Welcome, Guest |
You have to register before you can post on our site.
|
Online Users |
There are currently 263 online users. » 0 Member(s) | 261 Guest(s) Bing, Google
|
|
|
Public Crafting |
Posted by: Rendar - 11-12-2023, 07:24 PM - Forum: Quality-of-Life (QoL)
- Replies (5)
|
 |
Allow for those individuals who have a Crafting DOnation Item (See: Portable Science Kit) to be able to use it in such a fashion that others can utilize their services, like a crafting table.
|
|
|
An RP Payment Is You |
Posted by: Rendar - 11-12-2023, 04:12 PM - Forum: Quality-of-Life (QoL)
- Replies (1)
|
 |
As of current, there is no real way to get money outside of farming (actual farming), or grinding in dungeons forever. 'Skilled laborers' often require items that are only found from either of these locations, and while that is fun.
What about the nation leaders / higher ups that are constantly having to RP in town to keep the place running. What about the people that, IC, work jobs but don't get paid because Oops Some Adventurer Would Have To Pay You to.. say. Work at the tavern in Geladyne delivering food etc.
Those medical officials who spend a ton of money on medical supplies, but recoup none of it because they.. for instance.. Don't go monster hunting.
My suggestion is simple, and doesn't just 'generate money out of thin air' (despite how nice it would be if nations got an allotment of money every OOC day to their guild and were able to give payments out to players actively doing their role. See: Guardians in Telegrad)
RP Payment.
It procs on the same schedule as RP EXP. The amount of Murai that you gain will be something akin to LVL * 5 or LVL * 10 Murai. Does this really make sense to just randomly make murai out of thin air? Not really.. but it does help the characters who aren't wanting to go monster hunting, because they've got shit to do constantly IC.
If someone is consistently playing the game for 8 hours a day, and hitting an RP check every hour, that's 4800 / day of play. Which can be easily outclassed by people going to grind the bosses on a loop.
People have IRL jobs that they come back from and want to play the game. Some of which are high RP low Grinding roles. They shouldn't have to rely on literal charity of other players to be able to afford stuff (This isn't even going into LEing which is another matter entirely)
|
|
|
Add the bandit weapons to the general drop pool |
Posted by: the REAL Minos Prime - 11-11-2023, 06:20 PM - Forum: Suggestions
- Replies (9)
|
 |
The bandit weapons are all literally just the Bandit Sword with different weapon typing and base stats. I can't see any real reason as to why Korvarans shouldn't have access to them if they're able to have Bandit Sword and Holdupper as well. Plus, they have GUI scaling, giving critters and tacticians more options.
|
|
|
Prophlyactic Blood |
Posted by: Rendar - 11-10-2023, 04:38 PM - Forum: Balance Fu
- Replies (4)
|
 |
Because I've seen people say is "all it's gonna take is one balance fu thread" and "This shits busted" -- and I have been subjected to it in four fights now.
Ghost/BK (or really anyone with BK and has a forced move) can do Prohpylaxis to set up 4 tiles around them.
Then Scarlet Twister a target through 2-3 of the tiles, performing basic attacks with an increased 30% crit damage on each.
And then the Scarlet Twister attack.
And then, a 3rd attack because Duelist.
Yes, Prophylaxis has a cooldown of 5 turns. I don't really think being able to delete someone who started within 4 tiles of you is something that should really be fashionable. This is coming from a BK who was 10% Guarding, Bulwark (which didnt proc because forced movement skills don't proc it), BK Fear effect for Indomitable to be stronger, and Ensui..
I'm losing, at potentia, 849 HP from the combo at a tank. Because I'm getting smacked 5 times in 1 turn.
How to fix this?
Make Prophylaxis stop you from moving past if you've already hit one in the same action. It does this for basic movement, but forced moves don't. For some asinine reason.
|
|
|
[v2.79] Raijinkan't |
Posted by: Kameron8 - 11-04-2023, 10:45 PM - Forum: Bug Reports
- Replies (1)
|
 |
The new Voltiger consuming Raijinken effect does not teleport the Kensei if the enemy is 1 tile to their direct diagonal. You will just knock both of you airborne and remain out of range of all of your Kensei skills.
To replicate:
1. Dodge an attack to gain Voltiger.
2. Have an enemy stand directly on your diagonal.
3. Use Raijinken.
|
|
|
Arbitrary Damage (and possible LUC buff) |
Posted by: Snake - 11-04-2023, 07:44 PM - Forum: Suggestions
- Replies (4)
|
 |
I've seen this plenty in some Final Fantasy-like games where damage can sometimes be higher or lower than the normal, and I think it'd be interesting to add an extra layer of RNG for people who are lucky to score more clean hits, while unlucky ones may sometimes score lower. So there's how this would work.
Quote:(Damage Formula) + Bonus Lucky Power >> ((rand(1, Scaled LUC)) - (rand(1, Scaled LUC)))
Total Power >> VS Defense Formula
This could aesthetically be better than seeing the same guaranteed numbers over and over again, and give LUC a little more oompfh that it lacks right now rather than serving only for critical hits.
For dummies:
- Every time you deal damage to an enemy with an offensive action that uses Scaled Weapon ATK, you may gain (or lose) bonus SWA based on LUC (and luck) for that action alone. Then it will re-randomize on the next, and so on.
===
I could also see this being a trait. Maybe the return and revamp of "Lady Luck". But I find this charming because you're gambling your damage, and it can mask a little your true weapon power from others if they can never be sure of your power.
|
|
|
|