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Reverance

Final Heaven
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A few things I'll bring up - Mostly QoL changes that can obviously be left as a lower priority.



Helmets - Quite a few helmets still showing as Bald on player models.
Guild Page - Message of the Day Feature would be a nice addition.
Guild Page - Member Levels showing on the page.
Guild Page - Ordering by column?
Guild Page - Display Guilds at War - I believe someone mocked up using the right central panel for this.

Friends List - Not sure if this is a planned feature or not.
Alliances - Something you originally said wasn't going in as it could factor into controlling both Castles at the same time, Any plans to change this or add in DMW?
 

Reverance

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What benefits or function do you expect alliances to provide?

Primarily not causing any collateral damage when it comes to fighting in areas with allied members, especially as Met Shower/Empowered Tao spells can be so volatile.
 

UnluckyXIII

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Jan 5, 2018
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Just a few from me:

In game clock with stopwatch function.
Addition of co-ordinates within mini-map.
Sin spells: Elemental Puppet is Lv.34 but you can’t use dark stones until Lv.35 / The New Beginning is Lv.40 but can’t use until you get the Lv.45 spell - review and amend level requirements?
Low level Superior non-set Necklaces: Need some love like the bracelets got, for how rare they seem to be the stats make them pretty pointless with the current accessory refining system.

There was something else but it’s slipped my mind for now :(
XIII
 

KrukWSZ

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Hello,
i think chb and special necklaces is needed.
in my opinion serwer needs more kind of weapons for 30+ 40+ 50+

many peoples say that wiz shouldn't have tempest/fw on war. maybe we should delete wiz from game if we still decrase wizard power:)
 

eXhy

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A few things I'll bring up - Mostly QoL changes that can obviously be left as a lower priority.



Helmets - Quite a few helmets still showing as Bald on player models.
Guild Page - Message of the Day Feature would be a nice addition.
Guild Page - Member Levels showing on the page.
Guild Page - Ordering by column?
Guild Page - Display Guilds at War - I believe someone mocked up using the right central panel for this.

Friends List - Not sure if this is a planned feature or not.
Alliances - Something you originally said wasn't going in as it could factor into controlling both Castles at the same time, Any plans to change this or add in DMW?

+1 for your suggestions, would be nice to see some guild page improvements.


At the moment be in a guild is just an ability to fight for SW, nothing more, we kinda doesn't win/lose anything, there is a lack of functionalities and something more to fight for.


My suggestion is to focus on bring good fun/contest and make useful/worth full be a member of a guild.


-Guild Buffs :
Ability to guild master active guild buffs and lvl up buffs using guild gold (example lvl 1 HP guild buff +5HP , lvl 2 HP guild buff +10 , max 10 lvls) same for MP/DC/SC/MC/AC/MR (DC/MC/SC 1 point per lvl)


-Ultimate guild wars:
Ability to send an invite for a ultimate guild war, other guild can accept or reject the invite, would be a 24 hours war and each hit would count has 1 point(kills count 10 points) at the end of the war most point guild get gold or other price.
 

Lionsm!ght

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What benefits or function do you expect alliances to provide?

Mainly to prevent attacking allied guilds during wars (SW/DMW and declared wars)

Guild mode will allow you to target allies,
Allied mode unable to attack allies and guildies.

Unable to war vs allied guild, to do so you must break alliance first.


Chaos/Life/Cosmos necklaces etc - added feedback to that thread, would be good additions but i think they need removing out of NR and into the wider game. They are extremely strong and should be hard to get.

I would like to see the loan system you mentioned back in alpha.
Given no body drops this would be a good system to have.
Either for guild items only (items stored in the guild bank), or possibly listed on the TM, with the same restrictions as below, but item cannot be recalled early and is auto-mailed back to owner once time expires (time is reduced while offline and not paused like buffs)
For guilds
Those with permissions in guild to loan items, can take items from guild storage - in the guild bank the item would still take up a space but be blanked out, and show who has it. Consumables (books/pots/tallis etc) cannot be loaned only equipment.
People will have permission to recall guild items back to the bank, this would then remove it from the players bag/inventory/storage etc, and can be recalled from both offline and online players
For all
Loaned items will be unable to be mailed/sold/dropped/normal repaired/refined/levelled(jewellery) etc. Only special repaired, even weapons will not be able to be refined or used bene/str oil on. They can lose current dura only as normal.

Would also like to see WD/NR bosses added.

Advanced potion mastery/bloody flower/empowered spells from goru/holy palace drop rate lowered
Item rate is fine as these are permanent, but the rate on the current books means you are very lucky to get a book drop every 5 levels, think the guaranteed rate from normal mobs would be around 5billion exp (level 45-65ish ?) and then it could be a low page book. It wouldn't be too bad doing 2-3 levels or so in that cave and getting a crap page book, as you will get another chance in 2-3 levels again, but to go 20 levels or so for 1 guaranteed book drop and it failing is destroying. If these books are not meant to be accessable until level 60+ then why have such low levels for them?


Added feedback on SW but would like to reiterate point on tempest/fwall spam.
Currently a wizz can completely spam a screen with tempest and it lasts ages, if they are higher level than you there is no chance to get close to them due to the repulsion. In most 45+ areas, any teleport type skills such as becon/inter/geo/dance etc will leave the person trying to get close with atleast a 6 second no pot, in some caves and KR this is upto 20 seconds, leaving the only way to get closer is to have a wizard of your own place temp/firewal over theirs, but with a screen of tempest you dont know which is friendly or not.
Having a cap on the number of fwalls/temp, or like on marble the more you cast the quicker the others cooldown, would help alleviate this. Reducing the no pot cooldown to 6seconds in all ares, rather than scaling the deeper you get, will also even out the pvp a little bit. Removing the no pot on earlier 45+ cave floors and outside areas like in snow would help this. Sins/Wars relay on dance/becon/inter to get close to targets, using these spells will result in your death, and not using them results in you just kiting damage. Alternatively removing the repulsion vs players from the spell, as it is a huge source of damage anyway, may help,


Free Pass Minigames - DragonGateSword
Would love to see some of these games in, such as mir craft, treasure island, team battle thing. Each game gave the Winning team a random amount of dragongatesword shards for a random element drop randomly on the map, was a free for all to pickup as many as you could. (this could be improved).
It required a free pass to create the game and only 1 game was active at a time. The creater could join free, everyone else had to pay a 10-50k fee. Not sure if for some of them they made level brackets when creating them to prevent noobs getting wrecked by higher levels. From selecting the event you had a 5 minute wait until it it started.
One thing to improve on this would be to have everyone teleport into a lobby area before it starts, as before people would teleport in and out until they got on the same team as their guild/friends. Then once its no more entry everyone is then split into teams and teleported into the map.
Mir Craft - As you enter you get alternated onto a team on each side. Each team had a base, inside it you had stuff like trees rocks etc, that you would farm, like mining, to upgrade your base, upgrading the base gave you strong minions on your side, main objective was to destroy enemy base, you had x amount of time to upgrade you base/minions before they were release to target the enemy. You could PK people on the enemy team only.
Treasure Island - if i remember rightly this was just a map full of the monkey mobs, that hit much harder. It was x time long/last man standing if everyone died before time up. You could kill the mobs and other players. It was every man for themselves.
Team Battle - Map was split in half, as you teleported in you got put on left or right team. Square map with a fence in the middle - sort of like a tennis game. Mobs would spawn every few and you would have to kill them on your side, so they would respawn on the other. You would also have random firewalls appear on the floor, that did some big damage. Objective was to outlast the other team, end of the game the winning side would respawn and collect the DGS pieces that appeared.


Quality Items
With the current upgrade system, quality items and high end rings/neckies do not seem very important/valuable as you can cheaply make another version using added level 25ish items. Maybe a stat/drop rate review of these to either make them more powerfull, or more common so they can be upgraded?
 

Koriban

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I'm glad you made this post as quite frankly the carrots you've been dangling have been subpar lately. I'm aware past drama has died down but I do decree we are in dire need of some freshly peeled carrots. I mean, just look at that thing. Filthy. This is not the level of quality I expect from you Jamie.

If you and shane could talk to your local produce/farmers we'd all very much appreciate it.

P.S Have you considered growing your own? :watermelon:

@Tai can we get a ****ing carrot emote already it's 2018, what is this travesty.
 

KingCobra92

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Plenty of good suggestions in the client improvement channel on discord.
 

Reverance

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Another QoL change

Chat - ItemLinking.
Guild Page - Item Log (Deposit/Withdraw)
 
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Londex

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Just a few from me:

Low level Superior non-set Necklaces: Need some love like the bracelets got, for how rare they seem to be the stats make them pretty pointless with the current accessory refining system.

XIII

Totally, just got a 2-6 dc rare neck, suck massively lol
 

Skyline

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Totally, just got a 2-6 dc rare neck, suck massively lol

I got the 4-7 one, decent DC but with them being rare, it's not going to be easy to make them any better than a ClawNeck with some nice elemental stats.
 

Selaine

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Hyunmoon Temple Needs Addressing.

EXP as whole compared to HP of the mobs are out of balanced. From speaking with people who played Mir 3 GSP this was a sin cave but with changes to sins and addition of Guro there is no main reason for a sin to enter unless assisting Tao.

Taos can kill in here albeit am killing slower than my hunt gold charging. Tao/Sin combo decent but main issue of Ox General and easily wipe a group. Warriors wont come in here due to even wearing ACC braces and having a ACC on one weapon the Warriors can't hit. Wizards tend not to come in here due to elemental resistances being too high.

We understand this needs to be a hard cave but at current state this cave is less enjoyable than Guro.

Speaking of both Caves can we look to see if spawns can be pushed slightly back from doors to allow some breathing rooms (KR's not to be included as everyone understands that should be full.

Seperate note

Quality of life - Life Steal skill change from single target to AoE

Ability to lock interface so when moving mouse we dont drag any chat windows/buff/mob display etc
 
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GeeDee

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Sep 16, 2011
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I think the mini games would be absolutely brilliant :D.

Again, Goru drops are still crap. The amount of Empowered Bloody Flower and Empowered Potion mastery combined is probably less than Empowered healing. Is it the same drop rate? About 1/80k? IF so this is daft as snow mob can be killed on a much greater scale than Goru mob. In my opinino EH is more OP than the other two.

Hyunmoon deffo needs looking at, 6k hp for a 100k exp rate is ridiculous. Needs improving by at least 10-20%.

The drops on higher stat items does need to be increased, due to the refining of items, kinda makes getting them less of an achievement or "thrill".

Please add a teleport straight to the palace.

Also sins are too weak, perhaps an increase of 3k base MP would help us out.

The last one is a joke.
 

awesome

Microsoft
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Dec 6, 2013
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Add +5 floors on every cave with same mobs like previous but with multiplied stats and mass spawn them. Create more caves with the same content but different Give more hunting choices like 3x flea caves, etc. Multiply the entire database (stats, maps, mobs) by x# 5 times (x2, x4, x6, etc.)

---------- Post Merged at 01:33 AM ---------- Previous Post was at 01:31 AM ----------

By multiplying stats you higher the level without losing balance
 

WelshSteel

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Dec 15, 2016
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Taoist suggestions:

BloodLust/Elemental Superiority using standard talisman (DC/SP) to effect base instead of stack -
Gives more incentive for a Wizz/Warr to group with a Tao (wiz/war extremely independent if controlled by a good player) and SOF will boost pets further providing more needed strength vs goru or any other type of non AoE mobs.

ES using element talisman to add +1 AE per X sc -
8 is a good value but Tao's should have options outside of just holy stacking, let spellpower be the more supportive choice by giving not only more buff durations but more power to other classes outside of sin...

Also poison ticks don't matter past 40+ mobs so should look to increase per X sc value, AC/MR/EI companion gives way more stat than Taoists temporary buff again make it stack with spellpower!

Please.Make.Warriors.And.Wizards.Notice.The.Taoist.For.More.Than.A.Rez.And.Puri.Bot.

Jedi Mind trick - Also if you are also developers you will create "Return to Flesh", a Tao spell that switches places with a Summoned Skeleton.
 
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