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Neus
[v3.02b] Mutesic

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1 hour ago
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Neus
[v3.02b] Summon Doubletur...

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Neus
[v.3.02] Specialized Divi...

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Neus
[3.02b] Missing Fox Jutsu

Forum: Bug Reports
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Neus
[v.3.01f] Stun and Resist...

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Neus
[FARMING] - Can plant see...

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[3.02b] Click-to-move Woe...

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Autumn
[v3.02b] Eat Moss

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Neus
[v3.02b] Embroidering Ele...

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Neus
[3.02v5 Test] Midnight Ru...

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  Better Custom Text Colors for Chat!
Posted by: Blissey - 03-08-2023, 05:05 PM - Forum: Suggestions - Replies (2)

Hi. First and foremost this isn't to knock the colors Dev already included for us to use in the chat, but I kind of figured since this is now a feature we can all use, why not improve upon it a bit?

My suggestion is, hopefully, simple both in explanation and practice. 

Allow us to input CSS into a 'chat style sheet' of sorts so we can make our own parenthetical shortcut (like (ind) for indigo, etc.) for our chats. That way we can not only: add a thicker or thinner outline to colors, as well as a brighter outline to colors for ease of access, but also have a more diverse palette without putting all the coding onous on Dev to add them in.

This would work similarly like adjusting the style sheet for profile names and guild names and tab names, etc. But it'd be for the chat colors. I hope this made sense.

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  Regarding Instant Kills & Divine Ease Extra
Posted by: Snake - 03-08-2023, 04:38 PM - Forum: Suggestions - Replies (3)

TL;DR of the idea for dummies:

Quote:This is an aesthetic suggestion.

>> Akashic damage should be reserved for 'magic' instakills.
>> Vorpal damage should be reserved for 'physical' instakills.

Basically, add a new damage type named 'Vorpal', that utilizes either a new animation or Vorpal Strike's animation. (Alternatively, make it so when 'Physical Akashic damage' is dealt, the damage becomes 'Vorpal' instead.)

The 999999 damage should be reserved for Akashic damage (For "magic" instakills), while Vorpal damage should deal 100% of the target's Maximum HP as its damage (For "physical" instakills).

Both Instakill instances will also reduce the target's HP to 0, for extra measure. (In which will play a 'Mirror Shattering sound' from Divine Eyes, as its queue.)

Both Instakill instances cannot be modified by damage modification effects.

'Tis all. I think this would look better. Akashic's animation isn't cutting it for physical techniques, so this could likely be an opportunity to introduce another fun aesthetic to the game.

===

Now for Divine Ease...

Quote:Could it skip the mini-game in its entirety, and use Fray's animation followed by the final Mirror Shattering noise of the last Divine Eyes line? I think that'd look cooler than how it is now.

If skipping is not possible, just add two new skills and have the trait replace them. 'Mastered Eyes of Elimination' and 'Mastered Divine Eyes', which only play those requested animations and the rest being Ctrl+C and V.

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  Sandbox Locks
Posted by: Sawrock - 03-08-2023, 03:20 PM - Forum: Suggestions - Replies (2)

When I had a character who lacked fluency/the ability to read, I was still able to read signs by interacting with the sign and choosing the read option (as opposed to right-clicking and choosing read). This was useful for instances where there would be OOC information on the sign (such as Duyuei's mask policy sign, which requests a discord ping in certain circumstances).

Although I'm methodically opposed to conveying information in such a way, I understand that others favor it.

As signs now make you read rules before interacting with them, and some people might not be able to read signs if they've been banned from the sandbox system, I have two suggestions.

1. Make a type of sign designated for OOC purposes, and thus able to be read by those who lack fluency.

2. Allow access to the Read sandbox option despite sandbox ban status.
This one I favor less, because it gives people an excuse to say they didn't read the sign if rules pop up and they just choose not to interact.

I have no plans on getting banned from the sandbox system myself- just worried about potential snags of the system in the future.

Finally, if someone knows a better way to say you oppose a system due to the way it functions and interacts with a larger system than "methodically opposed", please let me know. I was trying for a while to phrase that better but was unable to and now it's bothering me.

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  [v.2.71] Ping words missing
Posted by: Pyro - 03-08-2023, 07:34 AM - Forum: Bug Reports - Replies (1)

Ping words disappear when the client is closed.

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  The Ultimate QoL [Fishing]
Posted by: Miller - 03-08-2023, 05:01 AM - Forum: Suggestions - Replies (7)

Simple suggestion, new verb for fishing rods that simply... pulls out the rod but there's no minigame or timer attached to it. Allows you to cancel at anytime by using the same verb again, purely visual.

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  Boxer - Fighting Pace
Posted by: Snake - 03-08-2023, 12:03 AM - Forum: Balance Fu - Replies (3)

It barely sees use, and when you use this, you don't have a single Boxer skill that costs 10 FP that you can benefit of on the next round.

Could be changed to this instead:


Quote:When you select End Turn with at least 3 Momentum, you recover FP, based on Rank and your Schwarz Sturm LV. The recovery is doubled if Boxer is both your Main and Sub Class.

(This will reduce your Schwarz Sturm LV by half, min. 1; Effect has a 3 round CD.)

Rank 1 - 2 FP + Schwarz Sturm LV * 1
Rank 2 - 4 FP + Schwarz Sturm LV * 2
Rank 3 - 6 FP + Schwarz Sturm LV * 3
Rank 4 - 8 FP + Schwarz Sturm LV * 4
Rank 5 - 10 FP + Schwarz Sturm LV * 5

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  [2.71] Farmable Tiles Changed
Posted by: ChibiFox - 03-07-2023, 02:29 PM - Forum: Bug Reports - Replies (2)

First post here, so apologies if I've gotten any of the formatting incorrect.

Since the most recent restart, as far as I can tell, several of the tiles I had previously been farming have reverted back to their untilled state after harvesting. You can still dig a hole on those tiles, but no longer use a hoe to till them. The tiles appear to have small stones, weeds, or other small 'obstructions' on them. I checked both the Telegrad Outskirts and the region just south of it to try and confirm this is the case. Another player has checked around some of the other farms and confirmed seeing missing patches with similar rocks, weeds, and the likes. When attempting to hoe a hole on these tiles, it comes up with the standard message that you get indicating the tile is invalid, sand, snow, etc.

"System: You'll need to use the hoe on a hole, or else it won't do you much good. If the hole is in sand or snow, it won't work, either. Furthermore, if you're too close to an NPC, you will feel uncomfortable being watched, so try and distance yourself from them."

Looking at the recent patch notes, this may be related to a change made to Worsong Canyon? That's just a hypothesis, though.

Summary: Dirt tiles which have small stones or weeds on them can no longer be tilled.

This may not be a bug but instead an intentional change, but it seemed best to report it just to be on the safe side. Especially since it would seem reasonable to be able to knock aside stones or flatten weeds in order to grow crops in a location as prior. Apologies if this is incorrect.



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  Circle of Flowers
Posted by: CabbitNet - 03-07-2023, 03:06 AM - Forum: Submissions - No Replies

[Image: NWFlower.png] [Image: NFlower.png] [Image: NEFlower.png]
[Image: WFlower.png] [Image: CFlower.png] [Image: EFlower.png]
[Image: SWFlower.png] [Image: SFlower.png] [Image: SEFlower.png]

I have worked a bit on flowers Hoping to add them as playable within the grove.

[Image: flower.png]
A place for one to Attune back to nature.

96x96

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  Buckler
Posted by: Autumn - 03-07-2023, 12:07 AM - Forum: Balance Fu - Replies (16)

a low level item meant for budding adventurers, anyone can get them so they should still not be worth running just on their own, but there should be a plus version that enables someone to at least consider them for their build, I want to say lets make it a shield that isn't actually a shield, it sounds weird but I think it could play out to be a pretty unique shield option that enables Martial Artists more than knights.


Quote:Buckler
Shield classification -> Offhand classification
Grants Skill: Guard

Buckler Plus
Glove/Offhand
Increases parry rate for parry skills by 15%
Grants Skill: Guard


I think this to be fair.

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  Skull Shield
Posted by: Entropy - 03-06-2023, 10:30 PM - Forum: Balance Fu - Replies (7)

The shield slot isn't particularly competitive, and it's not even because of a best-in-slot option so much as it is that most shields don't really do anything.

With Skull Shield's recent introduction to Korvara, it got shot in the leg on the way in, with it's main gimmick being locked only to a 3m guard or higher. I would assume this is to discourage getting large benefits from something as accessible as a 1m guard, in the same vein as the Mirrored enchant being nerfed similarly in the past.

However, this nerf has made this shield, which was already not particularily commonly used, effectively null compared to just slapping on a 30% dark res shield that gives +3 defense to boot.

My proposal would be for the Skull Shield to also give the wearer the skill Riposte itself, letting it be used by more than just duelists, who rarely want to use a shield in the first place. (Edit for clarification: I would propose the caveat be that Riposte would also only activate on a 3m or higher guard.)

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