, that will function as follows: you click the button, you choose a stat, and then in the chat box, it will display what stat you rolled to check, along with the TOTAL result of the die roll (to prevent people from completely figuring out what your stats are). The die roll will function as follows: 1d12+(Base Stat/5), with the total result rounded down from decimals. The reason why we use base stats instead of total stats is because too many things can change stats before you do a stat check; ghosts will have an upper hand on everyone when they are really weak, you could switch around equipment sneakily to do one roll, then switch equipment again to do another roll, etc.
The reason why we use 1d12 instead of 1d20 is that with 1d20, it is possible for a character with 4 or less strength to out-arm-wrestle a person with 80 strength, which I think shouldn't be possible- the literal worst in strength would not be able to out-arm-wrestle the best, even with amazing luck. However, let's say someone with 60 strength goes against someone with 80 strength. The character with 80 strength is at their peak potential, while the character with 60 strength has pretty damn amazing strength. The person with 60 strength has a 20% chance to be victorious in the contest. If doing 40 strength against 80 strength, the character with 40 strength has a 4% chance to be victorious in the contest. I personally view these both as being fair.
If people are worried that their stats are becoming too important for roleplay, in my opinion, they should be important- they are how the character is represented in their abilities.
Here is an icon for the button. ![[Image: JkHc9iM.png]](http://i.imgur.com/JkHc9iM.png)
Any critique and suggestions are welcome.
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Adjustable Window Options |
Posted by: Jay - 05-29-2015, 01:31 AM - Forum: Suggestions
- Replies (1)
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It would be a nice addition if you can adjust the text box, either expanding or shrinking it horizontally. I also noticed that people who prefer typing emotes in the command bar have a difficult time sorting through typos. This also benefits those using lower resolutions or have small screens.
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Fortune Feather Overtuned |
Posted by: Kameron8 - 05-29-2015, 01:11 AM - Forum: Bug Reports
- Replies (7)
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Fortune feather seems to be calculating things very very wrong. I have no idea how it is reducing the damage, but I tested it as follows.
Using a charged mind Libegrande and a normal Libegrande on a target, then repeating the same steps while the target was under the effects of Winter's Bite. I did this process once without grand summoner equipped, and once with for fortune feather.
Without Grand Summoner, no winter's bite:
Charged Mind Libegrande: 190 ice damage.
Normal Libegrande: 42 ice damage.
Without Grand Summoner, with winter's bite:
Charged Mind Libegrande: 287 damage.
Normal Libegrande: 81 damage.
These values are what I used to compare the damage dealt when fortune feather procced when grand summoner was equipped. No installs or active bonuses to res were used when GS was equipped, to try and keep everything else beside fortune feather constant.
With Grand Summoner Fortune Feather, no winter's bite:
Charged Mind Libegrande: 0 damage.
Normal Libegrande: 9 damage.
The charged mind spell did less damage than the non-charged one. That alone tells me something is very very wrong.
With Grand Summoner Fortune Feather, winter's bite:
Charged Mind Libegrande: 99 damage.
Normal Libegrande: 50 damage.
Furthermore, when fortune feather procs it automatically generates a 'Resist' message, making the caster lose momentum. Even with Winter's bite, where 10% should be the maximum reduction from fortune feather, the damage is 'Resisted'.
I have no idea how fortune feather is doing its calculations, but there is nothing 10% about them.
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More preferences?! |
Posted by: Jay - 05-29-2015, 01:03 AM - Forum: Suggestions
- Replies (4)
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- An on/off toggle that affects certain animations or graphic effects in a battle. This could include skill effects like magaisendo's rumble, headline pop ups, animations over your head, etc.
- An on/off toggle that affects damage number pop ups in fights (this can be apart of the first suggestion).
- An on/off toggle that affects the utility belt's visibility.
- An additional toggle for face icons that entirely disables them
- A trade request preference. When the option is enabled, you will see the pop up. Otherwise it's not visible.
- An item effect toggle that enables or disables visual effects like the dragon swords.
- A racial effect toggle that enables or disables visual effects like Fox God's Blessing.
- Left-Click Move (Build Disabled): If you are in build mode, you will not move with a left click. In other cases, you will.
- Music (Custom Only): Only plays Marching Band music.
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Text Generation Hell |
Posted by: Jay - 05-29-2015, 01:02 AM - Forum: Bug Reports
- Replies (6)
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If you hover your cursor in the text box and place your caret anywhere, text generation causes major lag that delays the screen. It may also render the client unresponsive. If you want to test this yourself, place your caret somewhere on the text box during a string of text.
PS: This is a caret. http://i.imgur.com/WKPksBS.png
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Reboot Check |
Posted by: Trexmaster - 05-29-2015, 12:23 AM - Forum: Suggestions
- Replies (2)
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Let us check when the next reboot is. The same way it functioned in SL1, I'd imagine it wouldn't be too hard to have that work.
Only knowing 30 minutes in advance can be annoying when you have an entire dungeon you plan to clear.
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Skill Boxes |
Posted by: Jay - 05-28-2015, 11:55 PM - Forum: Suggestions
- Replies (6)
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Overlapping skill boxes or ones that bypass the bottom of the screen has been a long-term issue. I'm proposing that after a certain point, say after the ninth box (see: Summon Yukionna), a second column is produced. That should also inadvertently fix the drag and drop issue in some circumstances. Additionally, the youkai section can be split up into a summon and install tab.
http://i.imgur.com/O3lw4zJ.png
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