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Arigomi Wrote:How do you implement running while still keeping speed scrolls, mounts, and movement skills useful?
By making speed boosts affect the running aswell. Let's say your speed is 100% and increases to 125% when you run, after that, any speed boost coming from equips or potions would increase both speeds. In other words, making your running speed boost stack with your other speed boosts. I think that is simple, the hard part would be adding the running animation, although some skills already have it. Obiously they would have to increase the speed cap and maybe the jump one too, as well as increase mounts speed, but i see no problem with all of this, I doubt other players do either. Haste + running would be amazingly fast.
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byakugan Wrote:By making speed boosts affect the running aswell. Let's say your speed is 100% and increases to 125% when you run, after that, any speed boost coming from equips or potions would increase both speeds. In other words, making your running speed boost stack with your other speed boosts. I think that is simple, the hard part would be adding the running animation, although some skills already have it. Obiously they would have to increase the speed cap and maybe the jump one too, as well as increase mounts speed, but i see no problem with all of this, I doubt other players do either. Haste + running would be amazingly fast.  Not that hard actually! notice how buccaneers move in transformation. this EXACTLY. I think running would be really neat if it would increase the base speed to 120%, growing from there.
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Saar331 Wrote:-increase max fame from 30,000 to 100,000
Explanation:1#
This "Fame Ranking" is useless and there is no challenge when everyone is marked as no.1 and cant get beyond 30k,also once you reach 100k your fame cannot be decreased to 99,999.
2# the more fame you have reduces the tax you need to pay in certain trading systems and is also used for quests (not 100k fame of course)
3# a medal for the 100k achiever (*quite insane huh? but at least fame is now USEFUL and CHALLENGING)
just wanted to make sure, but isnt there already a medal for getting x amount of fame in a set amount of time? what good would that do to have a medal for having that amount of fame, what stats would it provide that'd make it worth it to get? even the pointless just-for-show medals that are already out now that can be obtained give relatively crap bonuses and yet are somewhat easy to obtain (thinking of "the one who touched the sky" with this instance), while theres, iirc, a medal that you obtain for completing all of the "hunt 999 of X" quests which gives +1 to one of the four base stats (STR if i remember right).
though i am liking the 2nd point you made just to give the fame thing something more useful that just being able to wear a few armors, so long as you maintain 20 fame.
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byakugan Wrote:4 - To finish, I would love to see the already existant "Set" system to be implemented to every clothes' set in the game. We already have sets of clothes for every 5 and 10 levels and for every job, those with a full set of clothes (let's say Dark neos or reverse) should be given a bonus. Since the zakum helmet is the only boss item that could interfere into this, maybe make it so you need all but the helmet to get the bonus. I'm just sick of watching lvl 1xx+ people wearing a whole set of lvl 50 clothes, and even lower. making any other clothes useless. Sure Nexon Korea is messing around with the secondary stats for all jobs to turn them more usefull but, that might not change the way clothes are used in this game
This x a million. I'm still undecided about incorporating the traditional zhelm/Ravana/Targa/Scarlion, etc., but I DEFINITELY think giving bonuses to sets would be an excellent idea. I remember sighing in depression seeing the Lv. 120 Timeless gear for Magicians when it was first released because it looked so COOL, and was EXACTLY how I wanted an "ArchMage" to look. Hopefully they add a system like this to dispel the common.
Cancambo Wrote:They should buff Arans.
Sn1perJohnE Wrote:The new ACC formula could use some tweaking, but it is more realistic than before.
Big time QFT both of these.
Blup Wrote:Personally what I would like to see is a brand new HUGE quest line. They've rearranged Victoria Island, made alot of monsters high leveld, I want some biiiiiiiiiig storyline quest that spreads from level 1 to 200!
I especially like the idea of a huge storyline spanning every level. Gives another incentive to reach Lv. 200 in that it's the only way one reaches the end of the story.
Finally, I would like to see ArchMages shine as the single target DPS kings of Magicians, which means their skills should be buffed accordingly. While CL may perhaps be strong enough already, the damage nerf Paralyze received in 1.2.320 in order to "compensate" for making it a 6 mob freeze AoE is ridiculous. Yes, it will help immensly with training, but the bottom line is that if you don't have any reason to train (ie. you can't boss, you're Lv. 200, etc.), why bother playing the class?
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The "Set" armor idea is nice. They could do like they're doing with the Android set, where you get certain bonuses based on how many equipments from that set you're wearing. That would help take care of the Zhelm problem.
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Potora Wrote:The "Set" armor idea is nice. They could do like they're doing with the Android set, where you get certain bonuses based on how many equipments from that set you're wearing. That would help take care of the Zhelm problem.
I always imagined simple pairings, like a Dual blade and dagger, that separately suck, but together, they are pretty decent. Like a 2 piece set. Or sword/shield, Pendant/medal, etc...
Heck, if you go nuts, you can attempt a 4 ring collection.
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Make a 1080p resolution for my hdtv
Make all useless skills useful
More ways to lvl in higher lvls besides grinding
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More pomegranate to do at higher levels. Zakum and HT are only interesting like, the first 5 times.
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Come to think of it, they have to completely redo most of Aran's quests, don't they? Especially the later ones sending Aran to kill stuff in Orbis, Mu Lung, and Elin Forest... Where the mobs had been super buffed. Hell, if I remember the new mob data correctly, even Ant Tunnel might be too much for a Level 3x Aran now.
Chances are that they're already balancing the quest progression due to this (a good amount of quests for level 10-150+, whereas the vast majority of quests now are for level 10-80).
In the long run, I'd like to see high level PQs (high level being defined as Level 160+). One exclusive to Adventurers, another exclusive to Legends, and the last for the Resistance. Help put a conclusion in their quest stories, especially those of the Legends. (As it is now, Aran and Evan's stories pretty much abruptly end after 7x, without much of a conclusion.)
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Just one very simple thing.
Make all magician jobs able to boss. There is absolutely no point in doing a class re-balance patch, if you're gonna have 5 jobs (Bishop, I/L, F/P, Evan, Battle Mage) unable to do what every other job in the game can do, without a good reason. Ultimates sort of justified them before, but Mages still complained because they had nothing to do end-game except grind. This should be fixed, all kinds of magicians should be buffed to be wished at boss runs. And lolshadowers too. Paladins used to be unwanted but even in GMS they're really wanted now thanks to damage buff and threaten, and lolaneers are becoming pwnaneers and will finally also be able to be more than barrel mules. It's time for magicians to catch up.
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I agree with the more questlines thing as I would love a huge, intergrated story for MS, but for that I gotta say a few things:
1. No required quests. This is really what killed me playing Aran and my TB. I don't really like the idea of having to take time out to do some boring quest when I could be doing more exciting things...or more interesting quests. Sure, it moves the story along but more times than not. Maybe if they had only a few at certain significant levels (30, 70, 120 spring to mind easily, but 10, 50, and 100 could also work) it would be fine but if they're just popping up all the time then it will suck.
2. No maximum level requirements. One of the things I don't like about the Episode 1 quests is if you were past 40 and hadn't done it, you're SOL. If quests help complete parts of the story, then they should be able to be attempted at any level after they become available. I don't want to miss out on something really important just because I got caught up leveling (get to that in a second).
3. Better rewards. I know this has been mentioned already but most quests don't seem worth it since they're extremely tedious (kill 999 of this monster, collect x amount of this item, find 50 of this stupidly rare drop then drop millions of mesos on something else stupid...ugh), so some sort of incentive would be nice; stuff like rare items, cool skills like with the Maker and Legendary Spirit quests, or, at the very least, a massive increase in EXP so that they can actually be good for leveling.
Another thing I hope they do away with are the "level such and such character to such and such level and get this cool item, but only for a limited time!" type events. Maybe this is just me but I absolutely hate speedleveling, and it made me sick when I did it for my lilin's ring and crit ring. I hope they remove events like this completely, add alternative ways to obtain the item after the event, or at the very least not make them time limited.
Hm...what else...oh yeah, more PQs. I love PQs...when I have a competent party.
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FanaticRat Wrote:I agree with the more questlines thing as I would love a huge, intergrated story for MS, but for that I gotta say a few things:
1. No required quests. This is really what killed me playing Aran and my TB. I don't really like the idea of having to take time out to do some boring quest when I could be doing more exciting things...or more interesting quests. Sure, it moves the story along but more times than not. Maybe if they had only a few at certain significant levels (30, 70, 120 spring to mind easily, but 10, 50, and 100 could also work) it would be fine but if they're just popping up all the time then it will suck.
2. No maximum level requirements. One of the things I don't like about the Episode 1 quests is if you were past 40 and hadn't done it, you're SOL. If quests help complete parts of the story, then they should be able to be attempted at any level after they become available. I don't want to miss out on something really important just because I got caught up leveling (get to that in a second).
3. Better rewards. I know this has been mentioned already but most quests don't seem worth it since they're extremely tedious (kill 999 of this monster, collect x amount of this item, find 50 of this stupidly rare drop then drop millions of mesos on something else stupid...ugh), so some sort of incentive would be nice; stuff like rare items, cool skills like with the Maker and Legendary Spirit quests, or, at the very least, a massive increase in EXP so that they can actually be good for leveling.
Another thing I hope they do away with are the "level such and such character to such and such level and get this cool item, but only for a limited time!" type events. Maybe this is just me but I absolutely hate speedleveling, and it made me sick when I did it for my lilin's ring and crit ring. I hope they remove events like this completely, add alternative ways to obtain the item after the event, or at the very least not make them time limited.
Hm...what else...oh yeah, more PQs. I love PQs...when I have a competent party.
Quoting this for incredible truth... except for #1. I feel like required quests are basically a necessity when it comes to "earning" your skills. It's a thrill to me especially, when I complete all of the pre-requisite quests and then earn a new skill for my Aran. It feels like my character is really evolving, and that I accomplished something. And if the problem is not interesting enough required quests, then I guess they should make them more interesting. From what I understand, the Evan quests were a small step up in interesting factor (Granted I haven't done all of them yet. I particularly enjoyed the one with having to correct the signs though. More interaction would be great, like when you had to answer the question as to what was wrong with each particular sign).
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Put summons (especially the humongous mage ones) behind players.
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Removal of Vicious hammer.
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Oh, and one last thing...when you enter a map you should have a moment or two of invincibility. It's annoying to try to go to newts or WRs or Himes and get instakilled by a Nest Golem, Dark Wyvern, Bigfoot, Headless Horseman, Black Crow, or whatever camping the entrance. If there's a second of invincibility or so, a low-leveled character on his merry way will have a chance to hit the up arrow again before getting run over by a giant spawn-camping yeti with a sweettooth and a crappy haircut and losing 10% of their hard-earned EXP.
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WEll, since no one else is commenting, I will add a new suggestion to the thread.
5 - New exp formula to the party system. Partying with other players should be faster, if not as fast, than training alone. It's just dumb that the only way to for partying to be usefull is with Holy symbol, and it is because of this that many people creates priest with the only purpose of serving as HS mules. For this, I'd like to see party given a exp bonus. Something along the lines of
- 2 ppl party = 100% exp + party exp bonus
- 3 ppl party = 110% exp + party exp bonus
- 4 ppl party = 120% exp + party exp bonus
- 5 ppl party = 130% exp + party exp bonus
- 6 ppl party = 140% exp + party exp bonus
And make these bonuses stack with HS. It is not easy to form a party of 6 people, neither fit it in all maps, so a 40% exp bonus wouldn't be broken. This would totlly guarantee the revival of training parties and would make bossing more benefical.
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byakugan Wrote:WEll, since no one else is commenting, I will add a new suggestion to the thread.
5 - New exp formula to the party system. Partying with other players should be faster, if not as fast, than training alone. It's just dumb that the only way to for partying to be usefull is with Holy symbol, and it is because of this that many people creates priest with the only purpose of serving as HS mules. For this, I'd like to see party given a exp bonus. Something along the lines of
- 2 ppl party = 100% exp + party exp bonus
- 3 ppl party = 110% exp + party exp bonus
- 4 ppl party = 120% exp + party exp bonus
- 5 ppl party = 130% exp + party exp bonus
- 6 ppl party = 140% exp + party exp bonus
And make these bonuses stack with HS. It is not easy to form a party of 6 people, neither fit it in all maps, so a 40% exp bonus wouldn't be broken. This would totlly guarantee the revival of training parties and would make bossing more benefical.
That's entirely redundant. What do you think the "party exp bonus" is? They could just increase the value.
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Pierce should be able to hit more targets, and as such, Dragon Pulse should be able to push more targets back. I can't believe they even left Pierce unchanged until 321. At least now it outDPSes Torpedo... I think. Charge time should be less than 840ms right? But then there's that window where if you charge any more than 840ms, you're suddenly garbage comparatively, especially since Guns have a higher modifier for damage.
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Dusk Wrote:That's entirely redundant. What do you think the "party exp bonus" is? They could just increase the value.
I am talking about the exp reduction you get while you're in party without HS. You get 80% exp from your own kills and like 20% exp from other party members . Even though it sounds like it'd be the same or faster, there has to be a reason for which nobody parties without HS. I can tell myself that I find it slower and think just sharing is faster for most places like Oblivion. What I tried to say was that the exp reduction shouldn't exist so you get 100% exp from your own kills + 20% (or whatever the value is) from your partner kills. If you're with 3 ppl it shall become 110% exp from your own kills + 20% from your partner's and so on.
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