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Ideas to improve the server - feel free to post!


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 Cant see it being used on any thing else , kind of pointless the enemy dropping said item with desired 90 hit to make 100 hit idea is to hunt that enemy drop , not short cut with 9* 80 + weapons easier to hunt down.

Plus ctu RNG and the bone badge exchange would help swap the rng on weapons special given.

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The chance of either an orange weapon or the actual rare drop having that degree of hit is absurd. If anything it would only incentivize using it on weapons with 90+ hit. The redeem would not add hit either and would act as an added bonus to already hunting those types of weapons without having to solely rely on the specific drop while also not making it easy to obtain high hit weaponry. It boils down to adding opportunity for hunting and diversifying gear that players can use beyond the dark weapons and gives players something else to do outside of events. I'm certainly not saying that it only has to be high end gear that you can redeem for. Mainly weapons that can be used effectively with Ultima's tweaks to the enemies

Edited by (Jay)
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  • 2 months later...
  • 7 months later...

Would it be possible to make cure units work if you equip them after getting an effect? Probably a little OP but also would take some skill since you would have to go through menus to equip, get healed, then un-equip it. I thought they had worked this way initially but when I tried it recently it didn't seem to work. Would be a nice QOL improvement as well as raise the skill ceiling for the game a bit!

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Nope, it's fine as is.

Not intending on getting rid of the whole purpose of consumables like antiparalysis.

The "skill" is more about predicting when you're likely to receive a status effect and equip said cure/unit in anticipation.

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  • 4 weeks later...

A unit that raises tech level, but can go above the class max level. My initial idea was to alter the current /technique units to let this happen, primarily because it could be a cool unit option for classes that can't reach tech level 30 (Like making a support focused Hunewarl with level 25 S/D) But there would need to be some restrictions/issues. Like only one  /technique unit can be equipped at a time. I don't know how balancing would work with Forces, since they could go above 30 which may not be handled by the code (Don't know if tech damage is a calculation based on the tech level or if it pulls from a reference table with set tech levels). You could just cap techs to 30 but that means the unit would eventually be worthless for the Force class which seems lame. 

 

So with that in mind, a compromise instead of altering the existing technique units could be to add a new one. In order to make it not too over powered for Forces (If it could raise techs above 30) it could be set to +3 instead of +5 like Cent/Technique. You would want to limit the number of units that can be equipped to 1 as well. (Alternatively, you could have the unit only bump it by 1 but allow multiple units to be equipped, that way you would need to be more selective with how armor units are chosen).

 

The only concern I have (Besides "is it possible to code") is balancing for forces. I understand not wanting to add something that would increase force damage drastically. 

 

A unit like this would add a new layer to build crafting for many classes which I think could be neat/fun.

 

Thoughts?

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  • 3 weeks later...
On 1/2/2025 at 4:47 PM, Malcoren said:

A unit that raises tech level, but can go above the class max level. My initial idea was to alter the current /technique units to let this happen, primarily because it could be a cool unit option for classes that can't reach tech level 30 (Like making a support focused Hunewarl with level 25 S/D) But there would need to be some restrictions/issues. Like only one  /technique unit can be equipped at a time. I don't know how balancing would work with Forces, since they could go above 30 which may not be handled by the code (Don't know if tech damage is a calculation based on the tech level or if it pulls from a reference table with set tech levels). You could just cap techs to 30 but that means the unit would eventually be worthless for the Force class which seems lame. 

 

So with that in mind, a compromise instead of altering the existing technique units could be to add a new one. In order to make it not too over powered for Forces (If it could raise techs above 30) it could be set to +3 instead of +5 like Cent/Technique. You would want to limit the number of units that can be equipped to 1 as well. (Alternatively, you could have the unit only bump it by 1 but allow multiple units to be equipped, that way you would need to be more selective with how armor units are chosen).

 

The only concern I have (Besides "is it possible to code") is balancing for forces. I understand not wanting to add something that would increase force damage drastically. 

 

A unit like this would add a new layer to build crafting for many classes which I think could be neat/fun.

 

Thoughts?

Nope.

 

Boosting Hunewearl/Ramarl SD would make Force's role much less significative.

For example, they would no longer be required in ROCT in order to get rid of JZ (since it's level 21).

Beside, Ramarl is already the best solo class for many quests.

 

As for boosting Forces' SD, it would be a serious game breaker, turn literally everything faster than they already are, and make PB chains kinda worthless (a 2 PB combo is lvl 41 only, so already not that much better than FO's cast).

 

The units requirement is not even really an issue.

An SD lvl 40 lasts for 7 minutes, which means you have to swap your units only once every 7 minutes to keep it fresh, as long as you don't die.

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I know this happens on other servers but can we get like a daily quest on any mode from easy to ultimate when competed yup get a chance to get a random weapon with nice stats or good armor?

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  • 4 weeks later...

Probably way too much work, but server side tracking of things like monster kill counts, quest completions, etc. would be pretty cool! There could be filters applied during each event to see who is hunting what monsters, how many times they got the rare drop from the monster, times died, other stuff like that. If leaderboards could be accessed through the forums it would promote more traffic back and forth from the game to the forums. Possible downside is people could try to track down those who have gotten many kills on certain monsters to try and approach them with nefarious intent.

 

Again, I am pretty sure setting up this kind of tracking would take a shit ton of effort (if even possible), but even a bare bones version would be a fun addition!

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On 1/18/2025 at 5:50 PM, Champione said:

I know this happens on other servers but can we get like a daily quest on any mode from easy to ultimate when competed yup get a chance to get a random weapon with nice stats or good armor?

That could be nice but a hassle to implement

 

On 1/18/2025 at 10:46 PM, MBogdanovic94 said:

HUnewearl and HUcaseal can use Mille Faucilles! Let's go! xD

Sorry they'll have to deal with Dual Bird,

I don't like to totally outclass already existing items

 

10 hours ago, Malcoren said:

Probably way too much work, but server side tracking of things like monster kill counts, quest completions, etc. would be pretty cool! There could be filters applied during each event to see who is hunting what monsters, how many times they got the rare drop from the monster, times died, other stuff like that. If leaderboards could be accessed through the forums it would promote more traffic back and forth from the game to the forums. Possible downside is people could try to track down those who have gotten many kills on certain monsters to try and approach them with nefarious intent.

 

Again, I am pretty sure setting up this kind of tracking would take a shit ton of effort (if even possible), but even a bare bones version would be a fun addition!

I would love that as well, but yeah, probably too much work for @Soly sadly...

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What if ppp rewards were different colored mags based on the current event? Something like:

 

Valentines day = Pink

Easter = White

Summer = Yellow

Anniversary = Rotating?
Halloween = Orange

Triforce = ???
Christmas = Green

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10 hours ago, sleeeepy said:

What if ppp rewards were different colored mags based on the current event?

I believe Lemon wanted to make it all colors but couldn't find how to create a non red mag via quest scripting.

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