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Version 2.71 |
Posted by: Neus - 04-12-2023, 10:32 PM - Forum: Announcements
- No Replies
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2.71
New Chat Features & Improvements - Chat Backgrounds; You can select and color an image that will appear behind your in-character messages. (Additional options will be added in future updates.)
- Chat Emotions; You can now use certain formatting to have an emotion animation play above your character's portrait. (See Help -> Chat Help for examples. Set in the gear menu of the new chat.)
- Chat Coloring; You can now use certain formatting to color parts of your text for in-character messages. (See Help -> Chat Help for examples.)
- Auto-Scroll; Behavior has been improved - it will no longer attempt to scroll if you are not already at the bottom of the chat box. Also made adjustments so that the position of the window stays the same when culling old messages. (If you're at the very top of the chatbox, however, messages will still disappear as they're culled!)
- Ping Words; You can now set up a list of up to 10 keywords. When an in-character message using one of those words is used by another player, the game will flash in the taskbar (if minimized) and the post will have a minor glow effect around it. (Set in the gear menu of the new chat.)
- IC Message Limiter; You can now set a range in which you will receive IC messages. This is useful in spaces or events where there are a large number of people to avoid being spammed too much. Posts containing ping words will ignore this limitation. (Set in the gear menu of the new chat.)
- Color Selection; You can now input a hex color text string.
Profile Background Layers- New feature which lets you set up 'layouts' which appear behind pages. This is useful for profiles which make use of 'boxes'/borders/special background symbols.
- You can change the default background layer used (uses Blank normally).
- Specific background layers can be set on a per-page basis.
- Currently, you can set up 1 layout. (Additional slots may be added in the future as a donation/patreon incentive.)
- Required a rewrite of how pages are stored internally. (Your profiles should automatically be converted without issue the first time someone examines your profile.)
Sandbox Object Adjustments- Interacting with a sandbox object or farm plot requires you to read a set of rules associated with them.
- Harvesting a farm plot that was not planted by you or someone in your guild requires 10 physical stamina. (NOTE: Since guild information is not stored on current live farm plots, it will affect those, even if you're in the same guild. Once you replant, it will be.)
- Added support for a 'sandbox banlist' that removes interacting with these objects for people who can't follow the rules.
Map Requests- Meiaquar Factory (Courtesy of Autumn)
- Bonus damage no longer inflicts wounds.
- Ruptured ear effect has been changed to cut off your message instead of hide it entirely.
- Fixed a bug where Big Mode setting for the browser chatbox wasn't saving.
- Fixed a bug where Elangreve was applying to daggers, and was only applying at half efficacy to Spear weapons.
(NOTE: Deep Wastes mobs do not spawn in testing mode. This is intentional.)
- Various bug fixes from the forums.
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Being an Oracle is very punishing |
Posted by: Autumn - 04-12-2023, 09:33 AM - Forum: Balance Fu
- Replies (7)
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Currently Oracles are seen as an incredibly high risk but high reward race, with a passive +10% to evade and +10% hit rate to enemies in 1 range they can achieve the highest hit/evade rates from racials in the game, the problem arises when they are not targeted in 1 range, which nearly everyone can do now that hit rate matters for more than just basic attacks. Take for example any base class ability like Shinken or Couloir.
This -10% is so punishing to the oracle themself that you are basically griefing your own build if you attempt to build dodge on one, it's fun for sure, but you are far better off not playing the evade game against people who know your own short sightedness, which is loudly proclaimed to the rest of the battle when Pre-ordinance kicks in to let everyone know "ORACLE RIGHT HERE"
This leaves you as a race with an incredibly strong close range game, in the past this was fitting for oracles to have as they would have the option of being a basic attacking monster, but also be allowed to be more traditional in what an oracle's role may actually be, usually a mage of some sort to fit the 'guidance' or 'counselor' motif that is spelled out in their lore.
Long story short, I believe that oracles are in need of another rework of some kind, I really dislike the current risky playstyle of oracles, and while I do believe some people like this, I also firmly believe that they are far better off in a different state, there could likely be more fitting options for them to have as well.
For one I'd like to abolish their close and far ranged hit/evade penalties, I think these are the forefront of issues for oracles, both in balancing them healthily and for making them not feel too limited in most cases.
Secondly I think there are a lot of good alternative options for reading off future vision such as:
Quote:-A chance to automatically turn towards an attack
-Increased parry chances
-Increased chance to bypass parries
Pre-ordinance is a weird passive, currently it only benefits evasive characters, here is a way to benefit both evasive and defensive characters:
Quote:-Forces the next attack made on the oracle to Glance and then expires the status (activates every 2-3 rounds similar to now), if this status is active then the oracle's next attack is evasion-ignoring, also expiring the status.
These are merely some weird suggestions, I believe that its better left in Dev's hands at the end of the day, but I am expressing that Oracles to me do not feel like they're in a cohesive feeling spot, with my only build ideas coming to mind ever are some variation of Black Knight so I don't get screwed by my passive.
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Gem Staves Tuk Er Jerbs! (Reaper Racials) |
Posted by: sadbot - 04-11-2023, 10:47 AM - Forum: Balance Fu
- Replies (3)
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Between gem staves and all the new casting tool materials, one of reaper's main racial passives in polearm casting tools has been made almost completely obsolete. It can be a consideration over a casting tool material on occasion, but only if you were investing in san anyway and having a global casting tool rather than domain locked matters to your build. Add gem staves into the mix though, and the reaper racial is almost always the worse option.
In order to have any relevance with gem staves and an abundance of casting tool materials now in the mix, reaper needs to not only unlock polearm casting but buff it. I think the best way to go about this would be their racial adding a small amount of san scaling to polearms, but only if you have the required san to 'activate it' for casting. This would prevent reaper from being used simply for a few extra swa on your polearm weapon even if you're not investing in san at all, while also incentivising the heavy san investment required to cast with the high star polearms by giving you more swa for the investment.
I'm also of the mind that remains should give them more than 2 elemental attack per piece. If only because remains give no benefit outside of weapon and armor, meaning you have to trade any other benefit for that +2. This is particularly relevant when the casting tool passive is pushing you towards magic oriented classes, and mages using enchant spells often value the element resistance on their equipment much more highly to cover the elemental weaknesses those enchantments bring.
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Add a setting to disable harvesting others crops |
Posted by: lordpidey - 04-10-2023, 02:17 AM - Forum: Suggestions
- Replies (1)
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Hello,
My suggestion is quite simple:
Add a Preferences menu setting to disable harvesting other people's/guild's crops.
If you have it on, and try, you get a chat notification that it's not yours. Doesn't tell you who's it is, just that it's not yours.
Why do I want this?
I planted some crops in a public Korvara field, went to bed, and went to pick them the next day.
Same types of crops that I planted, so I went and just clicked em all to pick em.
What's this? My 180 max stamina depleted? Oh dear, it seems someone else picked my crops and planted the same thing atop of them.
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Mutation enchant expansion |
Posted by: Lolzytripd - 04-09-2023, 09:38 AM - Forum: Suggestions
- Replies (9)
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I've made this before but I wish to suggest it again, if only for the chance it be considered.
In regards to weapons of the same rarity designation as what a mutation seed would mutate into I suggest that odd numbers gain +1 and even -1
This is what it would result in
A 1 star dagger would become a fist
A 2 star fist would become a dagger
A 3 star sword would become an axe
A 4 star axe would become a sword
A 5 star spear would become a tome
A 6 star tome would become a spear
A 7 star bow would become a gun
A 8 star gun would become a bow
This would add more niche uses across the board to a number of weapons
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10 Star Changes for Korvara |
Posted by: Autumn - 04-09-2023, 08:42 AM - Forum: Suggestions
- Replies (7)
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In order to stabilize the difference between Korvara and Mainland when it comes to 10 star items, since the +1 upgrade stamp is not available there, there are certain upgrade tiers that become unavailable to certain items there, particularly it is more impactful to the following items I've compiled a list for, everything else isn't quite as impacted. Namely they're the items that scale in increments of 6 instead of 5, which would be more preferable for Korvara without impacting Mainland at all.
Quote:Fox Paw - Current effect is UL/6, should be UL/5 to match Korvara
Buzzing Chakram: Attack Range increases by 1 per 6 UL, needs 1 per 5 UL to match Mainland.
Spine Leash: Attack Range increases by 1 per 7 UL, needs to be 6 to match mainland, could also be 5 for slight buff.
Carteblanche: When airborne attack ranges increases by 1 per 6 UL, needs to be 5 to match mainland.
Vorso Verso: Increases Contract Maximum by 1 per 12 UL, needs to be per 10 UL to match mainland version.
Quickdraw: Gains 1 round per 6 UL, needs to be 5 to match mainland.
Dancing Shiv: On Attack: If you are behind your target, inflict Fray LV1 + UL/3, inflict lvl 8 Fray on G6, inflicts lvl 6 on Korvara.
Thunder Hooves: Effect currently grants up to UL/2 charges when moving, effect triggers at 18 charges, to account for 6 upgrade levels of mainland.
Anchor Edge: Attack size increased by 1 + 1 per 12 UL, needs to be 10 UL to match mainland
Hands of the Giant: On Hit: Knocks the target back UL/6 Tiles. (Needs to be 5 to match Mainland)
Overgrown Staff: Creates 1 flower at a random tile per 6 UL, needs to be 5 to match mainland.
I also included items that are not in Korvara yet but for future consideration anyway I included them.
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Paying to Skip the Grind |
Posted by: Fern - 04-08-2023, 08:20 PM - Forum: Suggestions
- Replies (18)
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DISCLAIMER: I don't really expect this to make it in or plan on pushing for it too hard, but I wanted to throw the idea into the wind.
I've found that with working a job and being in college, it's gotten increasingly harder to find time to grind up a character in SL2. I want to ask how you guys would feel about the idea of a donation item or a mechanic where you can pay real money to be able to level cap your character. The way I'm currently imagining it is that whether it's a donation item or a mechanic, it would probably have a long cooldown period (like maybe 1 or 2 weeks) or is only usable once per character.
I've got a few reasons to throw this out there:
1. As I previously mentioned, I get quite busy with life, and find it hard to open up time to grind up a character in SL2. Frankly, I'm also a little tired of doing it after 9 years! I imagine this would help other people in similar circumstances.
2. Sometimes, there are types of characters that are really odd starting out at Level 1. I believe this was a concern brought up a while back when Korvara was launching too, the whole idea that somebody of an important combat position or something along the line starts out as a Level 1 warrior fighting Jammers is very weird. This could probably help people that are making a character along that line.
3. Some games already let you pay to skip the grind, such as FFXIV or World of Warcraft, so I think the idea doesn't seem too weird.
I was wondering if you guys think it'd be worth considering. Thank you for your time.
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Equal Sparring Rights |
Posted by: Poruku - 04-08-2023, 02:50 PM - Forum: Suggestions
- Replies (4)
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I think every nation should have a dedicated sparring area with an inn npc. It's such an important part of the game in my opinion, allowing people to have fun with pvp casually.
Geladyne: Good
Vale: Good
Meiaquar: Sparring area but no inn
Telegrad: Sparring area but no inn
Duyuei: ???
No need for map requests for this imo, it's downright important on an ooc level
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Racial CEL/SKI |
Posted by: Poruku - 04-08-2023, 02:36 PM - Forum: Balance Fu
- Replies (13)
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As it stands, Skill and Celerity are the two stats most affected by diminishing returns as you want to at least have 55 scaled in them, at least when you're a dodge build in the case of cel. For this reason, racial stats are very important in those categories.
If we look at racial stats, we'll see there's many outliers such as papilion's high ski and many races having down to 1 singular CEL, making them really bad with evade builds.
Now, I think it's fine to have certain races better at certain things, but that difference is actually a huge deal. Especially in pvp.
I would suggest every race have at least 4 in both ski and cel, and probably at least 5 ski, thus making it possible to make competitive evasion builds with suboptimal races (that's up to +6 whole evade), and allowing everyone a chance to get decent hit. No need to nerf the ones with high stats, just make the crappy ones usable
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