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Armada

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Everything posted by Armada

  1. I wish we game could get vintage (old but gold) like us, not just plain old
  2. This is a major reason for me to give a break in this game: being limited to walk into a map because of level restriction. I'm sure there are ways to get around this. But I'm really outdated now to say much...
  3. Long time ago I made a few videos depicting the Abyssal Temple and Narak Ship infiltration (in solo mode). It was meant to be walkthroughs with some explanations. I don't know if these places are still visited or not, but I'm sending the links here anyway since it seems this is a pinned thread for videos, what makes me happy, it makes things more organized. Also, a bonus video of Derelict Tunnel (floor 1) in party mode!
  4. 1. I'm so important that leveling me is harder than leveling yourself!
  5. Good job monoki! Is it possible to work on skin color too? I mean, a costume that would just be a palette swap of the original...? And also, have a look at this, it's from the game already, but would be so nice to have a costume for both factions like this one:
  6. Could we eventually work on a costume for all classes like this one? Would be fun also to have a "skin color" costume!
  7. Every now and then, I do the Nemesis dungeons (still in solo mode) as a DE. In the beginning, it took me 40 minutes to clear a dungeon. After enhancing the defender's gear, this time dropped down to say, 15 minutes. That's still twice the time the ghosting people take to complete these dungeons. Maybe the Dungeon Damage Indicator (the boring window that can't be closed) could be of some use now, in order to calculate drops and gold! I mean, the more damage the player/party deals inside the dungeon, the better the odds to get stuff from that place, in a general manner. This would somehow pay for those who crawl longer inside.
  8. I suppose the basic attack (beyond "not showing the full extent of the arkana abilities") main role is just to fill combos as a last damage resort, which happens quite often... it's most weird feature in my opinion is the 100 crit bonus! ⚡
  9. 1. How Moses make coffee? Hebrews it. 2. Quit saying you play solo! I'm always around pickin' up your trash! 3. Dad jokes are for PUNishers!
  10. What do you think of events that span for few days (like those in xmas, or forum events like pet chat)? I find them more secure to get the most people involved. I'm curious about what would be a spy event. Are you interested mainly because of the generous exp points they give,or would be throwing in at random times a higher number of spies everywhere, unlike the 2 per map (is that the right number)?
  11. Armada

    Pet Chat!

    1. "Pet Hunger hacks? Gimme some real pet scrap! NOW!" 2. "My Anti-spyware is pointing at your commander! Why!?" 3. "Do I so look like an R2-D2 ripoff?"
  12. Yes, I had no party to run the high level dungeon. So I went into the mid level and got 38 ones ?
  13. Maybe we should talk about these unique 38 rings... I for instance am looking for the 48 ones.
  14. What about simpler stuff like common hypovials and pet scraps? You may not believe but I happened to need these stuffs a couple of times, and would have bought them through Gloria if available.
  15. I appreciate the ongoing discussion on this topic, but let's just not forget that it is focused mainly in an alternative way of doing a de-exp process without changing gameplay. Now if people want to debate if experience loss should or shouldn't be in the basic game mechanics (only level up would exist then), well that's a new topic. Being a new topic, a new thread should be created for the sake of clearness.
  16. Making leveling up one-way will readily make even more people to quit, since this would kill their will to remain within certain level caps. What people want and need is having fun, be it PVP related or not. It's my opinion.
  17. Just to remember the main idea, "to make a player lose huge amounts of experience at his/het own will, since there's no way to abuse such thing." I think you're going too far when you suddenly begin making too many changes that might not be necessary. I think it's kinda beyond the main idea making every death by mob a big experience penalty. In your suggestion (at least it's what I get), you're also giving away Mother Miracles for players who might not even be needing, thus giving them some unnecessary advantage. I think all changes to exp loss penalty (should it ever work like Vivi said) must be a temporary and optional debuff for every player (that could be activated for example), minimizing negative gameplay impact. Anyway, keep up the discussion!
  18. Vivi, consider creating an exp buff of 0.001% instead of 1000%, that would at least make the monsters give no experience. I guess the mechanics for the exp buffs seem clear since you gms created a skill that modifies the exp rate from mobs, but anyway thanks for reading and keep trying in the next updates please.
  19. This is a very good method when it comes to not spend useful time, but it does require a secondary high level overly geared character, and having one takes time. Not to mention this high level character has to be in another account so you could double client. I forgot to mention another idea in the first post, which would be to create a skill that, once activated for say, 10 minutes, would greatly decrease the character's experience by getting killed. Losing 10% of experience would be great. Since this skill would have no other use at all beyond de-exp-ing, I see no way to abuse it anyhow. To reply your last statement, there are many reasons for people willing to stay locked in certain level intervals beyond pure farming. "I like this map so much I don't wanna move on" is one of my favorites ?
  20. Though useful, the de-exp process is really a true time wasted and meaningless, given there might have other ways to prevent gaining experience. I see there's a new activable special experience skill that enables the player to get more exp from mobs. What if there was such a skill to nerf down the exp you'd get, to the extent of getting 1 exp point only for anything you did? Or maybe to set the exp modifier to 1% of the exp you'd get normally? This seems possible to do with mob killing, not sure however if there's a way to program this for quest exp rewards (daily ones are the main problem). So, you can still use the standard time consuming de-exp method (get killed many times), but once a player has lowered enough his exp, he could activate for, say, 30 minutes this exp-nerf skill and go on next doing his regular farming killing mobs and doing quests, without bothering on getting any substantial exp points for a very long time. Any comments for this idea?
  21. Hi, send me mail or pm ingame if you need help with anything.
  22. I liked to play medic as a full support. With friendliness and sociability hidden skills maxed of course.
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