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GoddessSand

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Everything posted by GoddessSand

  1. I don't use them so I don't have them. why would I use CV as a SW?
  2. Well, watching players hide on their bikes or go from arkana to bike is seconds during a match is a cheap move and 10g is a lot just to catch them and 10 silver each would be my preferred purchase price and won't by for anything above that just to catch somebody who uses cheap tactics to win.
  3. Why am I getting crit atk values bellow 200 if it is supposed to only be 15 or 30 bellow max beta which max beta is 240 right? 240 - 30 = 210 and I am getting 180 values that's - 60.
  4. Huh? How am I getting Crit atk, crit void randoms with Gamma bellow 200 if Max Beta is 240? Also, having some other stats like Crit rate and eva bellow my Beta stats?
  5. @DrDieLess and @Vivi from what I am gathering from the randomizing I think I figured out the problem players are having that I have heard as well as I find annoyance about the gamma random values. So, those randomizing gammas are getting stats of Beta. From my inference it seems when the max random was increase the min was increased by the same multiplicative value. So, going from Alpha to beta the max got doubles and the min got doubled, which would make the min value of Beta the max value of Alpha. However the flaw I see occurred with the Gammas. Since tripling the max and min of the Alpha min and max to get the gamma stats placed the min of the gamma bellow the max value of the betas unlike how the Beta mins when above the alpha max. To explain how I see it let's look at this Alpha - 1 x (actual value) = alpha min ~ 2 x (value of min) = Alpha max Beta = Alpha x 2 - 2 x (alpha min) = beta min ~ 2 x alpha max = beta max Gamma = Alpha x 3 - 3 x alpha min = gamma min ~ 3 x alpha max = gamma max While Alpha max = beta min, the Beta Max > Gamma min due to the calculative issues of having only 3 times the alpha min instead of 4 x alpha min to equal beta max. What if Vivi for gamma minimums make them 4 times the alpha minimums so that players are not getting gamma minimum values bellow beta max values? So, it would be like this Gamma min = Alpha min x 4 Gamma max = Alpha max x 3
  6. I was thinking that there are lots of players struggling to get certain items they want/need(in a way) because the system isn't dropping that particular item and they keep getting the wrong item. What if there was a way to get a craft items like we do in DMHM to make those items directly or use an alternative craft item to change one item into another? Like I have a unique Hellfire earring, but I want unique Wizard ring, if I was able to obtain a craft/conversion item(s) I can make that Hellfire earring into a Wizard one. Likewise for those in lower levels who want a specific necklace but keep getting the wrong one they can craft one completely or convert one into another. This could balance out price differences between gears like how unique Hellfire earrings are much cheaper than unique Wizard earrings. If I wanted a unique wizard because of the prices of them I could just take a hellfire and make it into a Wizard or some other earrings. Likewise do the same for all levels for gear and what not. Though it would also be nice if we could use the medals of each level group to make unique accessories from the rare ones as well for that level that the medal is obtainable. Because medals are obtained also through pvp inside BGs that could increase attendance? Thoughts players?
  7. So, special gear from BG's is the concern here. Lvl 50 to 59 has ways to get all the gear you need for that cap as well as unique costumes and weapons skins without needing to enter a bg. Did this change? I don't think so. Now, we are concerned about lvl 30~49 lvl caps right? Where uni rings, trinket, and necklaces drop in BGs, is that right? What if Vivi instead created a crafting system for that which you can have a longer route to complete tasks outside of a BG or get them more quickly by entering them hourly if they happen. By this I mean you can spend 15min in a bg to get these items or you have to spend 1hour outside a BG to get the same quantity. That way if you don't get in a BG you still can get those items right? Other paths would be world bosses in PvP maps drop them as well either the gear itself and/or craft materials for them. The craft system would be so that we can get the item we want rather than several items we don't and not get the item we want.
  8. No, I don't like this idea. The reason is that if 3FK register and 1RG register, then the battle wouldn't recognize the kick system and kick the 2FK out. Having less people vs a zerg matrix kill force will lead to this scenario as follows. Being in a BG when 1 person DCs and the other quits, that one person still there gets the crap beat out of them till the end of the battle unable to loot and unable to do anything. You can thank players who don't give a crap about kindness and letting that one person get something. With the upcoming fix of removal of the point system or at least the minus point system that should encourage players to complete their pve tasks quickly rather than the BS wait for the other side to kill the chest first and afk after or at least add another pve task(s) where both sides have to battle for it to keep from losing the match and prevent afk players. I just hope they make the pve tasks easier to complete for those who are solo and not as capable of quickly tearing down those tasks in seconds while others take minutes being fully geared. In the current state for TP and Siren not making the guards so OP as I watched a Solo WH struggle to kill the guards but still not have the DPS to take the chest quick enough was painful to watch. I would like to see greater numbers of people entering BG's too. Though lower numbers means I get more loot, but I don't like the AFK to win scenario as I would be more obliged to let the other side loot first then pvp after if it is forced rather than kill them before they complete some tasks to win the bg and afk after. It's the whole AFK play that I think pisses a lot of people off as well as being out numbered. While some also get annoyed by having under geared and/or very low level player on their side. I like winning or losing on a fair match, not this uneven teams BS where one or more players who are heartless toward anybody in opposition prevent them from completing several tasks. For players who are going to get pissed at me, I won't stand for the let the other side take the chest first afk scenario. Players known to do that I will prevent them from taking their chest. How? Oh there are more ways than 1 to skin a cat. You want to improve pvp in BG's so they happen make an alt like I did. Level said alt up like I am, gear said alt like I am, and enter said alt in bgs like I am. The only thing it takes to do this is time and that is only time going from lvl 40+ to 65 right now. If people want to say I am a rich man if I can gear 2 toons. I've fully geared 4 toons (one missing +12 helmet and suit because of a lack of SG for these NT items) as well as help gear many new players and players who are at cap. How do I do it? There are two ways I see this being done, time is the biggest key factor as you have to put hours in on that character to get it certain things while your main toon is at cap not needing improvements, you work on the alt. For me I found that I was able to use one toon to help the other and vice versa. But the two ways are run as many dungeon runs as you possibly can for gold and buy AP items from players who sell them, the second buy your own AP items with your own money. If my RG toon can lay the smack down on a FK player, they need to improve their FK toon as my RG toon isn't as geared as my FK toon. I believe having done that has helped to also improve several players on the FK side by learning what they are not doing that they should. Do we need to do this type of scenario? Nope, we don't need to have a BG for the sake of loot. Just add the loot to DGs like how one can run TA or siren/2nd ark/SP and get uni costumes and weapon skins then the lack of BGs for missed loot isn't really missed it's just the pvp breaking up the mind numbing pve aspect. But they could increase the drop rate for the BGs over the DG so entering will increase the chance of a specialty item over just running DGs. Mind you not to make the DG specialty item drop rate too low.
  9. @limeox time to add a king of the hill scenario.
  10. @limeox You've given me an idea about guards and chest, I'll have to test it when I can play again since I am out of town and something is blocking the xigncode from getting through, though it could be the built in windows 10 AV software. The concept I think about preventing afkness would be to spawn 2 sets of guards around a neutral chest in TP and in siren add points to the different bosses that spawn. In Janus nerf the guards so they can be killed easily again. As for Soccer pitch adding points to the jumbo ball and the large gold ball will keep players from staying in spawn for a win. They can afk all they want for a loss, but to afk for a win is cheap tactic and poor playing. Still need to keep have guards in SP so weak they are can't kill attacking players while the other side hides in them. NB however is the only map that needs guards more OP and only the tunnel of spawn entry. I do think the minus points should be taken away in TP and siren, the points given maybe not give so many from the chest or guards so that one can pvp still but not have a 30 point disadvantage to try and make up if they are on the last chest while the other side burned through theirs as well with the current state of TP I would suggest still reducing the HP of the chest back down so one player can kill it in decent time instead of having one player burn through all 3 while the other struggles to get through the first 2. I'm not that cruel to kill a player that is barely getting through 1 chest as I have seen a few players in the 60+ tier barely get to the chest and I had to show them how to kill the guards so they weren't getting both guards on them and getting killed by both at the same time.
  11. I did warn of this behavior a long time ago and I love the GS's response to it. I wonder if they tried to help find away to solve the problem before TP was released for 60+ as well for those below 49 cap and lower -
  12. Here's the problem with AK, it is zerg will win along with NB. The one AK I enter a week, the side with the most players and/or most geared players will win(the most geared side wins only if numbers are too close together like 15 to 13 not 15 to 8). You can point this and point that away at it, but really the zerg will always win. An idea I had was to flip the towers so FK had to plant the flags on the RG side and RG had to plant the flags on the FK side. Though zerg will probably win this still, it would be a change up from the same BG every time. That is if this can be done without source, but Vivi would have a better answer for that. Would also be interesting if there was just 1 flag that drops from Urka the entire match or some place at random for players to get but it would make it harder for a player to get wings. But I would like a buff for removing the flag or at least have holding the flag give a survival buff or speed buff(a survival buff is better). Guards in 60+ AK still need to be nerfed more, they were nerfed once but they are still killing players more than players killing players.
  13. @Vivi Players are not entering BG's in high numbers just so you know. Most I have seen is maybe on the very rare 4 vs 4, but mostly I end up in there with 1 vs 1 or 2 vs 2. So, Janus, Turnpike, and Siren currently are heavy pve point wins when there are only 1 vs 1 or 2 vs 2. Also, 2nd ark has a 15 point increase during the battles that the chest spawns, which this battle is still broken for 60+. All battles also rely on lowbie winning by default if score is 0 to 0, which when no points can be obtained they afk the entire match which are soccer pitch and 2nd ark when no chest spawns. There are some battles where score can be tied like lets say 5 to 5, but winner will be the one with the least losses or when one side is under level compared to the other. This issues I find with battles is that if one side gets 1 point they will go stand by their guards that will attack for them and have really high chance of survival because guards can 3 shot DPS players while tanks can just walk through the guards and it gives those hiding in the guards easier chance of killing them. I keep mentioning that guards don't help the PvP aspect because winners will hid there till match is over. On a side note I am getting pretty annoyed with being unable to register on the FK side because RG aren't entering and then FK players like Akan (CB) and xkiller (PU) {yes I am name dropping here because I face them more in BG than others that do this} can DPS all three chest before the SW fully geared (though no unique jewels not that that shouldn't make that much of a difference) can take the 2nd chest. Xkiller and Akan will wait for me to kill the first chest then kill the other 2 faster than I could, Xkiller will then go afk and Akan will then attack me doing the 3rd to keep me from getting it. Akan will also kill all 3 chest then attack me to keep me from that last chest, I end up being unable to kill the chest because the DPS needed to take the chest since the increase in the chest difficulty and he can respawn quicker than I can take the chest(as a note PUs and CBs can take a chest faster than a player can spawn). Reduce the difficulty of the chest back if you are going to remove the PvE win aspect please. My suggestion - remove all points from PvE aspect but 1 point, don't allow negative points. So, where they get the 1 point is from each chest in TP, Siren, and towers in janus only. In 2nd ark bikes give 1 pt each and tower gives 1 pt. Guards should have points removed in TP, Janus, and Siren. Also, in Siren and TP no points are subtracted on the other side for killing the chest or guards. In Soccer pitch 1 pt is given to the gold jumbo ball and maybe large gold balls not any of the small balls. These 1 pt scores are to help prevent AFK players from the start of the match from winning by default. Guards in BGs need to not have high damage or at least reduce their acc/ch-acc so the Eva and Ch-eva can kick in for those that don't rely on resistance, def, and void buffs to help players attack those hiding within the guards to make win easier for them. I also think that the debuff quatity for deserting is okay, but due to the DC's that players are experiencing during the battles of no fault of their own the time is too great and should be put back down to 8 min or at least 10 min. I would only agree to the 30min length if the debuff values were reduced and not as high as they are so a player can still do something instead of having to wait out 30min after a DC. Personally for me with other characters I can play the 30min just means I go use a different character till the debuff is gone, but it just sucks when one gets the debuff that high when they dc. Okay, sorry for being so wordy as I like to explain my train of thought to help understand what I see going on and how it effects the game.
  14. First there you go again telling me what you think i don't know when I've said I do and you should just accept it. Compiled code and source code is all computer language right? aka code. Sudocode does nothing absolutely nada with reguards to the fuction of a program all it is is information inserted about function of each section of a program. I can write an entire program in sudocode, but that program won't perform the tasks of the sudocode right? The explanation I gave was that one can insert sudocode into a text file and all it does is read like human instructions on what the section does, what alternate values will do. If I was in Vivi's shoes I would take and copy all the compiled code/program and paste it into a text file or if it has to be an image file and make notes called sudocode about what it does. Constant belittling me about what I know and what I've done/can do by one who knows nothing about my background astounds me as you "applaud me" for having written what you think was just a few programs. When Vivi said that she could make a unique gear function just like a legendary gear was really all I needed from Vivi and the rest was just good information from her and now people can make even more suggestions knowing what can and can't be done even more. Like suggesting to add another jewel slot or suggest not to go that route. I didn't know if it could be done at all and having Vivi say it can players can then suggest it or how to make it happen. I went through point by point wanting to understand what she can or cannot do. I didn't need a lesson on code about my comment on creating sudocode separate from the main program's coding. My being upset is because your comments are belittling as well as full of lots of false assumptions. But I accept your appology for not knowing what I know and the assumptions you made about me.
  15. I don't understand why you are telling me this, i got the point from her like months ago like months. I understand code and i understand what happens after code is compiled. You keep repeating information i get, i understood without your explanation, I'm not stupid dumbhead nog nog. Why you keep trying to explain this I don't know. I understood what vivi was saying and the whole point of my suggestion was to ditch the exclusive legendary gear slot and just make super ultra mega elite unique gear that equals the stats of the legendary. I was just curious if what she can do with unique gear to do that and what possibilities can or cannot be done with what she has done. The further explanations beyond what vivi has said is completely unnecessary. She's awesome and I'm sure she's doing the best she can with what she has. My comment after was just a conversation piece that I hope she's doing nothing more and no further explanations neccessary about code and what it looks like.
  16. @Jade I completely understand this, but one can copy what they are looking at via highlight and paste it in a note program add text script there about that section and save as a text file when you then open up the original code you can have the text script file open so you remember what you are looking at does. That's all i was mentioning. If you can't hightlight screen shots work and add notes in a photo editing program like ms paint. But I just hope she's making it easier for her by taking notes where she can so she doesn't have to keep going back. As little as i wrote programs in college like 8 years ago it became very clear to have sudocode all over the place so you don't get lost with what does what. I get she doesn't have source, i understood that from the second she mentioned it. But I don't know what code she is looking at once the source was compiled
  17. Hopefully you can and do put in code notes where you can. Not sure what the code looks like for you, but I remember programming in Java, C++, and Fortran where you can add code that does nothing but explain what that section does if you are reading the code. If you can't do that then hopefully you are copying what you do see the code and putting notes about it somewhere. Sounds like the biggest pain the ass. But thank you for the explanation and others should now see where the issues are too.
  18. The fact that there are points given for the chest at all negates the need to players to PvP once the chest are down so they afk for the win unless their win will be negated by the other side that still needs to take down a chest or two as that's when PvP happens. It happens not that they are preventing the other side from loot, but from winning. As much as I like that map for a bg, the point system kills decent PvP as well as the few players that enter. 1 PU or CB can out DPS 2 SW's on chests and that to me isn't cool.
  19. Most players will either wait till you take the chest first then quickly take theirs and then afk for the rest of the match. Others that can burn through the chest take theirs and then prevent others from taking theirs because the chest are too high to kill it quick enough even for being fully geared. CB's, PU's, DE's and WH are among those that can take down those chest without focusing on the Guards. The SW due to the guards high acc/ch-acc their eva/ch-eva doesn't even phase the guards attacks and damage is done at full strength because the SW doesn't rely on resistance or void/def. I am unsure about SE's in that bg with the guards because I am usually in the bg with them and take the guards down with them before the chest like I normally do. Patterns of what I see some players do, Let the other side take chest first - finish chests and go afk Rogue WH comes and kills players taking the chest other player on their side takes the chest and WH joins them after the players die because WH is stacked with defenses that are too hard to penetrate. Players kill the chest quickly because they can out dps and speed through the chest and then go kill the other players to keep them from the chest. The PvP all stops mostly once all the chest are down and only a random few players will PvP after just because they don't care about the win or lose as long as there's some fun. I wonder if winning or losing you get the same reward will increase PvP in the BG's because most want the extra stuff for the win and when they have the win they afk for the rest of the match. I've talked about guards by spawn area being too OP which prevents PvP since players stay there so they can say they were in the battle ground. Some players will still stay up in spawn area and afk there, the fact that they do this and it is against the rules as much as I hate reporting players for this that does need to stop or they need to not enter that bg. But all guards in every map needs to be nerfed back, not sure why somebody thought increasing their damage output was a good idea? The guards can keep their difficulty to be killed, but their damage output needs to be reduces so badly especially in Janus, AK, TP, 2nd ark, and Soccer Pitch.
  20. Thinking all day about the super ultra mega elite Unique gear also known as Legendary gear. @Vivi So, you talked about the client having issues with the Legendary gear. Thinking what could be so different from Uni and how to work around that. Stats - those are able to be altered from gear to gear as you have shown the difference between pvp and pve gear at end game. Look - this can be altered from gear to gear as you continue to impress us with your design efforts. Enhancement stat values - Now I am not sure exactly how this work, but this seems to have been altered for end game gear. But this is where I want to clarify what I am talking about. If you enhance rare gear of lets say delta gear the enhancement stats get so much of a value, when you enhance uni delta gear do these enhancement stats equal the same as the delta per level or are these altered? The icon color - We have green for magic, blue for rare, and yellow for unique. Does making it red for Legendary cause an issue that we should just stick with the colors that currently still work and just add the Legendary onto the gear type name thing so we know it is Legendary gear? Jewel slots - Correct me if I am wrong, but doesn't the GM suit have 4 slots for ordinary jewels and 3 slots for ancient jewels? Was one of the things wanted was to add the extra jewel slots too? If you were to pick just 1 uni gear item and add an extra jewel slot to it would it be allowed on just that one uni gear or does it effect all uni gear? If we have to stick with uni gear but you can add an extra jewel slot to just one type of uni gear then there should be away to just make a Legendary gear off unique gear types. Not ideal but is it plausible? Random values - Are you looking at altering random values too and that is causing issues? From what I can tell We can forgo trying to make a different icon color for the legendary gear as cool as it would be to have an alternate color, we as players can just deal with current colors. You can alter the visual look of the item when worn too so that I don't see much of a problem. With Stats, could you not just make a gear with whatever stats you want? So, why not take the uni gear and increase values and add or not more stats to each new unique gear? To get this new specialized unique gear we will call Legendary gear one would have to destroy older unique gear through the crafting system to upgrade right? Concept seems simple enough, though the programming part might take some doing. With enhancement stat values - are we wanting to increase those stats higher than the current unique enhancement stat values? We as players can deal with what can and cannot be done here, but if you are looking to increase those enhancement stat values then what would need to be done and can it be done later? I would be good with what you can do rather than what you can't do. Vivi you've worked so hard to try and make legendary gear, that if it can't be stand alone legendary gear, why not just move all the stats onto a unique gear and call it Legendary and call it good?
  21. @Filomena You can also correct the gold coins drops. Disguised Ship for lvl 61+ also drops 1, 3, and 5 gold coins, though the only place for a lvl 60+ player to get 10G coins currently is from AK. Though I still recommend storing the coins as you get them till you complete the achievement one can still level to end game and not be afraid of not completing that achievement. Also, if you could I would add the name of the title that is given from each achievement that gives a title. I know it is a lot of work, but it will help players to know which title to look for instead of going through each title till they find the one they got that they want to use.
  22. Well, what about the suits for right now since we are moving into the new lvl 65 suits the kappa suits are removed and just sit in our inventory until somebody wants to make the sad method of salvaging them or using them as narak. It would be nice to sell them or move them over to other characters. Edit: Though I don't know why not to make them the Kappa suit, bangle, and Helmet that we farmed to create, not given free, to allow us to trade them if we can trade all other non-free gears including the lvl 60+ gears that we created with medals?
  23. So, there are players that leave the game running and take one high level overly geared character, team it up with a character they want to keep at level on their alternate account and enter a low level dungeon. The character that is high level and highly geared goes and gathers all the mobs it can and brings them to the re spawn location. While the character that you want to De-exp strips down to basically no gear with stats and no pets and stands at re-spawn point. So, when the higher level character comes back with the mobs following it won't ever die from the these mobs, while the other character does. The player then shuts off the screen and goes to bed and when the player wakes up in the morning de-exp tasks is complete and no time wasted while sleeping. That's what people do. Not sure why players would want to de-exp if you are farming with them because the higher level you get the more gold you get as well as it does become easier to farm once you are at level and gear for optimal farming.
  24. um? More like just lvl 50 cyberskins and uni lvl 57 lingerie. I haven't seen a costume drop ever. Amara mobs drop them. There is a replicube given if you destroy the hauler. You can complete the kill the Communicaton tech that is supposed to give you the same replicube, but it doesn't give it. Though we haven't been able to complete any of the escort quest in Amara, just the kill/destroy ones. I mentioned it again in the patch bug section. I have this concern too and also reported it again since it hasn't changed as well as janus dropping level 2 hypovial packs instead of lvl 3 like lvl 50~59 BGs do. I am hoping that if they do it little by little it will all eventually get fixed. Vivi did list the bugs that they are aware of, so I decided to add to that list so they are aware of them as well since they didn't make the list.
  25. The only real PVP going on in the game is in BG's. The sad part is that most players who lvl'd up quickly stopped playing just as quick. Those who have taken their time have stopped playing or really trying to level up, let alone there are still certain aspects of the game that are still not working right. Take Amara for instance, players can't do the quest in Amara other than kill the hauler, drops from the hauler are non existent for Amara when Viledon hauler quest has drops, not to mention there is no reward for protecting the hauler, killing the tech, or protecting the tech because those quests don't work still. Sure there's the replicube that is supposed to give medals, ancient spanners, and ancient jewels, but can't get them if nobody shows up and if they do the chances of actually getting a decent reward is very slim that after 100 replicubes all turning into useless pots people just stopped caring about them and they just do the ellis quest if they are still active and have a toon that can complete them. Now we have Dailies in DV that took me with 1 toon over 2 hours to do all 3, not doing that again even if I can get 2 medals each quest, they are just too much effort for too little reward. Sure you can lvl up doing them, but it's quicker to level up some other way and get medals from BG's. As players are actually PVE focused, running DS repeatedly if they are level 61+ or DMHM for crafting material for second set of gear or what not. BG's have started to become much like they were before the level cap where players won't register and it ends up being a 1 vs 1 bg where either you are OP enough to kill the other player or the other player just hides everywhere to keep from getting killed. The idea however that I purposed for the changing of the stats on these Pet Data Chips is to make them more valuable to the player and players would want to purchase them. Like Vivi said making them too high is a bit much, which I can agree too, but their current state is too low to make them even worth the price in some players eyes. Just because they are permanent and worth 2k in AP is a decent price for 100% perm booster that can be upgraded to 200% because it stacks onto the 300% from hyperchips and the 1k% or less boosters that last an hour, which will give a player 1500% exp boost for 30min and 1200% boost for the next 30 min following, which isn't that much but can totally make farming exp worth the effort for just an hour a day. What I am seeing in this game isn't pvp, I am seeing BG's being empty because players are too busy farming because they don't want to enter a BG where they most likely will lose due to being under geared or lack of support and just have players relentlessly farm them over and over where the score is 50 to 1, which happens on both sides depending how well geared one side is over the other or their level difference(which does make a difference because they lack skill points as well as skill caps are still unattainable for curtain skills due to being lower than the skill that you need to be to max them out. If you haven't noticed AK 60+ is not a PVP battle ground any more. NB 60+ is still just the same as I have yet to hear if FK has won a battle in at all by taking Helios and not just the fluke of actually them being able to kill more RG players than what RG players could kill FK. So, when I hear players wanting PvP there hasn't been a call for pvp over anything except players who randomly start something.
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