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GoddessSand

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Everything posted by GoddessSand

  1. Not sure, but the other option would be to take the monarch and empress costume skins and change them to be a Cyberskin, though the face shield wouldn't be there. I'd just like something other than the bright gold CS.
  2. What if we spread some of the loot into different aspects of the game from pvp to pve for end game. Currently I'd like to hear other people's suggestions with what drop tables should be in each place for special items Bosses in Amara - Mechanical shards, metal scraps, uni lingerie for 57+, uni level 58 rings (not on hounds though). Pvp buff like Al Zhen (on hounds especially) Smog - mechanical shards, metal scraps, uni necklaces level 56, candies, and one other item for pve or pvp? BGs - uni level 63 trinkets, mechanical shards, metal scraps, a pvp buff like golden chrono buff, and a pve buff for farming like candy or a mid autumn type buff or even just one NT 1 hour drop rate increase hypo buff just for joining? DG's - uni costumes spread out a bit more. DS - uni caps (final boss) DTO - uni costumes (final boss) TT normal - weapon skins (final boss) - make DG easier keep all other loot the same. TT normal team - double or triple the loot from normal solo TT hard - Each boss maintains as they are of uni caps, costumes, and weapon skins also add a shard to final boss and a metal scrap. TT hard Team - double or triple the loot from hard solo. TT challenge - Whatever it is now. Doesn't bother me what it is, I won't run this DG again. This is all just thinking, but please discuss what everybody thinks would work to encourage players into doing the different activities.
  3. Did you look at the item mall? I think you haven't looked at the item mall. There's a hero's medal for 500AP that increases PVP RP by 100% in Item mall right now. If players want to give up farming RP that's their choice, I gave up farming certain things because I don't need a plethora of items or horde more gold than I need. I basically enter farm RP, pvp some, farm a little and get off. I do look for more rare AP costumes for the SW because I'm way excited to be able to change outfits now as I graft them onto the unique costumes to keep the stats but get the look of the rare AP costumes. RP isn't directly linked to AP, but like I said Vivi will have to spend her time with your wishes that will cost Vendetta money that could use her time and their money on other things to improve the game like maybe working on level cap increase and gear for it. She could be working on events like what happens during Halloween where it boost the player base and figure out how to keep the player base to stick around. RP doesn't attract more people nor interest a lot of people, only a select few. But I look for the day when you rank your characters up so players don't have to farm RP mobs and could then just farm you, because killing you 5 times in a row to your 1 lucky attack is a bit sad. You are so low in rank that pvp'ing you is both boring and waste of time, so please rank up, if you rank up off my RP then at least one day it will pay me off as I will then benefit from you rank points. But till then peace.
  4. Sorry if you can't tell the difference between facts and explanations over an excuse. I can't do jack to the code of the game that is a cold hard fact. That's Vivi's job another fact, but I can explain these facts of the matter to you. An excuse is justifying the reason why I can't do something even though I am capable of doing it, there is nothing I can do to the game, thus there's no excuse here. If the GM's want to bend to your wishes that will be their choice, but players reaching any rank in the game has nothing to do with the economics of the game. If there is a link between the two then please do enlighten me. Jewel's are a tied to game economics and AP in one form or another. If the GM's don't want the game to be Pay to Win changing RP won't effect that, but jewels are a linked to the economics of the game and thus linked to AP. What you do to the prices of Jewels effects the AP and cash flow of the game in one fashion or another. Best of luck to you.
  5. I think what you failed to realize is that GMs and GSs take time to assess every change they make in the game and then it takes time for the GMs to implement those changes. It's not like they go in and magically with the touch of a button flip things around. For Vivi to change the game she has to write or change the code in the game. First, you ask for increase RP to 1 to 2 million RP daily cap. That's a section of code in the game that Vivi has to go in and change. Next, you ask for mob RP to increase to compensate for the RP increase. That's about 8 different mobs in Amara, 8 different mobs in Vile, 2 in Ellis, 8 in Nemesis both vs 1 and 2, and then caergate mobs however many there are if any. That's a lot of code to go through. Last, it feels more like a demand over a suggestion when you start off asking for the RP cap to go up to 1 to 2 million per day because there's no real benefit to the game for players to jump in and reach max rank. There's a very different aspect of daily farming RP vs farming jewels. You can skip a few days of farming jewels and not effect much, but for dedicated players who want to rank up will spend the time daily to do so. So, they will log in daily to farm RP because the more you put that off the longer it takes to rank up. If you skip a few days farming jewels you can just buy AP sell for gold and purchase jewels from players who are selling it. Raising cost of items in AH that you can farm actually lowers the value of the items they sell for AP or forces players with AP to also raise costs. What that will end up doing is make the game high pay to win. RP doesn't cost a player gold or cash to get. So, while the GMs have stated that they DO NOT want the game to be heavy pay to win, your outlandish prices cause the game to become heavy pay to win. Since there is a cap in which a player can have on their character of 99,999 G having items priced at 25k is really bad for the economy of the game because the only way to manage that is to keep creating characters and accounts and guilds to throw all your gold hording into it. RP doesn't result in effecting game economics but you are asking Vivi to spend Vendetta's time on your request that she charges Vendetta for to make all these changes that don't help Vendetta's bottom dollar. If players like the RP now, you excluding, why bend to your wishes just for some vengeful spite against players like Luna and I? But self serving is really what you are all about and can't see beyond the tip of your nose.
  6. Besides the outlandish request to make daily RP cap at 10 to 20x 100,000. You want to raise RP cap so that players can gain archangel in a month is completely fine with me, that should help me reach final rank before the month is over. You completely miss the number of players that were a lot really, that said 200,000 was too much and took too long to reach. All you want is to say that my work to reach end rank shouldn't be worth any value. But all that would do is help me get more RP off players like yourself because you can't create 1 character capable of not being squishy while buffed.
  7. This whole thread is because Annie wants to keep prices high in AH. Annie has Jewel SG for -15k uni Void pierce - 10k Rank 2 uni ch-eva - 13.5k Rank 2 uni crit-atk - 25k Then you have other players that still could be Annie's alt that they brag about having lots of them selling rank 2 uni crit void - 20k Rank 2 uni eva - 25k Rank 2 uni HP - 10k Why does a player need that much gold? Looking at prices before the better jewel drops and seeing a uni Void pierce for 40k is really way too much. Bringing jewel drops to a more reasonable drop rate and increasing uni jewels will help make AH economy better as more people will work to get uni jewels instead of feeling like they are too far out of reach. I pat GM's and GS's on the back for a smart move. This will also help prep people for possible future outcomes revolving around jewels and not make new players frustrated that even rare jewels were out of reach and stop players from putting items that are OP in AH.
  8. So, what about making the major cyberskin the same design as the Alisa DMHM DG NPC in mereholt? You could either keep it so it continues to cycle through the colors or keep the red for FK and yellow for RG? I really don't like the blaring gold of the lvl 55 major cyberskin.
  9. Ran TT challenge mode and what a load of crap that was. Even with a ME I couldn't survive and getting 1 shotted while buffed. Also, out of that whole DG I got 2 mechaincal shards that I could have obtained on my own doing normal mode with less risk and less time. Getting a PT together just to run a DG is a joke when loot isn't that impressive. I must say that Annie's complaint about the loot increase for that DG alone has got to be the biggest joke. When people have items in the AH for over 15k asking for drops of loot to be nerfed is basically players asking to make them rich with gold. The game doesn't need players with over 1mil in gold that do nothing to help other players. So, loot increase in that DG wasn't even that great. When it comes to TT normal and Hard Mode. Difficulty for normal mode is really too hard IMO for half the players with certain characters. Normal mode should be just as easy as DTO and DS solo while keeping loot the same. When it comes to Hard Mode the boss difficulty is fine, mobs not so much for certain characters, and having just 1 mechanical shard drop isn't enough for the difficulty. Recommend 1 more mechanical shard for TT hard solo. Normal mode I think should just have the debuffs removed since they only really hurt the SE and SW. Hard Mode - need to be looked at so that all players have the same benefit and same farm ability as other not just a farming haven for PUs that do it in under 15min. All TT team modes to waste a lot of time just trying to get a damn pt together that I could have made 2 normal runs before the PT had the numbers to start and yet I died more with less loot. So, really are team modes even worth it except to help a medic farm?
  10. The problem with the WH is that they have to attack every mob they come in contact with and that is just about every mob. The mobs don't go down easy so it takes the WH a long time to complete because of the mobs. It's not like mobs go down in 2 hits. When it comes to the bosses that just adds to the time the WH takes to finish. If it was up to me with that DG normal mod the mobs would be paper thin and easy to kill except for required mobs like the slugs that buff the first boss and the mobs that open doors for the ancient jewels and to the final boss. That would be the same for hard mode as well as in decreasing mob but increases the required mob difficulty. I personally don't like that DG because every character other than the SW can survive it without breaking a sweat because the DG just nerfs the SW's eva/ch-eva so much that we get hit hard through our eva. Others have void and ch-resists stats that aren't even bothered by the eva/ch-eva reduction making the SW the only character that has trouble with killing bosses. The PU is the one character that TT is too easy for them complete in both normal and hard mode. It's because of that DG that I don't get through the hard mode without dying once and it takes the entire length of the luck buff from nemesis for me to complete it. I don't get how they could make a DG where 1 or 2 characters have the easiest time to run it and loot while other characters struggle. It's like they want players to create characters specifically for running that DG. They do need to make it easier for the WH as well as the ME to do both hard and normal mode because it's really not fair at all for them that can't do either in a timely manner and not make them take an hour or longer to complete.
  11. What did smog do to you? Is Smog bugging you that much? Is it really that bad to have TT passcards in the game? I mean it's not like leaving it there hurts anybody unless they attack it and can't kill it. But like others have pointed out it also drops crafting materials needed for Major mech and Cyberskin. Removing doesn't help the game and keeping it doesn't hurt the game. So, why do they need to remove it except to make you happy that it's not there?
  12. Sadly, their characters aren't all that impressive to deal with. The best they do is catching somebody without buffs. Still, obtaining uni jewels was easier the first year of the game before the lvl 59 cap. If memory serves me right, they opened the game in April 2016 and by the fall I had already obtained a enough rank 2 uni jewels to make 2 sets of gear full rank 2 and then previous to 59 cap just after New Years 2017 I made 1 more set of uni gears for MAR's medic. It's been since 2017 that there's been a decline in unique jewels available in the game till spring 2018 when the lvl 65 cap was released and DS had high drop rates for uni gear that could be salvage for jewel replicubes. Though the DS DG had a poor drop table of jewels as it consistantly dropped the same 3 lingerie jewels and normal jewels, the uni gear did help with getting good replicubes though salvaging. Then they released DTO and that improved in obtaining a more larger variety of lingerie jewels, but then it and DS after a few weeks got nerfed to the point of pointlessness for obtaining jewels. Having the increase specifically for Challenge mode only didn't translate into increase drops for the solo or hard runs and those who want those drops will certainly have to put up a fight to get them because that DG isn't the easiest or fastest to run.
  13. I don't think we are there yet. I would say at the release of an above 70+ level cap with the introduction to legendary gear. Now I know Vivi said that she can't implement legendary gear as stand alone gear, but could release modified Unique gear with stats that legendary gear would have. We do have players like BlueberryO/Q who it would cripple their play ability to release these and rank 2 uni's still are not very common and still very expensive. Also, if they released rank 3 jewels or rank 2 ancient jewels, they would have to make those jewels be compatible solely to only players in the upper levels as they would just crush the lower levels to pieces. So, Vivi would have to go through all lower level gears and clock back the allowed jewel rank that could be inserted so that players can't insert rank 3 jewels or rank 2 ancient jewels into them. Which would take her some time so I don't see this as an option currently. As much as I right now oppose these being introduced, I am not against the release of them. However, she could introduce lvl 3 pet data chips and have that be a thing by making the NPC conversion tech in Dragon Valley because you have to be lvl 60+ to enter DV. By putting the conversion tech in DV you would actually keep anybody lower than lvl 60 from making them unless you make all crafting material NT, which I can tell you that won't go well with the community. You can't put the NPC in Amara due to the number of players allowed there that are under lvl 60, so DV is the best place for that NPC.
  14. It was easier to get rank 2 uni jewels back during lvl 54 cap. I had gotten 63 different rank 2 uni jewels, 2 sets for my SW and 1 set for MAR, and that was during a time that Jewel SGs weren't available so you could imagine how many uni rank 1 jewels I ended up losing to the RNG god. Once they released 59 cap all farming for uni jewels drops dramatically as TA's drop rate went down for all players who leveled up. Things looked promising when DS was released and we could obtain lots of Kappa gear to salvage for them and then DTO got released and then DTO had drops nerfed a week later or so and there when that. With TT being released, sure we get drops again at a cost. The SW it might cost them exp, I know I've lost 11% exp so far and those running TT hard solo probably are at 0% exp for lvl 65. The WH and ME will cost them time as they take the longest just to run TT normal. The rest, well I'm not sure if the fully geared SE, PU, DE, and CB have much issues with that DG except for the pulls of the mobs. All in all. TT still has some work, but the drops are better. I find it funny that it really only applies to Team runs for the challenge of TT, so it's the hardest to complete and yet should be the most rewarding. And how many people are running that DG? Though I guess some people just want to be the human torch and flame on.
  15. A shout goes a long ways. But there was a post that labeled the locations of all the chests a long time ago so I had to go find it and here's the map. Those areas actually have 2 chest each location with 2 more over by the level 38 rust Blood Crushers on the right of the map before going up to the quietus. making 12 per channel for a total of 24 chests to farm. Still don't think they need to be crafted since people can farm DTO or DS at the upper level, TA and SS in the 59 cap, and There's SS in the 49 cap. If people have to farm a DG for the crafting material they would more likely get the uni scanner before they had enough material to craft one. Currently DTO and DS aren't being farmed I believe because people don't need them like they do or would benefit more with farming TT. It would have people farm a variety of DGs just leaving them as is.
  16. Let's see, you can't use Delta gear till you can enter Barb right? In Barb the 9 chest per channel do drop uni scanners. So, does DS, DTO, TA, AT, SS, and possibly IV. The 9 chests however don't require a lvl 39 character to attack and could be done with a lvl 30 character assuming that you don't get killed by mobs that surround them. I don't see a reason to make them something you can craft. If a player is that desperate for them, I do have 99+ of them from looting them in the different DGs I mentioned. But still 18 chest per hour is still good odds of getting one, but people are impatient and need that scanner now. When really you will spend your time farming DGs for craft material to make them instead of farming DGs that will drop them? I scratch my head
  17. But Bosses in Amara doesn't occupy everybody's time. Players like playing with friends and getting a PT together to do a DG is something that 1) allows a medic to participate in for loot since doing TT alone is too long and too boring for them if they even can kill anything as most will have 1 build strictly for pvp not pve farming. 2) It also allows players who are slower in TT to work with others to get the same loot or more in the time that other get when they farm TT in the same time period. To explain 1 run in TT challenge could last a PT, probably 30min? Not sure. You have WH's that run normal in barely 30min while PUs do hard mode in under 15min. The PU will gain more loot than the WH in 30min, but if you throw the two in TT challenge mode, the two will end up with the same loot that the PU would gain in 30min or more and thus balancing out drops for those characters vs time for farming. There are people who enjoy party play, especially those with friends that play together. Amara bosses doesn't allow more enjoyment playing with friends as bosses don't spawn repeatedly after they die unlike what one could do in TT. Aside from Bosses in Amara, which should have some good loot that is and isn't better, but different. You can't farm TT, DS, DMHM, and DTO for the exact same loot one might obtain from a boss in Amara, so Amara bosses are unique in what you get from them. The other issue is that farming TT will allow players who are ranked high enough to get and use a major lvl 55 mech that they otherwise would take them a long time to obtain if they tried it solo as a Medic.
  18. The interesting thing is about this patch and the drop rate of jewels should only apply to TT challenge mode that from my understanding requires a PT and that the increase from what I see is suitable due to the fact that any one of the players in a PT could get more jewel drops from TT in normal or hard mode. So, the increase is good for the challenge mode to encourage more people to join a party and take that DG head on, with greater challenges should be greater rewards. The Normal and hard mode I believe were left untouched.
  19. well, that's fine by me, I'd then be able to farm RP in less time as I can easily kill you more times than you me in a 1 vs 1.
  20. Aww, you do care. 20 times greater RP increase on mobs would be fine, we all only get 100k a day and that would save me time to go farm more jewels. But you are just pissed about me having to explain this too you.
  21. Vivi would like to increase level cap when they are ready, from what she's talked about and right now she's not ready. Also, they may have plans to release a rank 3 jewel. The previous drop rate and economy would turn the game into very heavy p2w, something that the I've heard GMs say that they don't want in the game.
  22. Let's go over some numbers will you. 1 rank 2 ch-eva jewel cost 700g for rare and 15k for uni. The rare gives 180 and uni 226 which is only an increase of 20%, but instead of cost going up 20% for unique it goes up 2100%. I can take on any player touting rank 2 uni gear sets with just rank 2 rare gear sets, so why does the cost for unique items need to go up 2100% when you only gain a 20% advantage. But let's look at it this way. Crit atk rare rank 2 gives 240 on the stats the counter for crit atk is crit void. uni rank 2 gives 300 and rare gives 240 per jewel. Let's give each player max jewels of each. just from jewels Most crit void rare you can have is 2880 Most crit void uni you can have is 3600 Most crit atk from rare you can have is 2880. The formula of total crit atk increase facing with those stats is = 150 + (crit atk/100 - crit void/100) so here's what you are left with in both uni and rare crit void against just rare crit atk is as follows. uni crit void 150 + (2880/100 - 3600/100) = 150 + (28.80 - 36) = 150 - 7.2 = 142.8% rare crit void 150 + (2880/100 - 2880/100) = 150 + (28.80 - 28.80) = 150 + 0 = 150% you only reduced a crit atk by a 7.2% and you probably spend on up to around 25k per jewel for a grand total of 300k on full uni crit void. While your rare counter part only spent 20k or less. You spent 150 times more for your uni set than just sticking with rares. That 7.2% difference is nothing especially looking at all the other attacks that take place on any character. So, for them to increase drop of jewel replicubes increases and lowering the cost of uni jewels is a result, it is only to bring more uniform prices of cost to benefit. And people should stop thinking that P2W is the name of the game, because characters with full rank 2 rares can dominate a match of rank 2 unique characters in equal numbers and even more so when there are more players against less. Numbers don't matter that much when you are looking at a less than 10% benefit. Oh and we can do a difference between rare crit void vs uni crit atk 150 +(3600/100 - 2880/100) = 150 + 7.2 = 157.2 now the gain is 157.2 - 142.8 = 14.4% greater. Here's a uni crit atk vs uni crit void. quick math = 150% and there's actually no increase or loss if everybody ran around with uni jewels vs everybody running around with rare jewels. The game won't die, but the economy will get more inline with cost to benefit.
  23. World bosses are meant to be done with a lot more people than just 1 or 2 and loot shouldn't be done solo. If you kill them with the proper number of people and level for that boss, the time to pick up loot shouldn't be a factor. Though maybe they could decrease amount of junk loot? I know that even on bosses in Amara there's a lot of junk loot that I end up filling my bag with useless stuff and having a hard time getting the stuff I actually do want.
  24. Just a quick look I noticed that you have no def buffs, was that intentional? Because that will make the ME very squishy and easy to kill even if you use crit void jewels and randoms. Are you building for pve or pvp? The reason to ask that is because pve and pvp ME's are completely different builds and even pvp ME's can vary from ME to ME depending on the ME preferred style.
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