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[2.95d] Boxing Feints Katana |
Posted by: Rendar - 02-02-2025, 04:33 AM - Forum: Bug Reports
- Replies (1)
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Kensei stance swapping skills target the tile infront of you to use.
Normally this is fine, but it does proc Geist from Boxer. Which means Kensei can just. Accidentally proc Geist because they wanted to swap stances in a Boxer's face.
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Flying dagger on hit. |
Posted by: Lolzytripd - 01-31-2025, 09:21 PM - Forum: Suggestions
- No Replies
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Fan toss, the new dancer skill applies on hits
This skill is extremely similar to flying dagger, I propose that flying dagger also apply on hits
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Double Turning |
Posted by: Autumn - 01-30-2025, 03:55 AM - Forum: Balance Fu
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This thread is meant to be a list of common double turning scenarios still left in the game that can be exploited very reliably to catch players with, since double turning is so potent, you'll rarely find an instance where someone is in the perfect position to not be punished by a double turn somehow, even with godlike positioning.
The Round Robin system was implemented in order to prevent teams from synergizing too well together in order to systematically rip open other team's key members too quickly, it also removed the old system's double turning through changing your initiative mid battle very handily so that was a welcome change for at least that reason.
Methods in the game that can still give you reliable double turns:
Quote:The most common one you'll find is in teamfights primarily, where in if your team goes first, and your team kills an enemy team member, they are taken out of the turn order and everyone on the enemy team is shunted up 1 place forward. This results in the slower members of the enemy team now going ahead of the previously faster members of your team, it all shifts by one position and can get your dodgies murdered very easily by someone they were previously faster than.
This causes specific people to double turn other people, and this can be planned around for a knowing player, if your teammate is about to die you may be able to threaten an enemy team member with a double turn from either you or an ally if you set up for them, which in this game can just mean death very quickly if you consider that some builds (such as twin dance electric axes or fists) deal obscene amounts of damage for the trade off of having less effective range than others do.
This makes it so that the team that catches people out and kills an enemy team member first gets punished for their mistake, and leaving them alive just so that this doesn't happen isn't a valid play if you consider that healing is very burst heavy, and healers are eagerly awaiting the moment to full heal an ally up from near-death.
Possible solutions of how to fix this might include:
-Fixed turn orders determined at the start of battle, these positions do not change.
-The team that moves first will never shift position (For example, if blue moved first, blue will ALWAYS move first, but the positions of players can still change depending if a member of blue team dies)
-Removing Round Robin (Not my choice but I feel the need to include the option)
Quote:The next most common double turning method has to do with summons primarily.
Now I'm not 100% sure why this occurs but I have to guess its that summons are placed specially within the turn order to always appear at the end of their team's bracket, which means that when there is none of their team left, it reads out that the enemy player is still the last person to have taken their turn.
And so it moves your team's bracket to be ahead of them, given that the summons always move after their team however the summons get to have 2 rounds in a row where they're allowed to wail down on the remaining players, this means death from summons like the Railgan, Suzaku or Wolf Companion who have a lot of damage they can dish out that is very position dependent.
If there's something like 3 summons on the board, that's 42 momentum worth of damage you have to tank all at once, even from the lower DPS output of summons that's a lot of damage, and it feels very cheap and frustrating for it to occur.
There is also the chance that this results in your enemy opponent you just downed die harding, and taking their turn immediately after along with all their summons, which is even more frustrating when it happens.
Possible solutions to fix this might include:
-Summons always taking their turn after all players have gone, no matter what.
-Summons unsummoning themselves one round after the owner's death (this is a nerf/buff, summoners would no longer bleed out FP after death but they'd no longer have minions to carry out their job afterwards.)
Quote:The last method of double turning I want to discuss is between players with the same initiative, and I will not blame you if there's nothing that can be done about this one, but it uses one of the solutions from above to fix it.
When players have the same initiative they'll often be jumbled around in the turn order very randomly, this can range from being minorly annoying to being complete and utter chaos.
To put one instance off the top of my head into perspective, 4 base Celerity is the most common base CEL value in the game, 16 out of the 48 playable races in the game (a whopping 33%) have this amount. Myself and three others on the same team ran into an issue where our turn order as a team was completely shuffled, now this was actually really bad for the enemy team when you consider that there is a DH and an Arbalest who could just very randomly get their full combo off on someone cause they rolled into a good position that turn.
This was also incredibly hard to just plan around so don't think it was completely free either.
Possible solutions of how to fix this might include:
-Fixed turn orders determined at the start of battle, these positions do not change.
-The team that moves first will never shift position (For example, if blue moved first, blue will ALWAYS move first, but the positions of players can still change depending if a member of blue team dies)
If anyone has any other reliable methods of double turning other players I'd be grateful to hear it, but I think I got the main three instances of this occurring.
Additionally if my walls of text are hard to understand I'll make a visual guide about what I mean.
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To accelerate the rate of fermentation using magic. |
Posted by: FernGilly - 01-29-2025, 02:01 AM - Forum: Applications
- Replies (1)
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Applicable BYOND Key
FernGilly
Request Type
Invention / Magic
Character Name
Fel Bourbon
Request Details
To accelerate the rate of fermentation using magic.
Specific Request
To apply existing spells in the Korvara skill list to the process of fermentation, accelerating the growth of bacteria and fungi considerably without a firm understanding of germ theory, only that the magic works and should therefore be applied to make fermentation faster. (Example: rainwater being used to make bread in ancient times over river water, because rain contained yeast. Nobody knew the rain contained yeast, only that bread was fluffier when rain was used. Thanks for that rad knowledge, Witchi.)
Reason Why You Are Making This Request
House Bourbon is Geladyne's foremost player-character led noble house when it comes to brewing. We have the facilities, our lore has been approved and more than that, we're on a deadline to make money. Fel Bourbon, a smart child and an inventor, wants to find more ways to lower or modify the production costs of related goods, like cheese and wine. This is not a process which generates money, as fermentation magic would be explicitly more expensive than letting it ferment or age naturally, but it would justify applying regalia of wines and cheeses to a variety of accessories for gifts to other players. (Example: Fel made a Life-Saving Charm for Pippin that's themed as a wheel of enchanted cheese.)
Inspiration For The Invention
How would a lazy, impatient person use magic? They'd try to use magic to solve every problem they had, much like the Sorcerer's Apprentice. Fel wouldn't want to wait eight weeks for feta to properly age and ferment, so she'd seek out any method she could to make the cheese grow faster, drenching it in focus. Obviously, time travel magic doesn't exist, but as a druid who's learned how to tend to chimera, she assumes that all organic things are as malleable as magic mud and would, in an attempt to make cheese faster, try gleamweaving it.
This isn't incredibly out of left field; she's seen baking rulers use sweet-based pawns by filling them with magic, and she's been taught how to accelerate seed growth and uses seeds in her druidry. As druidic magic was rare before now, it's unlikely that anyone has attempted this before… hence why this is the first proposal of its kind. Laziness wins again.
How The Invention Works
Fungi (and potentially bacteria) inside of a substrate have growth applied to them utilizing magical rituals and they work through cheese, alcohol, soy sauce, bread and other materials more quickly than they would otherwise, hastening the speed of fermentation in a substance, potentially dramatically if there was a fungi or bacteria that was considered a Druid Plant.
Limitations
This would be a form of gleamweaving, and is therefore very intensive on its user. Gleamweaving has been described to me as a very physically draining process which only expert mages (mostly PCs) are able to reliably engage with; healing injuries is itself a process of knitting muscle fibers together and that would require much of the same magic outlined in this document; feeding muscle cells with focus so they can replicate and fill in old wounds? Sounds a lot like multiplying bacteria inside of a substrate so they ferment it quickly. It is unlikely the average citizen of Korvara could use fermentation magic, let alone civilians without a close connection to nature. More than likely, this art would be most prominent in Duyuei until it was better understood.
Existing Technology
Well, we can prove fermentation exists as a process because bread, cheeses and beer exist in-universe. As for existing spells which replicate the effects of this magic— druids have access to Druid Plants and Druidic Tending. Druid Plants in their description explain that druids know special natural magic rituals that accelerate the growth of plants. The number of plants which can have their growth accelerated are unknown, but most plants are possible to interact with using Druid spells to some extent.
It is worth noting that in an earlier thread previously, the developer did say that gleamweaving would not affect bacteria 'much', but also that it 'depends'. It is likely that the degree to which gleamweaving improves bacterial growth is up for debate, but fungal growth… well… Shroomhead (the accessory) notes that mushrooms are considered plants. Having 5+ levels of Fungusbark makes you (and your surrounding tiles) the Plant race, so fungi would likely synergize with the above magic skills, meaning yogurt, cheese, molasses, corn flakes, food additives, citric acid, soy sauce and some pharmaceuticals (eg. penicillin) are likely on the list of easily fermented substances. Bacteria would be on a case by case basis, but worth considering since the effect is possible without magic, this magic would only shorten the length of the fermentation reaction.
Development Time
Several decades if not centuries. The hard truth is that Fel has no idea why fermentation increased, only that, when these spells were applied, fermentation occurred more quickly. Cheeses hardened hours before they were supposed to, and likely applying fermentation magic to wine, bread, yogurts and soy sauce would not immediately result in the finished product, but a shorter time-span than expected. Until and if someone else produces a working germ theory, which is unlikely given the roleplay constraints on such a thing and the lack of plagues in Korvara, this process is sure to be iterative, with better spells figured out, more accurate and efficient usage of focus and more intense processes with larger vats.
As for what development already exists, the tools are already in the pockets of players to do everything described here, especially with the Druid update. The question is whether or not the application of these fermentation techniques is limited to rare Druid-Rune Mage hybrids with a lot of focus to throw around or an accessible spell anyone can use, and as designed fermentation magic would require a lot more training before it was accessible to the layman mage.
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Korvara Vampires |
Posted by: Poruku - 01-28-2025, 09:11 AM - Forum: Suggestions
- Replies (1)
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Please dev I beg you I'm on my knees please add vampires to Korvara.
You can just take out the parts you don't like and make new lore for it bro, please, the race is right there, it's free content for the video game.
The other races too, you can give them little reworks and slap them in. It's literally free new content.
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