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GoddessSand

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Posts posted by GoddessSand

  1. 17 hours ago, enkephalin07 said:

    Try thinking more inclusive. It's a special once-a-year event, why would you want anyone left out of the fun? It's great to have a massive challenge that the most capable can put in the effort and walk away with a trophy they'll fondly remember (and may even use!)

    But is Enocia Field, smack dam in newbie territory, the place to try to crush everyone's nuts?

    EDIT: Oh, and next time, could the dungeon entrances be sexier?

    They have more than 1 event each year. This event, Christmas, and Easter. I wouldn't expect anything spectacular for Christmas, because of working on new content. Though Daddy did say that they will make it enjoyable for all levels. I feel that they need to do something to get more people playing together.

    • Like 1
  2. Unless you are a CB with rank 3 ch-atk% and want to have a 1 hit kill on the center ball of SP, Ch-atk% really aren't all what is cracked up to be.

    You really have to look at who/what you are attacking and what their weak points are, their strong points, and how to get the most damage on them as possible. We can completely ignore using anything other than Crit atk/crit rate jewels for pve as pve mobs and bosses are weakest against the multiplied atks when you crit on them vs just getting a ch-atk hit. So, we can say don't use ch-atk/ch-atk% for pve.

    PvP is another story, characters who are weak against ch-atks that you could exploit more damage through ch-atks are SE's and PU's when buffed because they don't have a buff to increase their ch-resist or ch-eva. The DE, ME, and WH all have high Ch-resist if they want it and that is where you have to consider on using greater ch-atks or trying to go with greater crit-atks on them.  The SW's are pretty much an easy kill using a potato gun once their buffs are gone so using Ch-atk jewels on them is going to kill them when they aren't buffed, but you are pretty much going to kill them if you use rare rank 1 acc jewels too. 

    When it comes to a particular character that may take a good advantage with them against another, I might consider the CB using them against a buffed DE, WH, or ME. The ME however would also depend on which path they took to increase their Def. Not sure I would use it on any other character after that but maybe the WH, but that would depend on who the WH is up against.

    • Like 1
  3. 30 minutes ago, Tropical said:

    Question is, how often do you fail. You can easily fail 5 times in a row with +7 naraks. Has anyone ever failed 5 times in a row with +10 naraks?

    Yes, but I think that was a very bad day with other issues involved with the server and game.

    Just so you all know, I can make a +12 gear with normal naraks without failing once. Though I do end up failing on average around 3 to 5 times with normal naraks, there are the rare occasions that I fail on up to 10 times with them. However, this random success and failures is no different for me than using +7 or +8 gear. The randomness is also no different than trying to make +8 or +9 gear without narak at all. I've made +10 without narak or SG(yes within the past month or two). If you are concerned with using a SG only to result in a failure then consider your success in making a +8 or +9 gear without narak could be compared to using any type of special item to increase your enhancement rate when making +11 or +12 gear respectively.

     

    • Like 1
  4. Just out of curiosity, are you going to fix some of the major problems with certain characters that was happening during the level 54 cap? From my recollection the SW was barely playable at the level 54 cap due to issues with concealment and DPS, not to mention consistent lack of protection. 

    From here down are underlined Statements/question for topics of discussion. Following those are me explaining how I think they would work. If you don't want to read between the lines that's fine, but those underline items are topics I think the GSs and Vivi need to consider in raising the cap.

    As far as new items, can you please space out where items drop?

    Explaination for reason of the question - Players complain about not having any PvP and yet they don't enter BGs. I recommend making all gear craftable, but you get craftable items by doing a variety of tasks instead of just farming a dg endlessly or pray you get the item from a Boss. Like make it more of a requirement to enter BGs to get an item specifically from a BG to craft a piece of gear. That would force players to enter a BG if they want certain gear. Either you have it drop that item in particular or several items used to craft a particular gear or get something from the win/loss reward. Then you have a requirement to enter DGs for other parts of the gear or a particular gear you need. Then you have PvP bosses that drop already crafted items so players would want to pvp over these. Mind you Hounds got a huge increase in difficulty, but the loot is shit so people don't pvp over them because they are too difficult first of all and drops suck so why waste time on them. Find a good middle ground, these could have drops too that you could get from a DG. Mind you I still want to see BG specific loot so players participate in more BGs in numbers. 

    I also recommend fixing Bosses in DV to be more competitive and have them drop items people want without making them too hard.

    Explanation for the statement on DV - I also recommend to consider how aggro works on these bosses because I think the last thing players want is one player on the other faction pulling aggro and resetting the boss constantly and nobody being able to stop this. I think if a player is going to try and pull aggro to reset the boss that they get the brunt of the damage from the boss. The other type who will get the brunt damage from a boss would be those individual players who have the highest DPS on the boss. This would need some working so that a player players on the same faction would want to make sure they pull aggro to keep their DPS from taking damage. But what if there's also a possibility of stealing the boss from the other faction by forming a better PT than the other faction even though their numbers are less. It would require factions to create the best DPS team that they could possibly come up with to take it over just having the greater numbers. If the boss doesn't move so players can't reset it, then it would be best to have it full on attack the player who has done the most damage over the player who pulled aggro.

    I also recommend that if exp farming for hours is going to be a thing, maybe have mobs drop a particular item here for Crafting a gear item. That would add to the items need to be obtained from DGs and BGs so players get a well rounded immersion into the game.

    To maybe make it so daily and repeatable quests for each of these aspects can/should be done in a BG, DG, or farming.

    Explanation of the statement on daily quests -  Kinda like in BGs you complete a daily by entering a BG, you complete a repeatable quest by finishing the BG. This is obtained with an item given as a consolation or reward to turn in to signify you stayed the entire match but that it disappears once used to obtain a craft item so it's not staying in the inventory like the Easter items and you don't have to actually perform the task to complete it daily or repeatedly. These are besides also getting these extra items from within the BG loot system. For DGs you have a daily quest that gives you an item for completing a DG once a day or so many times a day but it also gives you that same item from the loot system. The Exp farming quest would be similar to the current event farming quest where you complete it for Sweets, but mobs also drop sweets, so it's like a bonus for farming a specific number of mobs. 

    Mind you all craftable items wouldn't be just a simple one day and you got it, but maybe like you enter 20 BGs and you can lose every BG but it will give you enough from the consolations that you can craft one item. This amount would be less if you won, but entering is the important part.

    • Like 3
  5. 4 hours ago, SneakyHeal said:

    The actual VNG does not have the source code - meaning they can't add actual brand new game assets they could edit in/etc. They work with what they have already. Aka manage old costumes into new ones/paint on costumes/make mobs into pets/ etc.

    They're already working really hard to bring new content even though they can't actually make new content. Actual SB ended on being lvl 59 cap with probably more than half costumes not existing of what you have now. VNG worked with whatever the game had already to make it playable and add something fresh that they actually can add.

    Actually Aeria ended SB at level 54 cap, VGN added the level 59 cap but used what information they got from Aeria till this last cap and customized every gear stats on their own, that's why it took so long. Personally they could have cut back on the time to make it if Vivi didn't even bother with making Normal, Magic, and Rare gears and stats since nobody in their right mind would use them over the Kappa uni gears.
     

    5 hours ago, enkephalin07 said:

    I like that skin too, and have a stack of them to switch to at any time. But I also like the phoenix's skin, and would like to switch back to them at any time.

    I'm confused about that 'source code' explanation. Are you saying the pet's data -- the model, the stats, the lines of dialog -- was all compiled into the engine itself? I do understand something about how games are developed, so this strikes me as irregular. On the other hand, I've seen some pretty irregular practices when looking under the hood.


    As far as source code, like Sneaky was saying there are certain things that they can't do like including BGs. But could use the Dragona game and integrate it into the SB game, which is why we have the Seona pet because it's a Boss that was integrated from Dragona. As far as creating original stuff, source code is a limiting factor. They can add pet dialogue to any pet, but limited to what a pet would look like in game to game content. Waiting on a Python pet skin drop for my other character. You can make suggestions, but sometimes the answer will end up being a no due to source code.
     

    • Like 1
  6. 8 minutes ago, enkephalin07 said:

    That seems to defeat the purpose of having a variety. The selection of a pet is part of that variety, why should that be taken away for a seasonal novelty skin?

    If those icons are representative of all those pets, then they aren't very tempting. Could they not be improved?

    Not all pet skins are seasonal. The pet will remain with that look till you change it. Not sure what you mean about being improved as much of this game is stuck with what it has going for it due to a lack of source code. I personally like my Seona Pet skin that I got from this event and plan on keeping it that way for that pet, though I would like it just a tad bigger, I just didn't want it to take up too much of my screen or cover items that I might want to physically grab myself.

    • Like 1
  7. On 11/12/2020 at 5:40 AM, enkephalin07 said:

    1&2) I may not have, but I'm not the first to post that the guide is missing images, and have been since longer than I've been back.

    4) Noted, that was out of line and you didn't deserve the disrepect. I have to remember to shut myself down when I'm become mean drunk.

    So now that I'm ready to make the purchase, I'm still indecisive. Phoenix is the only one I'm sure I like the look of, but I wanted to try something different.

    You can change the look of a pet at any time by using a pet skin. Some will drop in the game others require AP to get a pet skin. Once you use a pet skin though the original skin is gone till you get another pet skin of the original to put over it.

    • Like 1
  8. 9 hours ago, Norleras said:

    I thought he was referring to the survivability debuff when Mind over Body is active.

    I wasn't talking about removing the survivability debuff at all. I just said to remove the acc/ch-acc buff aspect of it and place them into a perspective passive atk buff. Though it may give too much toward a particular atk and my be better off with flipping acc/ch-acc into a different passive atk. Making it so that you may get more power behind an attack but help in landing other attacks. Take the physical atks increase, but you have to work extra hard to make sure those land while you get help in making sure your stuns land. Vice versa with increasing your ch-atks, but have to work more at making sure those land while you make sure that your physical make it through the eva of a player.

    It could make for an interesting twist as I believe that you shouldn't be allowed to have an over all increase against every player. If a player wants to go the route of being able to kill any player while that player is buffed, they would then have to sacrifice their def to do so. Or they can increase their def but then they focus on only increased damage in one particular atk.

    Right now the PU does a ton of damage with very little def, if they want to increase their def make them sacrifice their damage.

    The CB has really high DPS and Def in PvE even though I don't think it should be as high as it is. In PvP depending on how the player uses that character's buffs they can be immortal for 12 seconds and weak in attacks during and after that or have strong attacks but easy to kill. There's too much one or the other. Though I don't think a player should have I DPS and be unkillable, they should have the option of still deal damage with they are protected, just not be able to deal damage to every character or at least run from a character that they might not be skilled to atk.

    • Like 1
  9. 54 minutes ago, sufi yan said:

    while u at it why dont just say remove pu from game :F if ch acc/acc from MOB got remove how will pu hit sw/se?,

    First, you do see that the acc/ch-acc gets put on the passive attacks with the respective atk type. If 1 character could kill every character in the game without having to adjust for each character specifically then you have a broken class. Characters should have to work at killing other characters and not make it easy for them kill everybody.

    I should add that SE's are weak against Ch-atks as they have no ch-eva and they aren't naturally ch-resist. SW's do have high ch-eva and eva, but once you can land stuns and disables on a SW you pretty much kill them with ease. So, the best for dealing with SE's and SW's in any case is going ch-atk with ch-acc.

    • Like 1
  10. As for the Order I think the SW, SE, and ME should be configured at the same time since the SW and ME are mostly the two that go head to head and the SE is the ME protector for the most part. At least that's how it seems to play out when in PvP fights the SW will target MEs and SEs watch for SWs.

    Just a thought, can you have a buff that increases the range of your attacks? So, like you attack skill that is set is at a 10m range but a buff adds an extra 5m range to your attack? That being said have a debuff that decreases the range of your attacks too.

    PU

    Take the passive damage mastery and divide it into 2 different damage mastery passives. 1 being physical base and the other chakra base?

    Passive physical base will have
    +100 and +30% with 20% acc

    Passive chakra base will have
    +220 and +40% with 15% ch-acc

    you will remove the acc and ch-acc from Mind over body

    Also, add a passive ch-resist/void or eva/ch-resist passive?

    This will make players choose between the two attack types and they can also choose an option between greater attacks or greater def?

    These passive skills can also be reduced by 5pts so it doesn't cost so much to max them out, but still costing more skill points to max more than 1 passive skill. So like currently you use 20 skill points and get both physical atks and ch-atks, but the new one you can either spend 30 skills points and max both, or go 10/10, 15/5, 5/15, or use all passive skills and place 5/5/5/5 in each.
    CB

    Again splitting the passive damage mastery into physical side and ch-atk side with taking the adding acc/ch-acc from other skills and placing them in the respective damage mastery passive skills?

    As for all other skills up to others on how to adjust them.

    • Like 2
    • Haha 1
  11. 6 hours ago, Brain said:

    adding new items is good. but increase or decrease drop rate too much is stupid.

    and if you want players play alts more.can't you only make some events special for alts.for example give alts a special drop rate buff which can only be used under lv64 for example. but the buff should not for lv max char.

    the alts they are referring too are also lvl 65.

    • Like 1
  12. Yes, they for the most part did a good job. Minus a few low drop rates for certain items.

    The high drop rates for unique costumes isn't going to kill the game and for the most part it only helps the game IMO. The reason is that most players already had their unique costumes with the stats they like. The extra unique costumes after that are mostly for crafting rare costume looks over the unique ones, and to do that requires not only purchasing AP for the costume but AP for the uni grafting tool. Those two items can help pay for the game servers as well as the staff that manages the game. The thing is though, if the unique costume drop rate was too high then I'm not getting nearly enough uni costumes as I should if I get any at all. So, to that I think the drop rates aren't high enough. The same goes for uni lingerie replicube. 

    I'm not seeing clearly as much in a DG that others are. I don't like teaming up with people in a DG because they never set clear boundaries on who gets what loot and the good stuff tends to go to other players. So, the solo DG could use some tweeking for players who don't like running DGs with greedy players that hog all the good items.

    The only item with the freaking too high drop rate are the 48 hr specialty mechs as I just stopped collecting them.

    The unique silence before the event I already had 10 of them. I stopped collecting the strike skill stone as that and silence are the only ones dropping in the solo DG with the exception of the rare ones that pop up.

    As far as another tweek is the 2 items for titles that are so rare that nobody sees them and the time I did see them I trashed them not realizes what they were for. Not that I really care about those 2 titles because I don't see them being better than the other titles stats that are better for my character that were already in the game.

    One of the other frustrating parts is the farming the horde where you have players that will just clear the entire map and take over a particular area that a player is in when they are still trying to get the quest. Tough the times for the horde spawns should be more 6hrs apart and correct according to sever instead of 1 hour off just like AK is behind 1 hour where it starts at 9pm or 9am my time when it would normally start 8pm or 8am before DST.

    Anyway. It's an event, it's not going to kill the game and I do find it more enjoyable when I get more drops that are better than seeing others get them all.

    • Like 2
  13. 21 minutes ago, BoxBox said:

    I can actually use them on my Skillbar. 🤔

    Okay, that's way weird. They weren't working before, but I switched out the 1000CP pots with 800CP pots and the 800 ones worked fine. Put the 1000CP back and they work again. I wonder if I just cleared a glitch in my skillbar doing that, but if anybody has the same problem that's the solution is to put something else in their place and then put them back.

    • Like 2
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