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Cat Girl IRL

Member Since 23 Aug 2013
Offline Last Active Oct 19 2019 15:26

#998221 Could we remove the forced border on guild avatars?

Posted by Cat Girl IRL on 22 July 2019 - 20:32

It's great, that we can create borderless avatars for players.

It would be great if it was the same for guild avatars.

 

This should be fairly easy to change aswell.




#967758 Training dummy

Posted by Cat Girl IRL on 31 August 2016 - 04:29

I had an idea, that shouldn't bee too difficult to produce and might prove entertaining.

 

What if there was a "training dummy" in the cathedral at the start? Point being that anyone can go hit it and see how much they can hit it with. Then add a top rated list for highest damage hit. It should not have armor so that even level 1 player can go give a swing at it. Pretty meaningless addition of content. Maybe it could cost 1000 gold to take a swing or something.




#967609 Buff Critical Strike does not work

Posted by Cat Girl IRL on 28 August 2016 - 12:37

100% critical means it kicks in 5% of the time (one hit in 20).

 

How doe one know this? One works out these percentages the way RJ used to: by ammassing lots of data and then analysing it. I used to keep combat logs (when FSH made that easy) to judge the efficiency of various 1- and 2-hit strategies and have lots ot data from lots of hunts.

 

 

So the buffs increasing enchants above 100% are increasing them to 6.75% chance to activate. 1.75% increase isn't greatest pay for using 40 stamina. ;-)




#967570 Buff Critical Strike does not work

Posted by Cat Girl IRL on 27 August 2016 - 15:57

Currently the skill doesn't do it's job and take the enchantment past 100%.

 

Idk if I should've posted this somewhere else, but here it is now.




#957953 Additional game content and medal suggestion

Posted by Cat Girl IRL on 28 January 2016 - 11:51

For additional game content, add shadow realms every 100 levels where you have to do some quest type of a thing, like kill some mobs or spirits of super elites.

 

-Make it difficult, but exclude guild assistance and assist buff effects.

-Each cleared level adds a to a shadow level and each level unlocks perk point.

-Choose one skill tree to start build with those perk points. (Offense/Defense/Utility for example).

-Cant unlock everything.

-Greater shadow level has negative impact on players pvp stats to slightly balance it over all.

 

 

Medal idea:

 

The player that holds the greatest value in said medal tree (Most players recruited for example), gains a crown to their medal which allows them something special. For example smasher medal king could strike 150 stamina strike?

 

I just threw random values to the variables, and hope here's some new suggestions.




#953132 Guild avatars

Posted by Cat Girl IRL on 13 November 2015 - 11:44

Hello,

 

just a quick suggestion for the guild avatars. It would be great to have guild avatar size of 600x300 pixels.

 

Why?

 

Player avatar is supposed to portray the player.

Guild avatar should portray the guild.

On top of this, I think it would better fit for the viewing another guild page.

 

I know it would be some work to re arrange the page in html.

It would also for short while make guilds without guild avatar untill new ones are made,

unless it was a choice for the guild. Keep it 200x200 till guild chooses to change to 600x300.

 

I recommend that particular sizing, cause it seems straightforward enough and as a gfx

artist know that the height needs not be bigger.

 

Also it would not pose super big issue for the image database or image file system, as there are lot less guilds than players in the game.

 

Just my humble suggestion, hope we could arrange a poll or something.




#904437 Mythical items

Posted by Cat Girl IRL on 25 November 2014 - 11:33

In my opinion the game completely lacks rarity these days. There are no rare items and items that come new to the game come by means of which they will overflow market first appearance. I think the games theme requires something like that. We have legendary items that are less rare than any common item in the game. It takes the spark out of the whole category, there's nothing legendary about them these days.

 

There's always the argument that there are already epic items that are strong enough! Well yeah, there are and what I suggest does not rival these items in anyway as they will lack the important statistics that define epic items. Stamina gain, max stamina, experience gain and gold gain. What I am after here is something else. A solution to the rare items status and also seeking a way to help the game in other ways. What I will suggest makes these items also completely out of my own reach.

 

 

 

I am not quite sure how to fairly introduce these items to the game, for they must have limited existence in the game. I believe 3 of each kind is fitting amount. Or maybe varying from 1 to 5 per item.

 

I thought it be most fitting to introduce the items to levels like 100, 200, 300, 400 etc etc.

 

I figured why not spawn shops to random realms in the game (respective levels of course though.) 1 shop for each kind of item. The item should be bought, with gold. Depending of the item amount in the game and level of the item and the unique ability the item offers the price should be fitting. I believe they should be priced: 500,000,000-2,000,000,000 gold.

 

 

I would prefer to see the ability and them item slot be logically correlated. For example we all know that xinderoth was the place of despair. There's huge amounts of walking to be done. So I would suggest then that the level 400 item are boots of (insert logical name) that allows you to walk without burning stamina. (OP right?) No. It's not op. Its strategically only level 400 item. You cant use titan hunting your own level titans for example, you need the stats. Light foot pots are strong anyway. But this is probably one of the best perks still, so it should be at the high end of the price category.

 

I believe all these items should be 1 piece sets though. And with quite good stats to be worth the while.

 

I am not sure about guild tagging. But I am sure that dropping this item or sending it to inactive player should be prevented. Only way to make one unavailable should remain as if the player goes inactive.

 

Lets take another example. Spear of (insert logical name here), will have enchantments or abilities that allow 2 following things happen. If the enemy activates force shield, there is a chance you penetrate it. If the enemy activates last ditch there is a chance they are poisoned in such way they cant fight for 2 rounds etc, etc, etc.

 

 

I am bad at evaluating what are sufficient enchants or abilities effect. (Like with what rate they work.)

 

There's 3 things here. It will create more interesting surroundings for the game. There's something exotic in the game once more.

 

It will sink quite bit of gold.

 

And it gives more targets in the game that only few players can reach. But unlike for example richest player medal, these items could potentially be shared with guild mates? That is if it would be allowed.

 

Also finally some items that will not lose their value. This is the real deal in the real market out in the world, there are some things that will not lose their value. And it was a real deal in the real world back in the days when people fought with swords, that there in fact were legendary weapons. Maybe mostly used by those who ruled.

 

 

Edit here:

 

I forgot to say that only 1 can be tagged to guild if tagging is available.

 

This suggestion is in its baby steps. Just because I don't list every single exploitation way or every single issue or benefit, it does not mean I haven't thought about it or will not think about it. Or you will /will not think about it. Read it through properly and keep that in mind. No idea is ready when it is first figured out, nor is useless idea if it does not work immedietly.




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