Nekonata

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About Nekonata

  1. Abusing BID bug!

    Actually, if the person who bid highest leaves, the item doesn't automatically go to the bidding list again...the party leader gets a prompt if he wants to put it up back for bidding or throw away. The problem with this is, people will throw the item away automatically by accident because that prompt look almost exactly the same as prompt for throwing things away from inventory, which I assume most of people with crammed inventory space do after every dungeon.
  2. Come on guys, kid fell down a cliff and probably banged his head on something. After NOT being saved by his beloved master, he is the one who feels betrayed (and is probably deeply dissapointed in his weaksauce master anyways). He is found by new people, and joining them is better than being an orphan again. Assuming the entire school got slaughtered is fine as well. Of course in the original story it is going to make less sense.
  3. different stat numbers for same item?

    Well, if I remember correctly, some accessories would behave like this as well in the past, but not the ones we currently need anymore, so no need to worry about them. Legendary shields don't have roll levels, MSP shield for example has 1 base stat and 2 random stats , and you can upgrade that shield to have higher stats with the same part piece of that soulshield. Everything else has pretty much fixed stats. Also, you should definitely check out this site; https://bnstree.com/items/soulshields
  4. different stat numbers for same item?

    Soulshields generally have 3 levels of stats; lets say, you can roll 1600, 1800 or 2000 HP. Every shield piece (1-8) has 2 base stats and 1 random stat (out of 3 possible stats to roll). Base stats scale together while random stat scales separately. For example, see: https://bladeandsoul.gamepedia.com/Asura_Soul_Shield
  5. gun class

    Yeah. Remove Gon FM as well, their race description clearly indicates that they use physical power, while Jin use the brains. Jin should have FM instead :v
  6. Character creation proportions?

    If you played the last act, blue haired guy will correct your character when calling her Zulia, I wonder if that was intended
  7. BM or KFM

    Nah, KFM ALWAYS has 2 knockdowns (3 and ss->lmb), while you can easily spec 2 dazes or 1stun+1 daze with losing iframes, but not losing DPS. You may spec another stun and daze by losing comet and tremor but the hell, you're a tanking and buffing class, you have zero double ccs on both classes, the ccing job should be given to others (BDs, ranged, sins have double of everything...). One of the perks of KFM are 1 recond resist on Q-E, so even if you time it too early, you won't get hit (but the cooldown is...). BMs have a hold block that's nice against boss attacks that deal multiple hits, KFM can get around it by getting HM counter for 1 sec resist on block, and you can spam it. Overall, BMs are more focused on party survival (party resist, projectile resist) while KFMs are more focused on party buffing (blue buff, searing palm, tremor).
  8. Request to insert settings in game launcher.

    You can tell by the speed of +1s flowing up,damage ticks and the little whirlwind at legs if the video speed is the same. Forum moderator himself didn't say anything about editing of that file, instead he directed conversation to this thread.
  9. The option to re-watch cutscenes

    I'm not mixing up anything, that was about you saying that old code is SO hard to get - which points at crappy organisation. They implemented training room together with skill changes and a giant patch of new maps and new story line - it took so long because the update all together is massive and planned to be done together, also because the updates we are getting have their own schedule. Who knows when they actually translated/adapted the training room itself? Do you know? 2 months ago? 2 hours before deadline? Do you know when exactly korea started making it and when they finished it, when they implemented it? Did you know that you can create things and still let them collect dust later? I've been playing this other game in the past that has few complete models and animations implemented, yet they have never been used, the game is about 7+ years old now. Do you know if they already finished making and testing the gunner class, but are waiting for x month because they can release it whenever they want? It's a bussiness. Your favourite graphic card company won't release massive improvement every few months, they will feed you bit by bit for years. And eh, I'm really not that interested in rewatching cutscenes with my own character in them. The character in the story is so dumb (both as an insult and literally) that the only cutscene I would rewatch is my char trying to "commit sudoku". What has it learned in years of being trashed around after blindly charging directly at an opponent? According to the latest act, nothing.
  10. New Player Looking for Class Advice

    If party has high enough DPS mechanics get skipped so that makes up for lack of knowledge, yet ; Typically a lack of knowledge of mechanics leads to wipes even if party has sufficient dps (players don't do their research) Wiping even when doing mechanics right yet still lacking dps gets caused by either bad player skill or being undergeared for certain dungeons. (players being cricket)
  11. The option to re-watch cutscenes

    I really don't get why are you getting all fussy about translations, I mean, wouldn't koreans get mad if we got rewatch option and they didn't? They would implement it in both games, and koreans would probably be the ones to code it, while we would get funky translations as usual, if they actually bother doing it (I guess they don't have it already, do they?). I don't remember ncsoft implementing anything themselves that doesn't profit. I don't even think about them for things like these. Are you aware that they literally cut down story line and implemented unlocked windstride points through story in last few patches, combined with increased exp? They still fiddle with that code. You are making it sound as if finding your old code is as slow as writing a completely new one. Now, couldn't you use the story replay mode for saving little yunwa's butt? Reusing the code while changing it so it's treated as a repeatable side quest, and cutting it's ties with already saved values. Progression in such instances resets when you leave in middle of questing/don't enter yet. Now tell me, what are my estimates for a rewatch to get implemented? Since you are so sure of yourself that I'm grossly underestimating it. p.s. in-world cutscenes should be made skipable. I wanted to poke my eyes out every time at wise men doors because of how slow the dialogue goes on.
  12. The option to re-watch cutscenes

    Well, triggers aren't rocket science... remember how every time you walk close enough to yeti's place a cutscene triggers? Condition to get on XYZ coordinates met. Every time you kill asura and zulia walks to his half-dead body a cutscene triggers? Asura is dead -> NPC non cutscene animation plays -> animation finished -> condition for cutscene trigger met. Chatted to a quest NPC until certain line and cutscene appears? You get the drill... I don't see why you would go trough trouble of doing random extracts when the only thing you need to do to implement proper cutscenes is take a look at the current story quest line and dungeon cutscenes, name according to sequence in story/dungeon, and mind you, they are naming the buttons in the menu, that's the easiest part. The buttons are linked to whatever name that cutscene has internally, which should be known already. I imagine one of the problems would be the fact that most of cutscenes take place on the map you're currently on, so depending on how they would make the rewatch system, they need to adapt loading of cutscene elements. For example, one of the ways to do it would be to make buttons give you a temporary quest that simulates a part of quest line that includes the cutscene you want to watch. This basically makes you replay a part of story line. Another way would be to make buttons force you into a loading screen loading all cutscene elements and then finally play it - the trigger to play a cutscene becomes clicking on a certain button. I imagine that cutscenes already contain all the information about what needs to be loaded. To "add a few buttons" - a metaphor saying that they only need to code actions that are already programmed in the game - the only thing that would make developing longer is the amount of cutscenes.
  13. The option to re-watch cutscenes

    Coding...they already have cutscene triggers...they already have preset animations that use your current model...the only thing they would need to code is buttons and add them somewhere in the menu...
  14. People have no shame

    As I said, it should be implemented. In other games it rewards exp and useful items, special costumes and such. Right now, you get a batch of new players that could play that dungeon with you in the future while knowing mechanics - who knows? Maybe you make a static with them. Some people also have the teacher's mentality and teaching is a rewards in itself. Some posts here talk about having fun in learning new dungeons too. If these are not your thing, nobody is forcing you to participate in mentor system anyways.
  15. People have no shame

    Deserve? I didn't hear that anywhere. However, it's a lot easier if at least 1 party member knows mechs so he can tell people what they are doing wrong (of course, expecting they have read guides), you know like a teacher-student system? We should have mentorship system implemented like in other mmos, people then actually look for someone to carry* lol. "spend a whole day in dungeon" that isn't beneficial to anyone, not just you. That's the precise reason nobody will do it, except no-lifers. I mean, if you need whole day to clear 1 dungeon, it's obvious that that party isn't going anywhere. That's why you create premades with "know mech" tag. Nobody cares if that run was beneficial to you, they are there for themselves. Ah this reminds me of good old nexus days - wipe a few times on the cc-boss, half of party leaves, recruit randoms, clear it like butter. It was usually the geared people that left.