
Cirrus
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I'd like to suggest that the non-slotted Ice Pick drop rate from Lord of Death and RSX 0806 be increased. Current values: Main suggestion: I suggest that non-slotted Ice Pick's drop rate be restored to what it was before, 1% Makes no sense that a limited use item that has become so cheap be at a drop rate of .01%. Not unless there are plans for making Ice Pick rarer, but why? It's advantages are severely limited that it has no slot and is a dagger. It provides a very entry level way of the Thanatos card effect for the poorer, newer players. Side note: And for the slotted Ice Pick, personally I don't believe it should be at .01% like the Thanatos card. Thanatos card's advantages far outweigh a dagger (only a few classes use a dagger to it's full advantage) that has 1 slot. Rather if the non-slotted version is at 1% (as it was, prior the MVP update,) this one preferably be changed to .1% drop rate. The current market price of an IP[1] is at roughly 1/10th the price of a Thanatos card, doesn't speak much for both being at .01% drop rate as it is. Opinions, especially on IP[1], much appreciated.
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Well I always thought of MVP-ing as something fun & could do with other people, it's the main reason (aside from hoping for a certain MVP to drop a certain drop) I buy Bloody Branches and invite friends, as leveling is no longer a grind. I bought 200 BBs when the updated rolled out and got disappointed with how fast I went through them. Lol. Although I must admit that the previous MVP HP increase was unreasonable high. Let's say 80m is still high, that's would just take a short while if you invest in a few cards (that actually had a market for people who wanted to MVP as well.) ZerO25 may have a good starting point on what should stay at low HP, Elite Quest requirements and essential PvP cards / useful drops. I'd say Thanatos should have the highest HP, Glooms should have moderate HP (as those two are also used in Survival events) followed by RSX for the Ice Pick drop chances, the more useful cards like TG/Kiel/FBH/Phree hover around 10m and the rest are 5m below.
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^ You may have something here. Together with the people getting warped out of GvG, the remaining living players will be warped (probably by a GM NPC script, some maps also have timers that warp you out to some other place when the time runs out, like thana_boss after Thana dying, etc) to a smaller map after say, 1 hour, to a map like... the LMS map or the previous PvP Arena? It still shouldn't be a forced-confrontation map, they lesser numbered people should still have space to move and flank, or come from somewhere people won't expect. It also has to be PvP off at the start to separate the remaining parties.
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i'm not saying you don't have strategy, i'm saying it's your opponents strategy (or state of wealthiness, who knows if he only has GR+Tao f.armor) to keep using GR while fighting you. if they do then they're really out to waste your verters if you're to switch a lot of weapons. maybe you shouldn't take that away from those that consciously know about it. most of the time an experienced pvper will have a more appropriate armor of choice (in which, why would I use a GR vs an LK when I can have better armor cards?) keep in mind not everyone keeps their armor with a GR especially if it's 1v1, hence no reason to endow. if it's a gang rules change and just exploit that they do have a GR. in any case source edits cannot be done to incorporate this property onto how the weapon is endowed. so what can possibly be done is replacing the converter script { itemskill "ITEM_ENCHANTARMS" } with { itemskill "TK_SEVENWIND" } in which i do not suggest because i'd like to keep how verters work the way they are. ..but then you'd run into another problem. sometimes I want my element off. i do this by taking off my weapon. with Mild Wind you still keep the element. all in all, i still disagree, and i did play LK switching weapons in and out with edge, a disabling spear, and so on, maybe i just had enough converters to keep on doing it, hey, if i want something i'll find a way, buy more, make more, bla bla etc. i also went through the time when every sinx had valk R in their weap and it dispelled the shit out of everyone, even other sinxs, and i only use Enchant Poison as a last resort (it's annoying, you have to cast it)
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Dear Diary, Dan's cousin wanted him to come after all. Nice! End.
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I agree that they shouldn't be as high as before, but shouldn't be this low. It made specific MVP gears obsolete. lol. you don't need glooms for mvp-ing anymore (and not everyone wants to break emp,) same with ktullanux cards and some hats that help mvp as well. hell i downgraded my mvper from a fully geared emp wearing full fset str belts champ to a wanderer set candy aura quad abysmal knight barrage fist morpheus accessories champ. some good numbers are probably when i started around in 08. mvps hovering around 20~80m HP i think.
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it's a "strategy" if you can call it that to keep using Ghostring against physical attackers. in making you use an element so you deal 100% damage, they sacrifice an armor card, which you can exploit. 1) use a civil servant card, you can stack more dmg modifiers 2) if they have a tao, keep them at a distance from you using knockback and then use a longer-range attack/weapon (bb, then spiral or still bb if they're melee, that's if you're an lk) 3) they use rsx? then no tao, less hp, good for you 4) they dont have gr to counter all the weaknesses you're exploiting? then you don't need to endow elements plus there's the small but kinda stable 100:3 or whatever economy for the select classes that do use verters, hey, they have to get used somehow.
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ya i actually just tell her to stop hunting. ^_^ on the suggestion, nines brought up a good point about spoon feeding. that is 100% true and a lot of times people ask about what they don't want to do but can be done anyway, rather than can't do. this server has spoon fed a lot of players who can't help themselves already. i mean people there's also the part that you have to do, right?
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my 6 y/o sister will probably learn to use this better than going to rms all the time!!
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I think the problem is MVPs give too little experience. Compare MVP experience to Lighthalzen 3 mobs or Uber Poring/Poporing/Drops using @mi. You'll see what I mean.
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Chances are they also don't know why it was taken out. A lot of things happened when we had that update back in 2009. Lol. But take a cue from Miracle and suggest it. Everyone will agree anyway.
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Most of those who had the shield already actually did search for some, if not most of the NPCs, and it's only fair that the ones who got the information from the leaked source are to search for it themselves. When they did change the locations, I still needed to make a shield so I looked for the moved ones as well. They're very possible to locate, the quest wasn't supposed to be easy, as they say. 1 NPC took me 6 hours to find, the others are more obvious, all you need is a clue about what kind of NPC you're looking for and pull up a resource (RMS Map Database, for starters) and pick a map in which you have a hunch. From someone who re-finished the quest after the moving of NPCs, it's fair for even the new people, so don't worry. There's one thing you have to figure out about this server, out of all of them, but that's alright, since, after all, you're playing a very customized server with a lot of things new, so it's really only fair if they put one in there. ;)
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Fully patched and updated, just went through Euro WoE, no damage shown either.
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I agree with: 1) Dedicated GM hosting the event. I've heard of past GMs (before the rule that only the host and designated GMs can go in during GvG) giving away the location of their guild's enemy. 2) Genesis' future implementation in accordance to Sensation's side into it. When I was doing GvG before, sometimes we are only a few left alive vs still a considerable amount of people. If we're discovered by living scouts, sure, that's fine, they are scouts after all. But we couldn't really pop in a surprise attack with dead people lying around everywhere. It takes away a strategic advantage for the lesser number of people. So we'll try and try to set up an attack that appeals to a situation in which we are outnumbered, but can't pull it off because of someone we've already eliminated. With the correct strategy and reliable people, catching people who try to run away isn't a huge problem. It has been done before and is completely possible. And those people were on reductions that are not possible now. As Sensation said, given the proper circumstances, 2-3 people picking people off in guerrilla warfare style has worked from time to time, single-person guilds have won and it's quite a challenge, but to encourage them to not just run away, you'd have to give them incentive as to how they can actually do it.
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Server-side configuration. I'm sure they'll know how to implement it (since it was there before anyway.)
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Which is not the proper monster in-game, so you can't get it.
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It wasn't unfair for those people on the last oath... if you know where it is you know what I'm talking about. Lol. Plus yes thanks they are on related maps, 1 more till I can make another shield again. EDIT: there's one that's very very close to not being related. But that being the definition of that element is very broad. >_>
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Mm I've been patched since the last one (there was three I think, 2 normal and the last one to fix the quest stuff.) I still don't see it though. And yes from what I've read, Kittie's right, even if you did have a client that lets you see WoE damage, if the server doesn't send the packets you'd see nothing or I think, "1" every time. Although I believe it should still be a choice. I hit enough players using AoE skills to cause myself to lag already, if damage showed... ahah.
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If the map they're in is out-of-character, I agree. I wouldn't want to be looking for Earth or Insect in a map not related to earth or insects... sad.
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