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Shiver

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Posts posted by Shiver

  1. Type of Bug:

    Game

     

    Location:

    Fortress of Shadows KQ
     

    Description:

    In the final room the front left pillar continuously spawns an assortment of mobs, including the skeleton archers that stun, in such a quantity that it's impossible to complete the KQ due to death by being permanently stunned.

  2. Arrow of the Sky is the Sharpshooter 110 skill. On retail it works as a knockback skill which hits (in a straight line) anything standing between the caster and the crosshair area. Thus the crosshair of the skill was designed to be small as it was just really used for aiming purposes.

     

    VpOJNWG.jpg

     

    On Core however the skill has been altered due to what I assume are technical limitations. It works as a stun instead. Honestly I think a stun is an excellent and much needed addition to the sharpshooter skill kit, however I do have an issue with the size of the crosshair given the change.

     

    C0go5YY.jpg

     

    Unlike the retail skill, Core's version only effects what is inside the crosshair and not what is in front of it. This is fine if you only want to target a single small mob, but when you move to a larger mob placement issues occur. 

     

    Therefore my recommendation would be to increase the size of the crosshair to something bigger so that when aiming for larger mobs there isn't so much flailing your cursor around trying to find that one sweet spot.

  3. Well since we're talking about them...

     

    0QkrmMg.png

     

    The archer prestige 110s are a bit goofy. Sharpshooters are the single target prestige and rangers the area of effect (aoe) prestige. However the set effects don't reflect this.

     

    2 Set Effect

     

    The 2 set effect for the Vega Multi Set (Sharpshooter) is for Power Shot. This is a sharpshooter upgraded skill, so this makes sense in that aspect.

    Although personally I think that power shot is a useless skill even though it is a sharpshooter upgrade, but that's just my opinion.

     

    Moving over to the 2 set effect for the Bloodstream Set (Ranger) we see that it's Bone Shot. Bone Shot is also a sharpshooter upgraded skill. So having it on a ranger set as an effect makes no sense.

     

    3 & 4 Set Effect

     

    The 3rd & 4th set effect for Vega Multi is Piercing Shot. Piercing shot is an aoe skill, and like most aoe skills, it is a Ranger upgrade. So on a Sharpshooter set this makes no sense.

     

    The 3rd & 4th set effect for Bloodstream is Multi-Blood Shot. This is a Ranger upgrade skill, so it does make sense on this set.
    However you could make an argument that this is the least used kitable aoe and thus wouldn't be as useful as say Piercing Shot or Nature's Mist.

     

     

     

     

  4. Type of Bug:

    Game

     

    How to replicate:

    Take a +10 untruthful weapon to any blacksmith and attempt to enhance to +11 using a karis.

     

    Description:

    The ability to enhance Untruthful (Chimera) weapons to +11 seems to not be working. When you try to enhance them past 10 you get the message "Item cannot be enhanced because it's level is higher than enhancement level."

     

    Screenshot:

    http://i.imgur.com/zqVV90A.jpg

  5. I am struggling to understand how eliminating these maps will provide space for new content. And yes, you make a good point about the materials.

     

    I could be completely wrong about this as I am not familiar with how Fiesta servers store information, but the original post seems to imply that removing these maps will free up server resources.  I interpreted this as something similar to say deleting unused programs off of a computer.

     

    And thank you. o:

  6. Appreciate it if you guys could say why. :) Thanks.

    Basically all the reasons you mentioned already. @.@

     

    Currently a lot of maps are just a waste of space and many you just plain out don't visit. Saving space by eliminating them provides space for new content and reduces lag/server load.

     

    One concern would be that low level herbs/mushrooms are going to be harder to get. Sea of Greed in particular is home to a large mushroom patch that will no longer be accessible should this happen. Of course that could've already been taken into account, just not shown on the rough draft.

  7. Eh tl;dr, I skimmed a bit and only touched on a few things...overall I agree with most of what has been said.

     

    Focalar: I hear his AOE not only 1 hits most people, but also most computers. Doesn't sound too fun currently, but the idea of an aura boss does sound very entertaining.

    I know sharpshooters aren't particularly known for having high def/mdef but the focalor one-hits me every aoe he does and mind you I'm full ml geared (except for my top), full +9 except for one ring, and full scrolled/charmed. Seems a bit much to me. Even if I enhance that ring I doubt I'll survive it.

     

    Tbh looking back at it now 105-110 was cake lmao 110+ is when it gets really hard idk if u know how much exp u really need im at 113 an i need 95 bill when i lvl im expecting 14X bill if it follows the trend that it has been setting. 

    It's 143 bil at 114, just asked Salt.

     

    I'd rather have something hard to do that compensate with good xp.  For example, New KQ's   ( or old kq's where you'd raise the xp and the strenght of the mobs) 

    I think the idea of old KQs for higher levels is great. It plays into the nostalgia factor for those of us who actually did these KQs in massive groups back in the day. Also not to mention they go almost untouched currently and it just seems like a lot of interesting content going to waste.

     

    A player brought up this topic last night and we both came to the conclusion that the difficulty in reaching high levels restores meaning and status that high level players deserve. Instead of reducing the amount of exp necessary to gain a level, wouldn't it be better to introduce content that you have all mentioned?

    I would have to agree, if the content that was mentioned was introduced then not only would there be more incentive to level, but also more ways to level. I don't think the exp would seem so much then, and with new content classes like clerics would be needed which gives people an incentive to help them level.

  8.  

    Also my name is Green, when did this happen? Wat? Why? I liked pink.

     

    Pretty sure it's from that Summertime event. Everyone who participated got a Teal Subscription.

    I want my pink back as well. Q.Q

     

    Back on Topic...

     

    Wanted to add that the evasion on everything in Thorn Cave as well as the Focalor boss is too high. I could barely hit it on an archer with 2.5k aim and I don't think the aim increase between the 105 LH (Bow with 1175 aim) and 114 Green wep (Bow with 1303 aim) is gonna make that much of a difference. Then again I could be wrong, I don't really understand the mathematics behind aim/eva.

  9. There is adealia scrolls on official..     

     

    And there is no gate  to ar or uruga either in official you know.

     

    This. They weren't released with the expansion itself, but Adaelia scrolls were eventually added as mob drops.

     

    The gate on official only hooks up to Roumen, Elderine, Sand Hill, and Forest of Mist. Everywhere else you had to walk or scroll to.

     

    And I figured the maps would be hard to do, but still felt like mentioning it just in case. xD

  10. Well I'm really bored and it's like 6am, no one is on,  so...

     

    By transportation I mean things like teleport gates, teleport scrolls, and respawn points and by maps I mean what comes up when you press "M" not actual locations. If anyone has other suggestions, sees an error on my part, or has objections please don't hold back.

     

    Transportation

     

    Adaelia Teleport Scrolls

    These will probably be added to the drop table once the mobs have been fixed for the area, but I see no reason why they are not already in the item merchant in Roumen along with the rest of the scrolls.

     

    Adaelia Teleport Gate

    Pretty self explanatory, every other major town can be accessed through the blue hovering gate, might as well toss the new one on.

     

    Adaelia Abyss Gate
    There is currently a gate in Adaelia that hooks up to forest perimeter. However the gate only works one way. You enter forest perimeter in Adaelia and you'll come out in Alberstol Ruins when you leave. If I had to take as guess as to why, it's because this forest perimeter is the one featuring 10x abyss which originally was only accessible in AR and the forest perimeter that should be hooked up (the one with 11x abyss) is not yet in game. So this might just require waiting until 11x comes out.

     

    Adaelia Lucky House Guide
    I would just take this out. I've heard many accounts of people getting stuck once they enter Lucky House and at the moment there's really no need for it to be there since that map is empty.

    Kahal Plains Respawn Point
    Currently you respawn at D2 on the map which, while rather amusing the first couple of times, gets old quick. Respawning in the middle of depraved mobs and really far from the exit gate is not pleasant. This should be moved to an area where mobs aren't going to assault you immediately after your idle is off.

     

    Thorn Cave Gate
    Probably should be moved to it's correct location in Kahal Plains (I3) where there a literal thorn cave in the scenery. Also means the Bat Hunter NPC would need to be moved along with it.

     

    Helga's Tomb Gate

    Is there a lore reason for this being located in Ancient Elven Woods? Cause I think it would make more sense for this to be where the Karen Gate currently is in Alberstol Ruins since this is a level 90+ raid.

     

    Burning Rock Teleport Gate

    I might've already mentioned this as some point, but I think it's still a valid idea. This is one of the most obnoxious maps to reach. I assume it was done intentionally on retail to force you to buy an excess of rations, but here there's really no need for that. Just toss one into the little outpost.

     

    Dungeon of Dread Gate
    Not sure why exiting the Dungeon of Dread teleports you to the respawn point in Roumen, but it does. I would recommend making it place you outside the gate you just entered. Also for some reason exiting this gate disconnects people occasionally.

     

     

    Maps

     

    Quest Tracker

    Currently in general the quest tracker on the side of the map doesn't work. It highlights the default location for mobs as opposed to the actual location. This is especially noticeable in Dark Land where a lot of mobs have been moved. Simplest fix would be to just disable the highlighting feature.
     

    Roumen

    Shows up twice in the list of maps, featuring maps of both the current Roumen and "old" Roumen. Since "old" Roumen isn't accessible I'd just take it off.

     

    Stone Field
    I'm not even sure what this is? Much less where it would be located or why it's on the list.

     

    Helga's Tomb
    Not listed.

     

    Adaelia (lower and upper)
    Not listed.

    Kahal Plains
    Not listed.

    Thorn Cave
    Not listed.

     

  11. At level 108 the quest "The Gradual Unfolding of the Truth" opens up. The quest requires you to get a 10 drops from hardcore Malephar called Covenants of Darkness.

     

    The reward for gathering all ten Covenants is some exp, some money, a bit of fame, and the Malephar horse mount named Kentauros of Darkness.

     

    da4e74fc5a284a736bfd79656a674a96.png

     

    Now here's where the problem lies. On retail Fiesta Kentauros of Darkness is permanent, rare, and only available through this quest. On Core not so much. He can be bought from the mount merchant in Roumen just like every other mount for 500s and only lasts 30 days.

     

    c28b383046a2aaea19899e6b0b33bb31.png

     

    So my suggestion would be to change the rewards for this quest to something more suitable for the time and effort it takes.

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