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xVWolfyVx
Member Since 01 Jan 2014Offline Last Active Dec 06 2021 06:55
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#1006382 Feedback and Suggestions
Posted by xVWolfyVx on 05 December 2021 - 11:56
#852199 Rework some of the Relics
Posted by xVWolfyVx on 28 February 2014 - 19:26
What if the relics "expired" after x amount of stam has been disbursed. Kind of a crazy idea but this will make relic turn around more frequent. Not sure how to justify it in the story line. High levels will probably collaborate and take it back and forth from each other but still would be interesting.
I think this would be a beneficial idea. The story line could say that after 24 hours or so you let down your guard and instead of taking the percentages of the player like it normally does take like 1/4th of their stats making it easier to attack.
Another version:
Another idea is after a player has been offline for 4+ hours or has not changed the page in x hours (prevent auto refresh) say "After falling asleep defending the relic you were attacked by xx guild and you awoke groggy unable to swing your sword and thus you were of no help defending the relic in the attack" Reducing that players help to the relic to 0%. It just makes sense to me that if a player is offline consider them asleep and the longer they are offline the less their stats to help the guild kep the relic. It would be fair to any guild.
- yotwehc likes this
#850446 Leveling Guide UPDATED 5/28/14! Changing the link.
Posted by xVWolfyVx on 19 February 2014 - 22:43
Hello I created a leveling guide for players levels 1-200 that gives a lot of information and I will add more information and more levels in the near future.
So far the guild gives the following information:
1. XP needed to get to the next level.
2. Monster I recommend killing.
3. The exact amount of XP the monster gives.
4. The average XP.
5. The average amount of XP with XP buffs.
6. The average amount of XP when using Doubler level 750.
7. The number of monsters you will need to kill to get your next level based on the average XP.
If you guys know a monster better suited for killing then please tell me and I will update the list!
The link to my website is: http://cytrophic.com/guide.html
Link will be changed within the next couple of days to the shared link. It is up and ready but I am giving people time to see I am changing it.
Edit: Added a buff info page linked from the top of the list.
Edit: Changed the calculations and added stamina needed to gain a level.
Edit: Now shows more info about xp buffs. Still not all.
Edit: Changed the looks.
Edit: You can now type on the page/sort/hide stuff you need to (won't be saved)
Edit: Page looks great to me and should auto fit to any device : )
Edit; 4/15/14: Added levels 201-300.
Edit: 4/15/14: Added where the monster is located.
Edit: 4/15/14: Added hyperlinks.
Edit: 5/28/2014: I separated levels to different sheets to increase loading time and make it easier to sort.
Up next: At 300 views I will be adding levels 302-400.
#847102 COMPOSING! 2 Structures +2 Buffs + New frag type + Guild upgrade Could be...
Posted by xVWolfyVx on 07 February 2014 - 11:27
Since composed potions can not be sold outside your guild and many players like to give their guild members free stuff or make an equal trade (ex. if a potion costs 20,000 gold total they might charge 20,000 gold) I believe composing should be mostly a guild thing I could see many benefits for guilds here.
Also new buff options that will help players with getting frags.
New frag types that will help players get the frags they need when 90% of what is dropped is rare.
My ideas for this:
First off I will give you the numbers in which I think are possible of going together.
Many are seeing this as an all in one idea. What I am describing could be split into 3 different groups. Group one: Guild Composing 1, 1.1,1.2, 2, 3, 4, 6, 7 Image of Guild Composing page at the bottom.
Group 2: Buffs 6, 7
Group 3: Player Composing 5, 6, 7
1. Make the structure to where every time you upgrade it's level you can create +1 potion simultaneously
ex. The structure is level two and can create 2 potions at once so say any player can choose to create what ever potion they want and the gold cost will be taken out of the players on hand gold. The potion will then take time to be made and when the potion is done it will be awaiting collection by the player who requested it or could be sent to the players mailbox automatically unless guild tagged then it is put in the guild store/guild mailbox. When the potion is done it will add the xp to guilds composing level.
1.1) Add MAX Potions per rank simultaneously. This is so that the guild can control who can make potions and how many so they could keep the queue empty as possible. And so If the top ranks want to make 20 and their rank allows then they can make 20 but a trial member can't make any (if the ranks permit)
1.2) Make it so that one player can only make one type of potion at a time UNLESS permitted by the rank to create multiple similar potions which could again be set to a max in the rank.
Example of 1.1 and 2.2 together: Player A Has max rank and Player B has lower rank.
Player A creates 10 potions. Set to half max allowed by structure in the rank, but also set by rank max of 5 similar potions simultaneously so he creates 5x doubler and adept learner 5x conserve+light foot.
Player B creates 5 potions set in rank for a max of 5 with 2 simultaneous potions. He creates 3x conserve+light foot and 2x doubler+adept learner.
2.Guild composing level working similar to player levels such as the way buff levels, time, type, etc. but are harder to achieve the next levels. Say its 2,500 xp to get level 2 since guilds could make more potions when they upgrade the structure.
3. Another guild upgrade could be added to add a tax per potion made. Similar to hunting tax the guild could buy 1% for 10 or so FSP leading up to 25%. Also add how much money the guild had made from the player and how many potions the player made in guild advisory.
4. Guild fragmenting:
1. Players could auto-frag items to the guild or manually just like they do with their own composing.
2. Although I doubt many guilds would use this it could be possible for guilds to purchase the frags from players such as setting for every type or common frag the player gains 100 gold rare frags 50 gold unique 200 gold, set it to where the people with the correct ranks can set this to how ever they please.
3. Add the fragments players deposited in guild advisory.
5. Another structure if none of the above is liked could be a composing enhancement giving +5% per level of the structure. For ex. a level 20 structure would give +100% Composing enhancement.
The composing enhancement could give so much more composing xp to the player for every potion made.
6. Buffs:
1. Create a buff that for every level on the buff there is a chance when fragmenting an item you get either +1 more frag or double the frags.
2. A buff that has +__% chance per level that when fragmenting an item it is added to a random frag type. For ex. a rare (which there is an abundance of) will be made into a common, SE, LE, ETC. Or this could be added to a new type of frag. See #7
7. This goes along with buff #2. When the item is turned into another item it could be made into a new frag type called "Diminished" and count every frag in the item as .5 Diminished frags. For every frag type you can make a certain amount of Diminished into another type of frag. I will provide an example and I will swap priory of rare and common as rare is usually the one everyone has too much of and common nobody has.
Example:
Rare = 1 Diminished
Common = 2 Diminished
Unique = 3 Diminished
And so on.
When I start typing my ideas I tend to leave stuff out so If I remember something I will update this.
Thank you for reading as this took me over two hours to make.
#836448 Buff Marketplace
Posted by xVWolfyVx on 01 January 2014 - 03:42
I suggested this years ago when dub boost was first introduced and was told it would never happen lol.
- RebornJedi likes this