(,,,) Syn Kitten (,,,)
Junior Member
Together we are like a good bra. We lift and seperate and provide support. Alone we just Sag
Posts: 69
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Post by (,,,) Syn Kitten (,,,) on Jul 12, 2010 13:59:04 GMT -5
Hi everyone... your favorite neighborhood Syn is back to Rant some more. So heeeerrreeee we goooo 1: Individual classes should obtain SOMETHING on every level up¡K Even if it is minute, it shows a development of a specific class type. IE: Guardians Gain +1 HP every level. Elementalists Gain +1 ES every level. Medics Heal 1 more HP every level Gunslingers gain 1 more bullet for their mag every level On top of this and the abilities, make each class warrant larger buffs at either the 5 or 10 lvl marks. Guardians Gain +1 Def every 5 levels Elementalists Gain 1 Int (Thus affecting their spell dmg) Medics Gain 1 Wis (thus effecting their overall healing) both can be denied and just give more essence Gunslingers gain an AB every 5 levels. 2: On the level 30¡¦s have the purchasable ability be something core for that class¡K Make it expensive though. IE, Guardians 30 = Heavy armor equips Medic 30 = Full resurrection etc. 3: Tank vs. Evasion With guardians capable of wearing the heavy armors and shields, thus skyrocketing their def scores (Betz in large shield and rein carb has a def rating of an 18) I understand having baddies do 1-2 points of dmg constantly¡K When the lighter classes come out... or for instance the gunner class, give them access to medium armor tt has some def, and some AC¡K essentially allowing them to take hits that would hit a guardian for 1-2, make them hit the medium armor for 5-6 but also give AC, to accomidate a full miss %. Currently AC is 10. With an AC of 15, then BLB is now a 50% hit or miss. 50% no dmg or 50% OWCHIE! 4: Can we push the weight fix up some please? Either the robot, the conversation through the rest menu, the portable capsule corp. bank¡K Randomly going into BLB to just kill things for class exp is for lack of a better term dull. Only thing that makes it worth it is farming the materials. If we have to run back to box the materials after 10 ores... its bleh. The concept we spoke of, was have an on active item conversation that will allow a player to open their bank remotely to deposited items in it. This item would cost 3-10k, as well as cost the player in upgrading their bank. Currently since nothing drops when you die, I have no fear in carrying around my 20+ Blueprints and putting my weighty items in the bank. The bank is losing its appeal since why bank the items when I can just go ahead and craft with them. 5: I mentioned this in a previous Xfire message to both you and Xan nwvault.ign.com/View.php?view=modules.detail&id=4150Has a crap load of areas both outside, dungeons, and cities¡K Though I doubt they are modern, it allows you to populate areas, without having to freshly build them! 6: Proficiency skills in a particular weapon. Purchasable through class progression or installable at your local amp/hardware shop. Give wep focus, cleave, and other utility abilities that are not class specific to a player. Would fill a Class purchasable Mastery Slot. 7: BP for making a BOX! yes.. You wonder why we want a BOX! because a BOX would be BOXILICIOUS!... that and an inventory of weightless leathers, gets full REAAAALLLLY fast. The Boxes offer a points of weight in return for more spots¡K this can be ignored if the vault system gets put in. 8: Harvesting... I saw an idea that better harvesting equipment allows you to gain more items per harvest¡K how about every 10 or 20 levels you have in harvesting provides you with one more, leave the harvesting equipment to giving exp for harvesting. 9: Finable special skills. RARE/UNIQUE skill drops that are found and can be loaded into a class for learning IE: Blessing of the Prime Required to Learn: Level 15 Medic Activation time: 4 seconds Cool down time: 2 minutes This ether once installed will allow a medic to focus, and heal a target for X + The medic¡¦s level. But also enclose him in the prime material stuffs, thus boosting DEF by 4 for a 1 minute period. 10: I think dmg/healing spells should be in line with a characters level in a class. IE Elementalist = Spell for X dmg + (int mods effect) + class lvl/2 Medic level = Heal or buff for X + (wis mods effect) + class lvl/2 Right now I see flat 8¡¦s happening across the board regardless of level for elementalist dmg. Not sure about healing, haven¡¦t played with it. The recover amp rings... adding the 10% doesn¡¦t really do squat¡K 8 + (8*.1) =8.8 ¡K so... if the spell rounds it will heal 9 instead. 10: hehe don¡¦t rush ƒº Things are going well so far, and you and Xan need to stay calm and collected. You will both do things to piss each other off, or lose interest in an idea or aspect, but just because that one items is slogged doesn¡¦t mean the whole project is. Zun, let Xan make some DM event areas, for you to put in, so he can molest the players he was doing a great job testing and re-testing items and such. Xan, understand Zun¡¦s point of view about class dispersion and effectiveness. Talk... and communicate... its how relationships work you two¡K
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(,,,) Syn Kitten (,,,)
Junior Member
Together we are like a good bra. We lift and seperate and provide support. Alone we just Sag
Posts: 69
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Post by (,,,) Syn Kitten (,,,) on Jul 13, 2010 9:03:12 GMT -5
"Skills Skill levels are now capped to the same level as your current main class. No skills or experience is lost if your skill level is higher than your class level. If your skill level is at or past the cap, you will not gain experience in that skill until your class level increases. In addition, equipping items is now based on this cap." Does this mean that Those of us who have lvl 17 Shortblade skills, cannot equip the blades associated with our lvl until the class level of a blade using class reaches the lvl of the weapon skill? If it is as above, Then Betz is knocked back down to a Copper Kat or worse. The same goes for the casters using cyrics that require lvl 15 white magic to use, they have to be a lvl 15 Medic to use now? Doing this forces the grind in a single area for an extended amount of time. If the exp gain for class levels is based on a curve like the exp gain of the weapon skills, eventually its going to cap out. To get to lvl 10+ on my shortblades I had to go to ASF to do it in a reasonable amount of time. Will the crit rate be displayed on the weapon or will it be a behind the scene number. Was it on purpose to have all the Climhazzard gear require lvl 20 for the particular level? When at lvl 12 I can use carb that has 12 DMG vs the Clim that has 10 - 13 for a lvl 20 items? The EXP data discs that Climhazzard drops are those flat rate increases? Or are they a percentage of increase? Is it meant for the Items Dropped by Climhazzard not to be worth selling? The Rifle I got only sells for 45 gold I think. That was the most expensive one. I had my Invincible hour skill running, was hit by Crushmaw, and lost durability on my shield. Is it just the character thats impervious to dmg or the character and their equips? Anyway to have boss loot be equally spread among the party? Instead of a rush to loot. Yes I realize that as a Party we should have a level of cohesion, but if a new player is going to ninjaloot the drops when they really had no effect of the true outcome of the battle and boots the loot while the other people are trying to heal up, thats a problem. With Players not dropping gear on death, there is no real way to enforce the DONT FFFF around... Is there anyway to write in, a method to have items be auto looted. IE - Betz kills a Bullete. the script auto picks up the items and deposits them in her inventory. Either that or reduce the amount of time it takes for a body to dissapear. Also this will reduce LAG due to no large amount of placeables littering the server. If the class exp is now the defining factor of what equipment can be used, can these two skills be raised in tandum, IE based off the same curve. Does the class lvl dictating equip lvl, mean that if a player levels a Guardian to 15... then decides to lvl an ASN... are we now knocked back down to standard weapons untill we get the ASN up to a point where we can use that equipment... Sorry the more I think about Class LVL dicating EQUIPl evel the more it is just causing me not to want to play any other classes even for the bonus's. Climhazzard does not poof when someone leaves his room. His regen doesn't seem to be that effective. Playing around yesterday I ran in.. Attacked him three times, got him down to injured and ran out of the room. Stim Packed a couple times, ran in and repeated. Only reason he killed me is that he got in my way as I ran out the door. SO... either lockt eh door when he is summoned or if there is no player in his lair make him poof away. Can you put a couple Tin ores in his room as well? MW BP's that do not require Sheeting please! Fix Crushmaws claws to use the dmg def system Fix the stores stim packs so they actually work. Can you add a 1 dmg to all of the harvesting gloves. Thus making them capable of doing martial arts? And i just notcied the update that Katana's are now long blades -.- GAHHHHHHHH I will beat you Xan!.... well.. After you come on and help me make Carb Kukri's or shortswords to compensate... ohh well. I think thats anough for now since you guys are busy lol MWUAH!
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Post by zunath on Jul 13, 2010 12:53:00 GMT -5
"Skills Skill levels are now capped to the same level as your current main class. No skills or experience is lost if your skill level is higher than your class level. If your skill level is at or past the cap, you will not gain experience in that skill until your class level increases. In addition, equipping items is now based on this cap." Does this mean that Those of us who have lvl 17 Shortblade skills, cannot equip the blades associated with our lvl until the class level of a blade using class reaches the lvl of the weapon skill? If it is as above, Then Betz is knocked back down to a Copper Kat or worse. The same goes for the casters using cyrics that require lvl 15 white magic to use, they have to be a lvl 15 Medic to use now? Doing this forces the grind in a single area for an extended amount of time. If the exp gain for class levels is based on a curve like the exp gain of the weapon skills, eventually its going to cap out. To get to lvl 10+ on my shortblades I had to go to ASF to do it in a reasonable amount of time. I was a little confused by your second paragraph but I think you've pretty much got it. If your skill level is 20 and your class level is 10, you can only equip items up to level 10 until you increase your class level. I'm adjusting the skill requirements on items next update to coincide with this change so it will be less of an issue than it sounds. I know it sucks for those of you that have been playing a while. Some of these changes temporarily diminish the stuff you've obtained but just keep in mind that it's only temporary and you'll be back to full strength once the class is leveled up. From a new player's perspective, the changes don't really affect them. Their skills and levels increase at nearly the same rate (depending on how many skills they're using). But for those of you that have played a while, this means you have to redo the same content and that sucks, I know. Just give us some time to work out the mechanics and then we'll -finally- be able to start adding content patches (new dungeons, areas, and so on). I haven't decided yet. On one hand I think it'd be more interesting for players to figure out which items have the better critical chance but on the other that might just lead to players ignoring the items that "look useless". Yep, it's intended. Take a look at the rest of the stats - all of them offer defense and a few offer essence bonuses in addition to that. They also have a higher critical hit percentage. A small percentage increase. Also keep in mind that during our run I was resetting the cooldown timer on his respawn. Players won't be able to spawn him back-to-back. You can always sell them to other players. I know Tran Illimar was looking for a better rifle. You could sell it to him. Noted and fixed in the next update. Nice catch. This is more of a player to player issue than a game design problem. If you don't want ninja looters, take people that you trust and no one else. That said, I'll add a party loot notification system in at some point. I don't really like the idea of auto looting. I think it'll just lead to more people being ninja looters and cause more problems. I do, however, want NPCs to leave corpses behind which decay after a certain amount of time. Of course NESS likes to screw up a lot of things so we'll see They're already based off the same curve. They just get distributed differently. If you use more skills in combat, the skill experience spreads between those skills. If you have more members in your party, the class experience gets divided evenly among your members. That said, more members does grant a bonus to experience gained. Yes, that's true. But on the same token this just reinstates the fact that items are needed even more. Just because you've outleveled them doesn't mean they're worthless. If anything, it encourages players to hang on to their rarer low-level equipment just in case they need it for a lower level class. The cross-ability bonuses aren't a necessity. You could level the same class without touching any of the other ones if you wanted. No one's forcing you to level other classes if you've found one you like. I'll figure out a fix to this one. Thanks for reporting it This will lead to players camping the area for spawns. They already do that in BLB of course, but there's at least a certain level of danger there. I'll lay off the sheeting for some the blueprints. He was fixed in the last update. Pretty sure NWNX had a hiccup. After I rebooted, the stim packs worked fine. Not sure what caused it but it wasn't me, I swear! I forgot to mention that in the update notes, but all gloves should have at least 1 DMG now.
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(,,,) Syn Kitten (,,,)
Junior Member
Together we are like a good bra. We lift and seperate and provide support. Alone we just Sag
Posts: 69
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Post by (,,,) Syn Kitten (,,,) on Jul 14, 2010 13:07:08 GMT -5
question regarding the crit rates on weapons. if crits are only going to be +50% dmg... then if you look at the weapons that are sopposed to be critting that number kind of.. well kind of is such a bad phrase.. DOES... suck. If we take progressive DEF and DMG skills as they develop through, a Dagger, Shortsword, Kukri, Hand axe, and club each has really low dmg, and a high crit rang 7-10. The daggers 2 dmg is almost negated fully by anything but windrays and warocos. Yes I understand oh 1 -2 dmg is always dealt but as the progression continues we can see that they will be at the low end of the spectrum for ever lol.
a LVL 12 ( I think it is 15 now) Carb Katana has a dmg of a 12.. So it is double the initial katanas dmg... agianst ASF critters the Carb Katana only did 5-6 dmg per hit. ( I am sure things have changed since them but go with me on this) Thus the DMG VS their DEF rateing only allowed for the 1-possibly 8-10 dmg.
Take a dagger with a DMG of 2, and double it.... Now we have a Carb Dagger. That puts it at 4. a 4 DMG rating vs the Same DEF rating that went up agianst the Kat.. we are now hitting for 1-3 possibly 4 apiece. Giving up solid dmg for the possible chance to do 1-4 or 1-6, and thats if the dmg is + 50% on a perfect damage dealt.
Can crits be made so they do Double damage instead, to make up for the much lower dmg score. you said there are factors determining a span of possible dmg's IE: A has DMG of 12 B has DEF of 8
Whatever calculation is used using A and B's scores provides a DAMAGE range, which is then either rolled or randomly chosen for the True DAMAGE.
If True DAMAGE is doubled then this would make the smaller weapons viable with their MUCH smaller DMG ratings.
Not sure if I am explaining this right but I hope the gist is understood.
Example: Yesterday Betz VS Bullete Betz Equips since they are always of concern Rein Carb Armor standard Broadsword HP enhance ring Large Arrowwood shield Boots of lightning Fire Flight AMP Copper Belt
Betz is lvl 9 Guardian with no sub skills. In the event of this testing NO special skills were used.
Betz runs up to Bullete.. and attacks. Hits and does 1 dmg... Bullet hits betz for 2 dmg Unsure how I can lay out one point of dmg when I have or should have a DEF rating of a 19 and he can still land 2 point hits. Betz hits bullete and lands a crit, I know it was a crit cause yellow text appears saying you did and the damage... Betz damages Bullete for 1 - Betz has critted the Bullete for 1
So the relationship of DMG VS DEF will cause the crits by the smallwer weapons to essentially be negated due to the MUCH smaller DAMAGE actually going through the equation.
When the ASN is put in, and the +% of dmg is introduced, it just dawned on me that the 20% increase to damage... carb Dagger 6 normal DMG 20% of that is 1.. so the dagger does a whole 2 points of dmg and 3 points if critting.
-hopes no-one is as confused as I am-
Discussion last night with Zun about how if you train a weapon on one class how all that experience in that weapon becomes null when you change classes is still confusingt he hell outta me.
Guardian trains with a longblade till lvl 15... Is using a Carb Longsword... Tommorow, player logs in and wants to be a medic... what does trying to learn how to sew up wounds or cast healing magic have to do with the price of china or your abilities as a Long Blader. I can understand putting full restrictions on equipment due to class.. IE, casters Cannot use medium armor or higher.. and can only use small weapons or sticks.
Last but not least. Its meh birthday.. Betz wants credits! lol
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(,,,) Syn Kitten (,,,)
Junior Member
Together we are like a good bra. We lift and seperate and provide support. Alone we just Sag
Posts: 69
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Post by (,,,) Syn Kitten (,,,) on Jul 15, 2010 8:46:14 GMT -5
Well since the class lvl amnesia for characters weapon abilities is in, I shall continue my rant! >.<
1: Boss structure needs to be put into ASF. Solarian Guardian, who was a pain in the arse to fight didn't drop anything nifty.
2: ASF protectors get two atks a round it looks like
3: Was told that the Guardians 1 hr is 1 second casting time.. that is FALSE... takes at least 3-6.. 1 Round to cast.
4: I feel that the Gunners 1hr, is rather OP compared to the current others. Once PVP is opened up a Gunner will be able to 1 hit nearly any opponant. While Guard is charging his Invinc - bang dead- While Healer is charging his full heal... -bang dead -... havnt played with ele so not sure how long it takes to use its 1hr
5: Ive noticed that, As long as youleave other baddies alone they don't seem to gain emnity towards you unless your much closer. I think that a baddies should gain emnity if they see you shoot or stab one of their brethren. I mean, I could be slicing a burrower kill it, while another burrower is all " ohh look at that... Ice Cream!"
6: Fix the message when equiping or trying to equip an item that your Class based Weapon Skill Amnesia has prevented you from equiping. Right now it says you lack the needed "weapon skill" even though we have it or exceed it. >> Thanks Cyn <<
7: Avant Crash Site, scavengers are dual wielding with the double blades. They get a -2 -2 to their attacks. Was curious if that was on purpose
8: Robot junk is needed en mass for the carb and higher gear, as well as for many various gun parts, and kit parts... Can the wieght be reduced. Since STR based items are in VERY low demand on the server and even when using them - raise str to 14 - you can only carry abotu 12 robot junks at a time.
9: Noticed yesterday that Every two to three rounds i would get and extra attack... Curious if that was instended. I do not mind it though.
10: I say that two handed weapons be restricted from the casting classes. The concept of being able to cast, or hold a rifle steady, or swing around a great axe or great sword should not be allowed. Or should add an additional Ether Caster Penalty. It is really hard to open a thing of penut butter while your carrying a greatsword in two hands.. should be the same for casting a spell.
11: Can you allow players to make EXP discs. IE, Maka, is trained in Hand guns. Can she use a skill to lose her own Handgun exp, and give it to another player.. IE instruct the character int he way of the weapon?
12: CAPSULE CORP!!!
thats enough for now!
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Post by zunath on Jul 15, 2010 9:13:10 GMT -5
Just had to comment on a few things.
Fixed in the next update
I don't know what to tell you. It's one second. I've timed it myself. You're probably just getting caught in the heat of the moment and not able to time it properly. Rest assured, it's one second and that's not false.
We'll see how things turn out. Like Guardian, Elementalist, and every single other class the 1-hour ability takes one second to activate. Eagle Eye Shot is further hampered by the fact that it doesn't actually take effect until the Gunslinger hits their target.
Also consider the fact that players. on average, have higher defense ratings than NPCs do. Eagle Eye Shot may be powerful but it's limited to a single use per hour and isn't applied until after damage is calculated. Worst case scenario it does a total of 5 damage.
Like all the other abilities though, tweaks may need to be made. It's impossible to tell how things will play out before they actually happen. Just wait and see is all I can say.
Yeah the enmity system needs some tweaks. The lag between a player's attack and the enemy's reaction needs some work, too.
It'll be in tomorrow's update.
Did you equip a machine gun by chance?
EXP discs are a bonus reward for completing difficult battles. They're rare for a reason. Sorry, it's a nice idea but I know it will get abused. It's something I'd rather not have to worry about.
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Post by zunath on Jul 15, 2010 10:22:23 GMT -5
Regarding ability activation times: It just occurred to me that there may be a bug with medium/heavy armor and shields and combat abilities.
I'll check on it.
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(,,,) Syn Kitten (,,,)
Junior Member
Together we are like a good bra. We lift and seperate and provide support. Alone we just Sag
Posts: 69
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Post by (,,,) Syn Kitten (,,,) on Jul 15, 2010 14:58:35 GMT -5
Regarding ability activation times: It just occurred to me that there may be a bug with medium/heavy armor and shields and combat abilities. I'll check on it. MWUAHAHAHA SYN WINS!!! >.< I think I know what the issue is... even though they do not cost essence, the special skills of the Guard are still considered ethers. THUS, while using heavy armor which causes ethers to cast slower, on top of the shield which makes it even slower.. thats why it feels or IS about a 3-6 second cast which is why it takes one full round to cast >.< hehe So NYA Zun! See.. you'll learn to accept my bugs.. and LIKE IT ^.^
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(,,,) Syn Kitten (,,,)
Junior Member
Together we are like a good bra. We lift and seperate and provide support. Alone we just Sag
Posts: 69
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Post by (,,,) Syn Kitten (,,,) on Jul 16, 2010 8:47:44 GMT -5
IIiiiiiiiiiiiiiiiim baaaaaaack >.< Okay, Zun I am officially over the whole class based weapon skill amnesia for now lol. See just needed a few days to cool off and think about the process behind it... BUT now more rant!
Crit %
Speaking to Xan, even he was under the impression that crit rates would eb static across all tiers. The climhazzard gear offers MUCH higher crit rates than standard, but that to me isn't the real issue here. Please deal with the following paragraph and its lack of understanding to anyone but me ^.^
Currently the level cap for the module's class system is level 30. The skill system holds a cap of 100. If weapon skills are going to be capped by their class level then we have a problem for 70 weapon skill levels. At the moment the system works, BUT... we only have three dungeons and areas to actually explore. So naturally level 30 is a possibility if we grind the hell out of said areas. The larger issue here is that due to the current level of 30, the level 15 gear is acting as our midpoint in equipment. Hence the high Crit %'s and special effects the weapons have. Is it okay to give ANY class that kind of power when in the long run there will be an additional 70 lvls that have yet to be put in. Due to the climhazard rifles 18% crit range ( no I am not picking on GUN, just using the only item currently - before update- with that kind of power) at level 15, then we can expect that at level 30, such a high % will be doubled. As much as I love power ^.^ MWUAHAa.. eh hem.. I think that for level 15 crits higher than a 10% is way to strong at this point. I am seeing the amount of dmg dealt by a tin katana; I am seeing the 6% crit land blows upwards to 13-20 dmg on ASF creatures. That being said the Climhazard gear is not only more powerful, than the tin tier, but now they have the % to allow them to crit 1/5 of the time.
Ending thoughts - Keep the tier ration lower till the much higher levels. If a modified weapon is warranted only mod it by 1-3 %. I like the modded special items, gives more def, or resistance.. But right now the climhazzard gear is way to OP... It’s odd with me talking about wanting lesser items -.- I just feel so dirty saying make an entire item tier less powerful lol.
I think the best way to accomplish this is to grab whatever tier you are trying to be close to, and increase the level req by 1-3, and give it a bonus to def, element resist, hp, and/or es.
Protect... The medics protect ability, you see the "shield" effect appear around your char for a second, but nothing else happens. Is there some way of allowing a player to know if their protect is active or gone? Perhaps add to the effect, a dmg reduction skill... I know we already have dmg reduction, but having the icon in the upper right is SOOOOOOO d**n useful. Oh my protect is wearing off let me run away until it is re-casted on me.
Shields Can MW BP's be put in using the mid level metals? Right now the next tear of shield requires 5 sheets of junk metal. Can a not so def full shield be put in that requires copper or tin sheets?
Ele weapons Since the current damage system makes standard physical Damage dealt negated, I think that giving an elementalist the ability to enchant a MELEEE ONLY weapon with an elemental bonus would be nifty. It would promote team play and give elementalists a gentle buffer role. The dmg does not even have to be that significant. 10 % of normal damage dealt is added in the element that is cast. Or even just flat 1-2 points of dmg added.
Guild Halls... With the new anti-sisterhood alliance in Zech shire, I think this might be a good time to think of alternate areas for crafting and storage. If you had been in the ME room you would have seen half of the room covered in all sorts of stages of craft able material. I think that it might be worth it to put in a guild hall, or even just one map that has multiple halls that are only accessible to those who have a key. Add to the guild application script that if accept the player receives a Plot key and can entered and exited. If a player is kicked from the guild or leaves on their own accord the script through the dialogue fires and removes the key. Either that or put multiple storage boxes in the crafting rooms >.<
Scavengers - In Avant Crash Site Umm this one has to be a glitch or a bug. I killed one Scavenger and got enough Scavenger data chips to finish the chip quest. It was a Female scavenger with the two bladed swords.
Question regarding Stalwart guardian skill Does this skill double the enmity from hits and effects? Or whatever current enmity there already is on a baddy doubles that?
I feel that the guns should have a progressive tier system like the blades do...
Rifle = High base dmg/ Low crit Handgun = mid range dmg / med crit SMG = Low dmg multiple fire / High crit
Similar to the Dagger < kukri < Kama < shorts word - dmg Dagger > kukri > Kama > shorts word - crit %
The Crafted str amp is blank- no skills or bonus's or anything
Again is there anyway to combine the BPs into one item, or make the BP's one slot item instead of 4 slot items? The BPs taking up the same amount of inventory room as a sheet of tin is bleh lol
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