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GoddessSand

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Everything posted by GoddessSand

  1. hahahhahahhahah. First thing I thought when I saw this was next up dresses for the CB outfits. HAHAHA
  2. making those Tradable means less people who need to enter BGs for them so less people to PvP for them. The AP ones that are tradable are just fine and should be this way for players who want to keep playing so that the game has some revenue from AP items.
  3. Well, aside from the lore of the game and how Free knights broke away from mother and the royal guards being more loyal to mother. We still end up doing pretty much the same thing despite our loyalties to mother. However, if you look at what they are asking, it isn't about changing old content. What they want to do is to make other distinction between FK and RG, like glow of +8 gear and up being different for FK and RG rather than we all get the same glow. Though one type of items that set the factions apart are the cyberskin(aside from a cyberskin at some level somewhere). The other thing they want to set FK and RG apart are the buffs, where RG get all def buffs and FK get all atk buffs or something like that. Not sure how fair that is to give one side more resistance, because the higher a player's resistance is the less ch-atk they are dealt till their ch-resistance gets so high that it doesn't matter how much ch-atk a player has you still dish out 0 damage because Ch-resistance is a % off ch-atks and if their ch-resistance has 10k after ch-pierce that's always going to be 0 ch-atk.
  4. I'm am aware of the number of players with lower level toons, why else are higher level bgs and amara empty while lower levels are also getting players for pvp in Viledon. I am wondering when bosses in Amara are going to be worth fighting over by way of loot being changed to something better as well as their level being lowered so players feel like they can pvp for them without being a huge struggle against others at the same time without zerg force, saying this as bosses hit hard and not as if it should be easy by any means.
  5. RP caps off at 50k a day unless they do double resets which I, like many others is against double resets. Also, if you make RP a requirement for most of the needed purchases then players will never reach archangel rank. But hey I will reach it later today when I farm RP again so any RP after that is no sweat off my brow. Increasing RP and removing RP loss would be great and all, but making players purchase items through RP is pretty stupid because higher ranks do get better stats, just like being higher levels. Just look at the HP gain between an archangel and a cadet or spiritwalker. Lack of PvP is why so many players stopped playing at higher levels, we don't create lower level toons like so many others for pve because we can pve at higher levels easier and rewards are better. But should we use our higher level toons to feed lower level toons for pve would be a waste of time and if I were to do it your precious pve friendly safe zones would turn into pvp farming for me if I wanted to farm a bunch of under geared, under level, and under skilled players that rely on higher level toons like myself to kill event bosses for you. Waste of game removing pvp aspects because playing against players is more challenging than playing against a game setting. Now wait you want to increase RP from PvP and remove RP loss from PvP, while making things pve instead of keeping them pvp inside pvp zone? Makes no sense how this is supposed to help if you aren't killing players in the first place. yes, there are times when the reward system can be beneficial to only the winning side, but that's part of the point of bgs is to win through pvp. There are players I don't mind having a tied game with, but part of what caused the players to leave is the lack of pvp.
  6. I think they want to make one side get certain things and the other side get other things. They mentioned RG getting all the def buffs and FK getting all the atk buffs. Problem is Def buffs are more OP when you look at players getting resists above 10k as that reduces any ch-atk down to nothing and doesn't matter how much ch-atk you have if the opponent has a sum total of 10k ch-resistance after ch-pierce is applied. Even 9k ch-resistance is pretty op, and then you add on Void and def to that, it wouldn't matter how great your atks are, you couldn't hit them. With RG's having a ton of WH's you'd just see them pull FK to death. This idea is no bueno(no good). Stupid really, but I guess with nobody really thinking about after effects we can all come up with some pretty stupid ideas.
  7. try salvaging rare gears or entering BGs. Kappa and I believe Zeta rares give lvl3 hypovials. They all have some amount of Pet Food, cluster levels for the gear, stardust, and so you don't need to buy them specifically just salvage gear. Besides players probably still need to salvage 2,000 gears if you are going for the title to help your ME or going for the Infinite or the One Titles. The other options is to run a few DGs killing everything or enter BGs like players should and you will get everything you mentioned that you need.
  8. I say no, don't do it. The ways to get blue clusters are to join BGs for 60+, if you need them sign up, too many not signing up already having logged in after work and before bed BG attendance was 1 vs 1, because all that signed up was 1 on each side, with the exception of a 2 vs 2. Making them tradable is backwards to increase BG attendance and PvP. The other clusters require players to salvage gear or attend BG, gear is not NT so why do they need to be tradable if they can get them without needing to trade them. Napalms need a CD down to 1 hour put back, not sure why they made them 24hr use because it's not like players could use more than 1 in AK or NB as if they need too and PvP if it ever happens and happens for longer than an hour then let them use a Napalm again. Personally 30min CD work better on napalms so to allow NB 1 Napalm per player per match and 2 napalms per player per match, not that zergs need napalms.
  9. Considering they do drop in DS, I would like to do that.
  10. @Vivi So, during the last event every player I talked with was very frustrated over how the unique costumes that dropped were NT. I don't want to hash that out, but we also talked about wanting to increase unique costumes in game. The way some of us see them as once we have 1 we can use a rare costume obtained from AP players and a unique grafting tool obtained from AP players to graft these costumes onto the unique costumes so we get the stats of the unique costume but have the look of a rare costume from AP purchases. I know that this game doesn't want to be a Pay to win, but this wouldn't be a pay to win scenario. The unique costumes already drop in the game just not very many drop in the game. Should the unique costumes increase in abundance for players to buy, it would increase a demand for rare costumes from weekly mystery box and sells in unique grafting tools in AP mall, which I would think cause an increase in revenue to maintain the game by being able to pay for the server space, staff, and maybe use it to continue promote in game players to constantly work at getting more and more of them so they can keep a supply of costumes to change in an out of. Second, I would be curious to know what other player's thoughts are at creating some new unique costumes specific to their character build rather than the 2 choice(Though i saw a 3rd choice during event). Some of the combinations I can think of though could be altered or not used at all are as follows. That is weapon skin choices in the following way each of the following a character can have a better benefit for them - crit atk and crit rate stats - ch-atk and ch-acc stats - atk and acc stats - acc and ch-acc stats - ch-atk and atk stats - increased healing stats Suits and helmets stats types - resistance and void - resistance and HP - HP and void - eva and ch-eva - crit void and crit-eva Maybe we can get community feed back as to see what they like, then the GMs and GSs of the game can discuss viability and if it would cause one character to become too OP or actually help them from being an easy kill or make it better for them to kill. But again my original thought is to increase unique costumes and weapon skins so players can obtain more and more of them to graft more and more costumes together for better looks and increase revenue for the game.
  11. @Vivi So, with unique kappa gears dropping in DS can we also have mobs drop rare kappa gears or a rare lvl 60 items that we can salvage for certain items too. This is so we can have more items to salvage from drops since most other dungeons drop rare gears in high quantities, it would be helpful for people trying to get the salvage achievement at the lvl 60+ cap. Was thinking that replacing the all unique kappa items that drop in DS and amara bosses with a unique helmet like that from the salvage achievement but for lvl 60 players where when salvaged will give a chance of the following items Chance 1 - jewel replicube, clusters x10, red and green gems (10 each), napalm Chance 2 - jewel replicube, clusters II x10, red and green shards(10 each), napalm Chance 3 - 2 jewel replicubes, clusters I and II(but 5 each), red and green silvers (1 each since they aren't as needed as the others and we are getting 2 jewel replicubes instead of 1) Chance 4 - 1 ancient jewel replicube. (suggest trying to make the chance for this around 10%). Chance 5 - 1 SG (either a straight up SG with 10% chance or the replicube with the same chance) - would prefer the SG over the SG replicube as it's like we spent gold for a salvage then only get 1G from it all. on a side note would like to see lvl 60 clusters and naplam so we aren't using lvl 50 clusters and naplams any more.
  12. This should be a ticket placed under bugs or at least tag @Vivi in it like that.
  13. reguardless of reason for leaving, I think the debuff for 30min is too long and/or the debuff is too high. I say reduce the time or reduce the debuff. It's a stupid punishment and if it was me I'd still leave if I was going to spite a person. The fact that guards can't be killed by many shows that they are too high to begin with as well as the chest when you watch under geared players take them with ease but fully geared players take awhile, you should note the imbalance there. I'd also leave if pvp is stupidly out balanced. But I guess you're right let those who would afk in a bg for 15min because they can't do squat sit there for 15min and have a ban reported on them or go afk for 30min for deserting or because their game shut down(thanks to mother). What's next report players who desert a BG and ban them? We already have a small community, but I guess that ban/kick stick can be fun to use especially when GS's dislikes a player.
  14. I'm confused, what's the problem? All I see are great looking images. Nothing left to see here time to move along or keep looking at the images for something, I guess if I stare at them long enough I could go blind maybe?
  15. Looking through this, I believe somebody needs to go through moving each class into their own topic like suggested so people can discuss that class specifically about their build instead of going through the post looking for their class. Next I think somebody should really identify if they are using current skill trees or not as I question the validity of the SW skill tree use for DPS balance as well as some of the other builds as I think the lack of passive atk is bad. I say that because the passive atk increases the atks of even the weakest skills without even having to put points into that atk. So, while one uses several skill points in one atk the passive should make up for that by not needing to put so many on certain atks and then one can use those other points in atks that add to the player's crits. An example is catfight you can only put 1 skill point in it, but if you use passive atk you are essentially increasing the atk value while you can't add more skill points to it.
  16. I think they want to make (standard exp + 1600%)x2 exp day? So, like if you would get 3,000,000 exp with your 1600% exp, during that double exp you end up with 6,000,000 exp instead of getting 3,600,000 exp by doubling before hand. But I don't think we need it with all the ways one can gain exp quickly and it just seems like players are wanting to quickly get to end game while also being under geared and then quit or want end game players to help them with gear.
  17. Just get them all and then mix and match them with different builds as with all the skill resets you could have gotten (I have over 7 each character) you can test out what you like and don't like and then keep the others on hand for future needs like leveling or PVP.
  18. What if there was a dungeon that everybody from the faction could enter at the same time and defeats the dungeon as a faction? Though, not have the dungeon available 24/7 only every so many hours and you have so long to do it before getting kicked? Kinda like a BG but faction dungeon runs? or have a level grouping dungeon run so there's a dungeon specifically for each level of players with drops specific for that group? This would have to be done in away where they don't conflict with BGs. However, one shouldn't make these dungeons so hard that when there are only a few players can do it during a curtain time but not so easy that one person can clear it in 3 minutes.
  19. need to fight boss in PvP area? There's Cairn, Behemoth, Asmo, and Helios all standing around not being fought over, if they are taken it's because RG decided to take them. Adding a Boss in PvP map or PvE map(which is currently avoided as far as I know in DV) there needs to be special items that can only be obtained from them and them alone. I suggest they add ancient spanners and ancient jewels, take unique items from NB and AK and add them to the bosses we currently have. Add items to BGs that players can't get in DGs and not have DGs drop all items players need. Players need to do more than just farm DGs for stuff and that was why PvP bosses were created. Gold ball in my opinion are nice and all but not in Mereholt or Enocia and should be in the perspective PvP maps so players can't go after balls that are not at their level. However, I also think that they shouldn't be in clusters greater than 5 as I do feel that maybe they could help players with enhancing gear with added Narak to them. When it comes to events I think one must consider why they have them rather than just have them. Like Halloween and Christmas events gave us a chance to get ancient spanners/jewels, collect replicubes, unique earrings, trinkets, and narak. What would be nice would be having a calendar that have events on it so players know what is coming up and when. I get posting it on the forum to explain it, but I did like Aeria's calendar that showed upcoming events and patches(only when they had them done just when they expected to release them after testing). I do think it is part of the server as well as your system because the sever isn't probably made to handle as much as many other gaming servers that host lots and lots of games. Though I do experience game shut downs, they don't happen as often as they used to with Aeria, but I would like them either go back to the debuff stats they used to have or reduce the time back to the time they were at because many players aren't leaving the BG on purpose and being DC'd. Though for me I just use a different account during the CD and Debuff period of the BG when that happens to me though pissed that I got DC'd during a BG in the first place. As for the gold ball issue she did say the clusters of them shouldn't be as much as they once were where you couldn't even move due to the loot all over the place as well as the balls. Curious if this comment is going to get removed as I feel I made a comment before that either didn't get posted or somebody removed it because they didn't like it.
  20. @Viviwithout adding another official BG in the game, what about a map with time limits of when one can enter in the game with a time you are allowed in and a time you are allowed to stay? For instance the blood portal in Viledon spawns once every other hour and is there for so long before it disappears. Not using this map, but what about that map you had planned for a BG doing the same thing? You have a portal show up stay there for 15min and then close and kicks people out. There is no reward for so called winning or losing as you make the map pvp task oriented and needs to be done in a given time limit like a BG but ends with players getting kicked so there is no point for players to show up and afk for some sort of reward and not helping complete a repeatable task that can only be done inside that map. I do see a potential for zerg bg, but maybe there's away to allow those who have less people still do some of the tasks in that map? A good map I was talking to a few players would be Caergate, replacing all mobs with random selection of RG and FK guards that are not so OP they kill people in 3 hits, they are weak, but still a problem. Tasks to complete in said area, kill guards, kill so many opponents, and faction wins titan doing those give stuff. The sub level bosses around the map are FFA faction based and faction based chests that are located where escort in that map end with guards around it to kill as well. This must be done in 15min before getting kicked and with titan being the main focus for reward it would seem players would go there first but the reward needs to be beneficial. The mid level bosses can have only FK guards around two and RG guards around the other two but the bosses can be killed by either faction so if a faction wants to take more than what their guards surround then they must face them against FK players and their guards to take them so as to zerg force can't just take everything so easily. I would like to explain it better but it is late and I need some sleep, but could creating an unofficial BG be do able if players are only allowed in that map for 15min and that map only shows every 2 or 3 hours?
  21. You mean Dragona? Possibly and then just fit the characters with costumes inline with SB costumes, but still I would think source code would be needed as Vivi I think gave up on introducing a new BG into the game and might run into the same problem with a character. Though I don't think she wants to add hours on end in creating gear for new characters as it takes her a long time to create gear for the ones we already have.
  22. This discussion was already talked about and pointless to make due to the amount of work required just for Vivi to create gear for the current character selections let alone making new classes and then adding a skill tree for them would be too great of a task let alone impossible right now because I am sure it would require source code as she hasn't/couldn't get a new BG to register in the game. Let's just worry about improving player base and also improve the PvP aspect of the game that is lacking balance and players.
  23. Well, that's why I did mention making a techno-mage and an archer can use a bow that creates an electrically charged pulse similar to a gun. But still time to create such characters would be to great for Vivi with the other things she is working on as well as her support staff that are helping her on those other things using time to do other things more important for the game. If she had a person who could create work on these alternate character types so she didn't have too would require a greater player base to justify spending money on a person to complete such a task even if it could be done without source code, which I would guess does require source due to several game changes that would have to be done.
  24. Well, I was hoping for more drops than I am getting too and find this with a tisk with all that was done was increase those drops from 0 to 1 per boss to 0 to 2 per boss while mobs in lower levels still drop them by the groves. Maybe so, but the problem I see isn't that players would become rich as that would be contrary to what would happen if items were trade-able instead of NT. Economics state that the higher supplies lower prices, so the more something is NT, means that the Trade-able items end up being less common and thus prices can be increased on those because players who struggle to even get NT items are forced to rely on players with trade-able ones. This will actually cause players to become rich and the reverse effect of what the event was designed not to do. If items were trade-able then the more people who have them would actually lower the prices of these items and thus not make people very rich. Take for instance the prices of Hellfire earrings in AH, there are tons in there and prices are so low one can hardly get rich off the sell of one in comparison the the price of wizard earrings where the quantity is so low that prices for them is really high thus a player can get substantially "richer" in the game over the sell of 1 wizard earring. So, why are unique costumes in the first place come unsealed or even NT is beyond me if the plan was to not make people richer because the costumes that are trade-able are sold at extremely high values that the sell of just 1 trade-able item makes a person "richer". If the costumes were all trade-able it would decrease the value of them and thus decrease a player's ability to make lots of gold off their sell while still allowing players to obtain a costume that they could use rather than get stuck with a costume they can't in anyway benefit from because it's not for their character and thus being no different than garbage in the bag/warehouse.
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