Spendy

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Thu Nov 3 6:28:33 EDT 2011

i think being able to buy buffs with them is a good idea, like 10% increase in atk and stuff (only PvE), and say a 20% one that only activates during raids,

a multiplier, that when attacking with 1 turn, instead uses 10 turns, but gives 10x exp (remember you only have limited turns anyway), will helps people who don't have much time to keep up, you also sacrifice the free points from the attacks (which you need to buy the buff) this too is PvE only

and i don't think they should be too expensive (maybe to start with), but once people use up their points they should come down a bit


Edited 2 time(s). Last edited by Spendy @ Thu Nov 3 6:35:28 EDT 2011

Cyberkilla

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Thu Nov 3 10:00:11 EDT 2011

Quote from A KittenInMyCerealz
Quote from Vespah


Because once you have the Upgrades you need then the points become completely useless. I have 15k Free Points and nothing to spend them on.

I love the World Builder but it takes so many Real Points to actually do anything good within it. Now the only way to currently get Real Points is either buying with real money or credits, which are also a pain to get now because of the new credit reward formula.

The simple solution is to just let us convert them at a 20% rate, or less/more if required.

nope.avi
there is no need to convert free points to normal ones.

CK just needs to enable free points into the WB. (this has been talked about a lot already)
and free points need to have other ways to use them too (since if WB remains PP only, most cant use their points in that), such as the "double exp"-buff and maybe other buffs too.
also, the new credit formula sucks indeed.


Yes, I'm starting to think Free Points in WB would be acceptable. If I did this, it would mean that I'd have to watch Free Points very carefully, and not end up adding too many sources of them to the game. The other thing is, if there is a fear about using too many of them in the WB over a short space of time, I guess there could be a weekly/monthly quota system to calm it down.



I also like the temporary buffs for points idea. That could be put in the Upgrade Centre, I think.


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KittenInMyCerealz

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Thu Nov 3 10:28:54 EDT 2011

Quote from Spendy
i think being able to buy buffs with them is a good idea, like 10% increase in atk and stuff (only PvE), and say a 20% one that only activates during raids,

a multiplier, that when attacking with 1 turn, instead uses 10 turns, but gives 10x exp (remember you only have limited turns anyway), will helps people who don't have much time to keep up, you also sacrifice the free points from the attacks (which you need to buy the buff) this too is PvE only
why should they only be PvE? sounds kinda stupid to me. would make the game mush more interesting in the PvP side too if the buffs were available there too, so low level players could actually beat high lvl ones with buffs on...
for example, bounties could be collected by a much larger group of players than they are now, since most of them are on high lvl players. and in guild-side, the ones with highest power could actually be raided successfully, if they wont prepare well.
(btw, does the player you attack with double exp on, get stripped 2x the normal amount? if so, those exp buffs should only be applied to PvE)

Quote from Cyberkilla
 

Yes, I'm starting to think Free Points in WB would be acceptable. If I did this, it would mean that I'd have to watch Free Points very carefully, and not end up adding too many sources of them to the game. The other thing is, if there is a fear about using too many of them in the WB over a short space of time, I guess there could be a weekly/monthly quota system to calm it down.

I also like the temporary buffs for points idea. That could be put in the Upgrade Centre, I think.
(smiley) 


Edited 8 time(s). Last edited by KittenInMyCerealz @ Thu Nov 3 10:33:45 EDT 2011

Spendy

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Total Posts: 151
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Thu Nov 3 11:51:17 EDT 2011

Quote from A KittenInMyCerealz
why should they only be PvE? sounds kinda stupid to me. would make the game mush more interesting in the PvP side too if the buffs were available there too, so low level players could actually beat high lvl ones with buffs on...
for example, bounties could be collected by a much larger group of players than they are now, since most of them are on high lvl players. and in guild-side, the ones with highest power could actually be raided successfully, if they wont prepare well.
(btw, does the player you attack with double exp on, get stripped 2x the normal amount? if so, those exp buffs should only be applied to PvE)


well there could be more specific PvP skills, they are only ideas anyway.

i mean, some of your current buffs need a big boost imo, they'd be better off as percentages which give you more as you grow (with maybe a minimum stat for low lvl's to get any use out of them)

the 2x exp we just had stripped double exp aswell, but i wasnt on about that with the multiplier idea (yes PvE Only), 1 attack with 1 turns, 10x would use 10 turns and give 10x exp, (and maybe 10x the credits. would mean could do 350 attacks to get your exp (and hardly any free points) or if you have the time do normal 3500 attacks and get a load of free points to pay for other buffs (pay for your PvP stuff, or a faster hunt next time)



Edited 6 time(s). Last edited by Cyberkilla @ Thu Nov 3 18:24:43 EDT 2011

KittenInMyCerealz

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Total Posts: 221
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Thu Nov 3 13:58:37 EDT 2011

Quote from Spendy
 
well there could be more specific PvP skills, they are only ideas anyway.

i mean, some of your current buffs need a big boost imo, they'd be better off as percentages which give you more as you grow (with maybe a minimum stat for low lvl's to get any use out of them)

the 2x exp we just had stripped double exp aswell, but i wasnt on about that with the multiplier idea (yes PvE Only), 1 attack with 1 turns, 10x would use 10 turns and give 10x exp, (and maybe 10x the credits. would mean could do 350 attacks to get your exp (and hardly any free points) or if you have the time do normal 3500 attacks and get a load of free points to pay for other buffs (pay for your PvP stuff, or a faster hunt next time)

yeh, current skills need to be +% of your own stats rather than +x.

so all the other skills would be PvE & PvP, except the multiplied exp/Cr ones? me likes. (at least in my opinion, we dont need different skills for each)
(easy way to do this? = dont allow player to access the http://www.futurerp.net/pages/attack.php -page if you have one of those skills on?) (dunno if that is the easiest way to code it xD )
 
ps. quoting only works if you do not remove the original quote tags




Edited 2 time(s). Last edited by KittenInMyCerealz @ Thu Nov 3 14:06:22 EDT 2011

Cyberkilla

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Thu Nov 3 18:43:09 EDT 2011

Quote from A KittenInMyCerealz
Quote from Spendy
 
well there could be more specific PvP skills, they are only ideas anyway.

i mean, some of your current buffs need a big boost imo, they'd be better off as percentages which give you more as you grow (with maybe a minimum stat for low lvl's to get any use out of them)

the 2x exp we just had stripped double exp aswell, but i wasnt on about that with the multiplier idea (yes PvE Only), 1 attack with 1 turns, 10x would use 10 turns and give 10x exp, (and maybe 10x the credits. would mean could do 350 attacks to get your exp (and hardly any free points) or if you have the time do normal 3500 attacks and get a load of free points to pay for other buffs (pay for your PvP stuff, or a faster hunt next time)

yeh, current skills need to be +% of your own stats rather than +x.

so all the other skills would be PvE & PvP, except the multiplied exp/Cr ones? me likes. (at least in my opinion, we dont need different skills for each)
(easy way to do this? = dont allow player to access the http://www.futurerp.net/pages/attack.php -page if you have one of those skills on?) (dunno if that is the easiest way to code it xD )
 
ps. quoting only works if you do not remove the original quote tags



Some browsers put <div></div> around the quote bbcode, which then doesn't work because it is subst*tuted for <div></div> too, at display time. Stupid HTML. I'm not liking these richtext editors very much lately. The benefit of them is slight -- I think we'd be better off going plain text + optional bbcode checkbox. Anyway, that's a problem for another day(smiley)

I really like the idea of accounts differentiating themselves; skills and skill buffs are very important. We need new skills/changes to their effects, to keep them relevant. I'm not unaware of that.

I can see the logic in your % buff suggestion, but it makes it a little more complicated to add/remove the effects without having a cache of the values at the time of application. It makes having custom attributes on skill buffs a bit more complex too.

I think the real reason that some of the skills seem weak is that many of us are much higher levels than we once were, yet we haven't learned any new skills -- we're still using the ones designed for around level 35. Plus, the player attributes have changed rather a lot in the past year or two, and the skill effects probably haven't changed much in line with them.

I'd like to see a lot more skills in the game, but there is one blocking factor at the moment -- we can't just add 10 different skills which give you more attack power, etc., because you could theoretically cast every single one of them at the same time, significantly overpowering yourself.

At the moment, it's not an issue, due to the small number of skills. In the future, we may need skill slots of some sort, to stop you having more than one kind of skill type active at a time. It's a complex problem. (smiley)


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