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Gravedigger

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Everything posted by Gravedigger

  1. That Destro Prae streamed himself opening 1.4k boxes and didn't get the weapon skin and that's the one thing he wanted. I've heard others opening small to large amounts of boxes and not getting the weapon skin. I've also noticed that this version isn't tradable which is strange for a weapon skin. Does that mean they don't plan on bringing it back like they've done with every other weapon skin? I only noticed the low drop rates because...well no one is wearing it. Generally, people would have it on to flex, but it seems people can't flex, because they don't have it. The drop rate for it seems suspiciously bad, while the rates from things like oils are much higher. 0.1% or not, the sheer amount opened doesn't reflect that percentage at all.
  2. 1) We will see if they make significant reductions such that if it is easier then it will be up to par with what they were saying about reduced difficulty=reduced rewards. If however they revert dungeons to pre patch states while keeping rewards nerfed, then yes your point is valid. 2) I put my opinion regarding this same thing from another post so I'll copy paste it hear as well (also, no we still get the 5g. Instead of 5g bars we automatically get the gold when we click the accpet button on the daily challenge menu. This way we don't have to sell it to the trader?I don't know. Regardless we still get it): Moon refuge is made in a way that a player will complete Zavana's zeal about 2 times before finishing the actual quest. This way, players can trade for about 2 boxes at the merchant which rewards buds, exp charms, and maybe some gold coins (worth 5g each). If a player so chooses to, they can grind for all 4 boxes a day. Also, moon buds can be exchanged for some useful items, a personal favorite of mine is the eminence exp charm. Sub HM 14, they're 1mil exp at the cost of 30 buds which is nothing. For new players, refuge not only gets you to HM 15 really quickly, but you can also get some useful equipment if you choose to grind here WHICH new players before refuge would have to grind basin for hours ANYWAY. Panda cache village in refuge is also 10 times better for materials than basin. While farming in basin, mobs have a chance to drop a treasure chest (albeit at a decent rate), while in refuge sometimes a raccoon will spawn if you kill a mob. Killing will earn you a treasure chest, but may also go to panda village. I often walk out of panda village with 20+ chests in less time than it takes to run a couple of dungeons. That amount of material is insanely good, and happens WAY more frequently when more people are killing mobs to increase frequency of panda village. Although if too many players are there then people kill each other for more chests....point is, refuge, while time consuming, is still a good place and is not irrelevant. 3) Yes, that bundle is absurd, but I hate the Zen archer bundle the most. They put items in there you get from doing story mode/quests like the naryu sanctum bracelet. Like, what? Those items are garbage and are obviously preying on new players that don't know any better. 4)I don't really remember getting 2 shards per daily, but if that's true then this is their attempt at resetting the market. Just like how they removed white orbs and replaced them with the ascension orbs which was pointless since they served the exact same function. But since they can't just do that same thing (creating a new orb), they probably wanted to reset the amount available. Yes it's scummy and it's evident when after a patch ( I don't recall which), you needed to use white orbs to enter CS boss 2 (which they fixed the next week). Clearly an indication that there was NO point in changing currencies other than to reset the available amount. 5) They are also putting the gold back to what it was which doesn't entirely constitute as nerfed rewards, but yes it's as if nothing changed. Overall yes, they messed up and I'd like to see them do better. We've been outright lied to and told it was actually working as intended on multiple occasions. My favorite is when white orbs were removed and we were told they could still be used and the response we got was "oh well, we messed up, deal with it". They messed up this patch which not only drove new players away (considering this update was a way to bring new players in), but older players too. I also wish to see this game thrive and it takes passionate players to speak out such as yourself when we see something that isn't right.
  3. 1) I think that adding things such as basin back to the daily stuff is superfluous because back when we had to do 3 dungeons, doing basin as an automatic go to really meant you only needed to do 2. In other words, if you intended to do basin as a daily, it's the same as removing it from the dailies and making the requirement 2 dungeons. I'd only see it as a good thing if it will populate basin and maybe people will kill field bosses which will put more evo stones back onto the market. The fact that things like solo dungeons are no longer a part of daily rotations is healthy for the game in my opinion. Again, if you intended to do solo dungeons in the first place, you should be doing them anyway whether it be for the gold or the upgrade materials. Making people do dungeons in f8 is wonderful for new players or alts. I've had a much easier time finding parties for things like HH, which previously was a dead dungeon. Now, more people are doing party dungeons AND are less inclined to kick people. I mean, A3+ for SSM, HH, heck even up to ST? Are you serious? But with my R3 I can find parties without getting kicked. It's just nice. I would however, agree that adding PvP back would be healthy as well since it would promote more players to do that. Most people don't intend on doing PvP, but just maybe completing a quest might make them try it out. 2) We have 2 modes regardless of what you call them. easy, normal, whatever. I personally like doing mechanics and it would be terribly boring if every dungeon became a punching bag. That being said, I don't see why they removed ALL hard modes. If dungeons were simplified to one mode, why reduce their gold cost under the context that it's to prepare us for hard mode? Where? I certainly don't see hard mode ST on the list. I liked RT mechs, but now no one has to go into SS anymore and the boss hardly does any damage when you are supposed to wipe. Changing the dungeons so that they present a challenge is good for players since it adds to the game. I'm not saying I agree with making it super hard, but something like TSM did it right. The person that gets the curse mark, if it isn't done correctly will die. It doesn't punish EVERYONE with an instant death, but it also shows the players that are learning that something around that part of mechanics needs to be worked on for later runs. It really is a good example of practice for hard mode. The other part about no drops in lower dungeons is wack though. That needs to be addressed. 3)I agree 4) Moon refuge is made in a way that a player will complete Zavana's zeal about 2 times before finishing the actual quest. This way, players can trade for about 2 boxes at the merchant which rewards buds, exp charms, and maybe some gold coins (worth 5g each). If a player so chooses to, they can grind for all 4 boxes a day. Also, moon buds can be exchanged for some useful items, a personal favorite of mine is the eminence exp charm. Sub HM 14, they're 1mil exp at the cost of 30 buds which is nothing. For new players, refuge not only gets you to HM 15 really quickly, but you can also get some useful equipment. Panda cache village in refuge is also 10 times better for materials than basin. While farming in basin, mobs have a chance to drop a treasure chest (albeit at a decent rate), while in refuge sometimes a raccoon will spawn if you kill a mob. Killing will earn you a treasure chest, but may also go to panda village. I often walk out of panda village with 20+ chests in less time than it takes to run a couple of dungeons. That amount of material is insanely good, and happens WAY more frequently when more people are killing mobs to increase frequency of panda village. Although if too many players are there then people kill each other for more chests....point is, refuge, while time consuming, is still a good place and is not irrelevant.
  4. I noticed that the dokkaebi soju effects disappear when changing instances, as when you clear the boss in one room and move to the next, it resets everyone's CD's, debuffs, etc (except the talisman for some reason). Things like the friendship charm effects stay, but why doesn't the soju? I haven't used an imperial soju because those are rare, but I was curious if anyone else is experiencing this?
  5. Holy smoke I didn't know that. That's ridiculous! Players won't know what's better for them if they think that upgrading their soul gets chosen for them. Giving them a choice will make them stop and ask which one is better like most players do when it comes to riftwalk vs dawnforge because they are faced with the choice. Using RNG for upgrading is absurd. But thanks for your replies, this is good for people, like myself, that didn't know that souls were RNG.
  6. Side note, when I said we didn't have to rely on chance in the past, I was specifically referring to upgrading. Things like soul shields/class specific things used to be RNG, but they also removed those too because the RNG system was unfair as it would sometimes takes weeks to months for the item you wanted to drop.
  7. I finally got enough nebula stones and am focusing on my soul, and it turns out that upgrading your soul is a 50/50 chance of getting the one you want. What? Why is this a thing? So I either get lucky and get the soul that I want, or I get punished and have to either spend 100 Moonstone, 100 Elysian, 200 soulstone and 200 sacred crystal AND 8 black stones (worthless but still), OR spend 15 evolve stone to SWITCH to the other soul (not even upgrade) which was limited due to this patch getting rid of a main source of it? If they implemented it this patch due to the "nebula stones" making it easier to upgrade your soul, why wouldn't they use that as a way to also SWITCH souls? Is this slowly introducing RNG into the game? Will we have a random chance of weapons next? We "might" get dawnforge or riftwalk, storm dragon or exalted, wingsong or...whatever you get the point. I honestly thought that I got to choose after clicking the upgrade button since we've never had to rely on chance to get the thing we've wanted in the past, but nope, it's RNG. It's one example, but obviously this sets precedence if this goes unnoticed. Upgrade path saying or: https://imgur.com/8Xv8X2p Upgrade path showing 3 paths, 1 by getting lucky, and 2 by using materials to switch to the soul you want: https://imgur.com/nlfuQjn
  8. Not game breaking in the least, but every time I try to preview the new parrot pet (not the bird and dragon pet), the bird screen tears and falls outside the view box. It's really funny because it looks like it's being yanked from the player's perspective, but for people that want to see what the pet looks like that's obviously not very helpful. Just thought I'd mention this bug.
  9. It's an anomaly, you'll just have to believe that it was definitely that same color gold when I initially painted it in both cases, or else I wouldn't have painted it that brown hue. I tried searching over 50 outfits that I had, but no other gold came out to be the same brown hue. It sounds statistically implausible that I happen to choose the two outfits that turn to brown when colored gold, but that's what it feels like although your evidence of the unaltered version is compelling. What's more, I have a feeling that the issue is caused by how lighting works on the outfits themselves. Some outfits are straight up BLINDING (Sorry I don't know how to directly put images up so I have to use imgur to work around). In your last photo, you can see the bottom portion of the outfit begin to turn that tarnished gold color. Here are some examples of angles/lighting that show that the outfit does indeed have that color, and it doesn't make sense why there is an inconsistency like this, especially when I colored it thinking that's what it was going to look like. Blinding gold: https://imgur.com/FCwsl8J Non variant outfit showing the gold/darker colors in shadows: https://imgur.com/OJRV9OO You can definitely see that the variant should show as gold: https://imgur.com/2dd9Ckx, https://imgur.com/8kbi9Lr, https://imgur.com/itwqIN1
  10. I noticed that an outfit on my character looked off, and I didn't mind it at first. I figured maybe the area I was in had bad lightning, but alas, it was not the case. This seems to effect main outfits, and NOT adornments in my testing. I thought it only had to do with the color gold, but it turns out that wasn't the case. You can see in my example using the Lyn outfit, I have gold on the body, however the color comes out as a brown tint. This is not only from my perspective as I have asked people to take a screen shot of what they see, and they also see the same discolored brown that I see. So it's not just my end and I have all my settings turned up so it's unlikely that my game decided to just turn my outfits rusty over night. It WAS gold when I initially customized it and stayed that way for a day or so until I logged back on, so I'm not sure if it's a timed thing or if it only takes re-logging since I don't log on multiple times in a day. I show an example of the same outfit, with the same lightning and same angle and you can see the vibrant colors. It's not game breaking but a lot of people play to make their characters look the way they want, and it takes material (chromatic thread & gold) and it's frustrating to see your work decay like that. However, I believe in the scientific method and tested it out on another character. I used the color gold as well and the same thing happened. It tarnished. You can see from the picture that the head adornment is STILL gold, but the main outfit is the same gross brown. I also tested what would happen if I changed colors, so I picked a merlot and surprise surprise the color on that faded too. It looks like it just loses textures or something? But I show examples of other outfits where the color still shows, however if I tried to re-paint the outfit BACK to gold, the preview is the brown color. So it's not like repainting over the outfit will actually work. As much as I'd like to do thorough testing, I don't have tons of chromatic threads lying around since I spent quite a few just testing this out. Lyn outfit with tarnished gold: https://imgur.com/nlQ6nMH Lyn outfit with same outfit with gold: https://imgur.com/OkadIog Jin outfit with tarnished gold: https://imgur.com/Ftj6H52 (you can see the adornment is still gold) Jin with random outfit with gold (for reference): https://imgur.com/5DjP5ye What color merlot SHOULD look like: https://imgur.com/JdmpvE2 Tarnished merlot: https://imgur.com/93vC1E1 & https://imgur.com/a37dZB6 (Taken at same place as above merlot example so lighting shouldn't be an issue) Trying to re color back to gold, but the outfit still shows tarnished gold as the option: https://imgur.com/28z3rV5
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