R6 Suggestion Thread

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Post by Necrolis » Fri Jun 05, 2009 8:22 am

[quote=Cerepol";p="417747"]Uh is it possible to add a line underneath the monster name which shows their resists? That would be a very useful tool for anyone.[/quote]there are only two ways to do this, one involves code editing, and the other would look very ugly as it would take up the place when the "raises xxx" descs go, but would have to contain norma, nightmare and hell info, nether of these is synced though, so you wouldn't be able to see drops in resistance
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Re: R6 Suggestion Thread

Post by MetalShadow » Fri Jun 19, 2009 11:34 pm

It'd be nice to see a bit more done with the oskill morphs. Back when they were changed into oskills (R5? R4? Somewhere around there) it was mentioned that the +20% life/damage bonuses were just placeholders, and that more would eventually be done to make each form unique. Of course, this plan eventually fell to the wayside since there were a number of more important issues to address at the time. These days it seems like people have forgotten the morph skills even exist.

I still have most of the morph sets lying around, and I'll throw them on every now and then to use the morph oskill before I throw my real gear on and go kill stuff, but I usually don't bother, since the bonus life and damage generally isn't good enough to justify the weird framerates/movement speed. It'd be nice to see some noticeable differences between the forms again, even if it were minor things like certain forms giving resists/damage reduction instead of life or extra defense instead of extra damage. I also wouldn't mind being able to make morphing charms again, though obviously they'd have the morphing oskill on them instead of working in the oldschool way.

Anyone else care to weigh in?

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Re: R6 Suggestion Thread

Post by Metropolis Man » Sat Jun 20, 2009 12:40 am

[quote=MetalShadow";p="418698"]Anyone else care to weigh in?[/quote]

I basically agree with you. It would be cool to morph into x form from Set y and have z benefits granted — all different morphing forms could grant different bonuses. But, if a lot of players on the forum are like me...they're picky about the way their character looks. I just have a mental block about morphing into a really nasty creature when I'm supposed to be the good guy. I always have had this problem. Maybe it's just me.
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Re: R6 Suggestion Thread

Post by Hans » Sat Jun 20, 2009 2:44 am

[quote=Metropolis Man";p="418700"]I basically agree with you. It would be cool to morph into x form from Set y and have z benefits granted — all different morphing forms could grant different bonuses. But, if a lot of players on the forum are like me...they're picky about the way their character looks. I just have a mental block about morphing into a really nasty creature when I'm supposed to be the good guy. I always have had this problem. Maybe it's just me.[/quote]

The last quote made me laugh due to your avatar ;) .

It would be cool for the morphing to take place as long as there are not too many of them and you have a choice. The choice could be used with a recipe. It would be nice to be able to give the morph to the merc.
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Post by Corrupt » Thu Jul 02, 2009 11:57 pm

Yes fix the bug regarding not being able to walk into dungeons. Its really annoying when you reach hell difficulty and cant walk into worldstone after playing for a month.

I played with the .txt files in the area's and even messed with tele triggers to no avail hoping this would maybe fix the problem. but this only happens with chars that use teleport

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Re: R6 Suggestion Thread

Post by EasternFury » Fri Jul 03, 2009 7:50 am

Hoho lol this is my first post.


You know im getting to like this ES mod so much im probably not going to buy D3 lol... Ah a question... Do Rastaban, Pandem00nium and the other famous ES guy post on here? Cus i'd have a question about rune muling mayb cus i've not been able to find a purple in half a year playing... (two nulls but they're useless) and it's eh starting to be boring on single player without good items. Sorry if this post is irrelevant to the topic btw...

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Re: R6 Suggestion Thread

Post by Necrolis » Fri Jul 03, 2009 9:12 am

[quote=EasternFury";p="419513"]Hoho lol this is my first post.


You know im getting to like this ES mod so much im probably not going to buy D3 lol... Ah a question... Do Rastaban, Pandem00nium and the other famous ES guy post on here? Cus i'd have a question about rune muling mayb cus i've not been able to find a purple in half a year playing... (two nulls but they're useless) and it's eh starting to be boring on single player without good items. Sorry if this post is irrelevant to the topic btw...[/quote]this isn't the best place for this, rather ask here:
viewtopic.php?t=42495

i know Rastaban was here a few times, but other than that we have our own ES "legends", have a look at the wiki and you'll see ;)
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Post by EasternFury » Fri Jul 03, 2009 1:08 pm

Ah sorry didn't mean to insult any legends here, it's just that i didn't know of any1 else who muled. Hey but here is a suggestion for r6

Please make the Null downgradaeable to a Wo because purples are so god dam hard to find in my experience and the only one i found was a Null which is useless w/o the crystals which are way too hard to gather (again IMO). So that'd be nice if possible. Also maybe make getting crystals a lil easier to get?. I know somebody said this on here ealier but i just wanted to reinforce hehe.
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Post by Necrolis » Fri Jul 03, 2009 2:39 pm

[quote=EasternFury";p="419524"]Ah sorry didn't mean to insult any legends here, it's just that i didn't know of any1 else who muled. Hey but here is a suggestion for r6

Please make the Null downgradaeable to a Wo because purples are so god dam hard to find in my experience and the only one i found was a Null which is useless w/o the crystals which are way too hard to gather (again IMO). So that'd be nice if possible. Also maybe make getting crystals a lil easier to get?. I know somebody said this on here ealier but i just wanted to reinforce hehe.[/quote]have a look at the community patches page on the wiki ;)
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Re: R6 Suggestion Thread

Post by Saleem » Fri Mar 11, 2011 6:10 am

Can we have the "unallocate stats" feature of plugy implemented? I really do dislike having to exit the game, load up the character utility, and unallocated the stats there. I used to be able to reset my character mid-battle and quickly dish out a new build to take care of what ever situation occurs, but now its less effective without being able to allocate stats. :(

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Re: R6 Suggestion Thread

Post by Blinn » Fri Mar 11, 2011 6:21 am

It was specifically changed to this less convenient way because there was an exploit under the old method, this wouldn't have happened if it could have been avoided.

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Re: R6 Suggestion Thread

Post by Saleem » Fri Mar 11, 2011 6:39 am

Aren't exploits only damaging to those that use them? This isn't a multiplayer mod. Besides, with shared stash, the term "read only" gains a whole new meaning. But I don't see anyone removing shared stash.

What is the benefit of removing cheats and exploits from a single player experience?

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Re: R6 Suggestion Thread

Post by Stabby_McTwist » Wed Mar 23, 2011 12:12 am

Saleem" wrote:Aren't exploits only damaging to those that use them? This isn't a multiplayer mod. Besides, with shared stash, the term "read only" gains a whole new meaning. But I don't see anyone removing shared stash.

What is the benefit of removing cheats and exploits from a single player experience?
Because that is an intentional cheat. You don't 'accidentally' have that happen.
The Skill Allocation thing is more of a bug and affects players who have no intention of cheating.

Though IIRC, it was only for characters that had been converted from a previous version, so maybe it could be removed?
I would personally suggest bringing it up in a civilized manner: list the pros and cons of adding it back in, give (a) valid reason(s) to add it back in and allow a discussion that involves others to state the facts of the matter AND ACCEPT WHAT THE DECISION IS, rather than the somewhat childish "If you do A to B then C happens, so remove B!"

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Re: R6 Suggestion Thread

Post by Nameless » Wed Mar 23, 2011 6:38 am

AFAIK the in-game stat reallocation was removed because of the Damage Augmentor. The DA bonus doesn't refresh in real time, but only when you start a new game, re-equip the DA or level up.
With the in-game stat reallocation, you could put all your stat points in Str, re-equip the DA, then respec to Vit and get both the Max-damage bonus from Str and the extra life from Vit.

Besides, while some fun/themed builds, pure MF/GF builds or tourney builds might have problems with bosses, there are TONS of other ways to deal with such a problem in ES:
Change gear, change the forging on your gear, switch gear for pre-buffing (most buffing skills are availiable as oskills) or down a Mountain Dew or Pot of Heroism (though you'd have to farm the dome or ballpark for the last one).

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Re: R6 Suggestion Thread

Post by blackduck » Fri Apr 15, 2011 3:50 pm

Few things that have buggered me recently. Sorry if these ideas have been presented before or if they have been included already. I haven't really read this or any other thread about developing ES.

Gambling resources:
Gambling with a level 1 character for amulet/ring materials is kind of very beneficial (for example I calculated that on average after some processing I get one Maple Leaf for 1.82M gold if I gamble rings with a level 1 character) and so I think many have done it and will do it in the future. However it is quite dull process because you don't really do a thing with those low level rings so you'll just run between chest and Gheed refilling your gold storage from the shared stash and then filling your rerolling orb with all the garbage rings. A lot of things have been done in Eastern Sun to avoid this kind of pointless work (bigger inventory, stockers, including plugy etc) so to me it would seem natural if this boring process that makes you feel like you're doing some very boring conveyer belt (or however it is spelt) work would be removed from the game. What is the point in making the player to buy "materials" from a vendor with a fixed price and then one by one to roll them into Devil's Food?

I have no idea how hard it is to implement new items in the game as I have not done any modding but according to what I've seen it shouldn't be too hard to make up some ways to avoid wasting players' time with such dull jobs. One way would be introducing some kind of token that you could buy from Gheed that would cost 830400 (=100x 8304) gold and would grant 100 magic ring points when cubed with rerolling orb. Similar item could exist for amulets.

Another thing that should be implemented is increasing the maximum amount of gold of low level characters in order to make it unnecessary to run between Gheed and stash so often.

Multiple Shot:
MS was a fantastic skill in LoD and it still is in ES. Only thing that annoys me is that it's manacost keeps rising even after the maximum amount of arrows is meeted. This would not be a problem normally but since I have invested heavily in +All/Amazon Skills in my gear even a one pointer multishot costs around 50 mana per casting. I'll have to admit though that the manacost hasn't really been a problem with my pool of 700 Mana (and I haven't even bothered trying to get more), some mana leech and meditation aura but still it somehow feels wrong that I'm being punished because I have so many +skills. All in all it definitely does not ruin this skill but it seems a bit odd.

Charms:
This is a very big thing that would have dramatical impact in balancing so I don't expect that anything is done to this issue. However I'd like to share my feelings about charms in both LoD and ES.

I really dislike it how charms eat up the inventory space. Charms can be very impressive and have a huge impact on your damage and overall stats so you'll definitely want to have as many as possible of them. This leads that if you want to get as powerfull as possible you'll have to sacrifice a lot of comfort in playing. Most players who have inventory filled with charms do use Horadric Cube to store all the drops. It works but handling all the drops becomes very tiresome if you pick up anything else than just the absolutely most interesting stuff.

What I would really love to see? Some sort of mechanic similar to stockers for charms. They would have a limited amount of space for them and they would eat up x slots from inventory. Basically you would have just one "charm" that holds all the other charms inside granting their bonuses. I understand that this most likely would require a lot of work and balancing so I definitely do understand if no-one is willing to start working on this one at this point. I just keep wishing while waiting for D3 whis has some sort of Talisman that sounds just like what I described here. :P





Edit: No more replies so I'll just edit this.

Creating magic items:
In the Eastern Sun it is easier to find good magic items from vendors than it is in the LoD so I suppose this kind of thing has been given some thought before but left there where it is now. Would it be too strong if the player had an ability to make magic items with predefined affixes? The recipe could be something like this:

<White item> + <"Expensive" marker> + <Marker for the prefix> + <Marker for the suffix> -> Magic item with the selected affixes in the same base item as the white item

The expensive marker would be something that acts as a wealth sink to limit the usage of this recipe a bit. I'm not exactly sure how high the price should be but it could be a maple leaf, unique stone (elite?), anvil stone or something similar. The markers for affixes could be similar items that are used in the stat removal -recipe. They could have all the affixes available but I don't think that all of them are necessary as the more useless ones would never be used.

Why would anyone use this recipe? There is neverending demand for throwing spears that have +12 to Battle Orders. Again many players do "waste" a lot of time (I know because I have done that) in order to find such an item from vendors. There is also some other affixes that are interesting even when you have enough wealth to obtain any unique or set item in the game. For example oskills like Enchant, Fire/Cold/Lightning/Bone Armor, Battle Orders, Shout, Fire/Cold/Lightning Mastery and Teleport (+ probaply few others). Also they can have those powerful of Aurora -suffixes that might be very wanted by some players including me. Out of the prefixes +1 All skills, Jeweler's and perhaps Fool's and all resist mods might be worth to be included to be available with this recipe.

All in all this recipe would remove the need for plain and dull exit town and re-enter to check vendor's inventory route that we currently have if we want to get such items. It would make the current good blue items to lose their value (because they would be much more accessible than before) but I don't think that it is too big downside. In general the recipe might give the player a lot more freedom in choosing his equipment and that would make the builds more varied. Blue items can be very strong but even the best blues are not all-around that great items so I don't think that they would make rares, sets or uniques obsolete.

D.Stoning:
D.stoning is too strong in my opinion in the Eastern Sun. Maple Leaves do cost a fortune so in a way it is acceptable that d.stoning has so big impact on the power level of your character. However I don't think that all the possibilities that d.stoning gives are good for the game. This is because the mods you can d.stone into your equipment are generally not that valued as natural mods in some items. For example I don't give much credit on Faster Cast Rate or Increased Attack Speed because it is so easy to get enough of them from d.stoning. It seems a bit odd because in LoD those stats are pretty much the most important stats (for obvious reasons) items can have. Another example is the famous case of dualmax weapons. You can't really compare any other weapon with (ethereal if possible) rare that has Fool's and Screaming with 900% (d.stoned) Enhanced Damage if your damage is weapon dependant (almost any noncaster).

While d.stoning definitely does not break the game it might be worth doing a re-evaluation on it and possibly restric the mods you can get with it a bit. That would make some mods more meaningfull in items that spawn with those mods and this way the player would have to pay more attention on how to reach enough in some essential stats.

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Re: R6 Suggestion Thread

Post by DonkeyMonkeY » Sat Sep 24, 2011 9:28 am

Hey All,
I have a few things, which have come up during gaming..

1)
Would it be possible to give your MERC at inventory ? maybe also a cube?

Dont know if a MERC should could use charms and so on, but this have been a question of mine for a while now.

2)
Scalp, hearts, souls, Ancient Coupon
would i be possible to make a Stocker for them ?
so this would save space ?


3)
I have read something about a possibelity or chance if you could make a stocker for all the charms in your inventory and make them work at the same time.


these are just a few ideas ive been wondering about if its possible and if this wouldnt change to much in the game...
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Re: R6 Suggestion Thread

Post by thepsycho2 » Sat Sep 24, 2011 10:53 am

#2
Use seperate Multi-Stockers for those. As for ancient coupons, I don't know how that works but the multistocker stores those, too. I guess the only use for that is to make wildcards?
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Re: R6 Suggestion Thread

Post by Hans » Sat Sep 24, 2011 9:14 pm

1. As far as I know it is not possible without code editing. Since hirelings were never designed to carry inventory. It is one thing to get the code to carry items it is another thing to equip charms and for the hireling to get the bonuses. A lot of work and there is also a greater chance for the game to crash.
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Re: R6 Suggestion Thread

Post by DonkeyMonkeY » Sun Sep 25, 2011 1:28 pm

thepsycho2)

Much appriciated, saved alot of space.

Hans)
Ok, noted.
Was also thinking the same, but wasnt sure since i dont know anything about code editing. :)
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Re: R6 Suggestion Thread

Post by IronWarfare » Sun Oct 02, 2011 12:33 pm

I have a few suggestion too:

- Some skills are really weak, these IMO need a boost:

- AMAZON: Multi shot (less mana cost)
- BARBARIAN: Phantom Hatchets
- NECROMANCER: Hell's Gate, Poison Nova, Bone Wave (more damage or spammable like teeth/bone spear in vanilla LOD), all summonings
- PALADIN: Protection From Evil, all elemental auras damage, Anointed Bear (even at very high levels is very weak)
- DRUID: Volcano, Molten Boulder, all creepers, Shock Wave

- Adding more special areas, for example in Act1 The Hole/Underground passage Lvl 2, Act 2 Halls of the dead
- Poison damage formula need to be redone, poison is really ineffective
- Adding d-stoning formula to add damage/life/resistances to summoning skills
- Possibility to merge stockers/cans into one, avoiding to extracting all material from one stocker and then put it again the other
- Some high lvl uniques/sets need a boost in stats

I have many more that I'll suggest later

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Re: R6 Suggestion Thread

Post by tankjunior7 » Sat Oct 15, 2011 12:48 pm

Gheed has FAQ notes in act1 normal.
Maybe making small story from notes would lead to some voodoo doll where you could make it a pet, like Treehead Woodfist.

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Re: R6 Suggestion Thread

Post by Firesnake » Sat Dec 17, 2011 2:30 pm

blackduck" wrote:Few things that have buggered me recently. Sorry if these ideas have been presented before or if they have been included already. I haven't really read this or any other thread about developing ES.

Gambling resources:
Gambling with a level 1 character for amulet/ring materials is kind of very beneficial (for example I calculated that on average after some processing I get one Maple Leaf for 1.82M gold if I gamble rings with a level 1 character) and so I think many have done it and will do it in the future. However it is quite dull process because you don't really do a thing with those low level rings so you'll just run between chest and Gheed refilling your gold storage from the shared stash and then filling your rerolling orb with all the garbage rings. A lot of things have been done in Eastern Sun to avoid this kind of pointless work (bigger inventory, stockers, including plugy etc) so to me it would seem natural if this boring process that makes you feel like you're doing some very boring conveyer belt (or however it is spelt) work would be removed from the game. What is the point in making the player to buy "materials" from a vendor with a fixed price and then one by one to roll them into Devil's Food?

I have no idea how hard it is to implement new items in the game as I have not done any modding but according to what I've seen it shouldn't be too hard to make up some ways to avoid wasting players' time with such dull jobs. One way would be introducing some kind of token that you could buy from Gheed that would cost 830400 (=100x 8304) gold and would grant 100 magic ring points when cubed with rerolling orb. Similar item could exist for amulets.

Adding that kind of item would make rolling rare rings quite cheap. Considering that the average cost of a rare ring would only be 8304x7=58128 Gold compared to the 70+k/0.3=200+k gold doing it the normal way. Shortcuts that are affected by the level of character that uses it are hard to balance.

Another thing that should be implemented is increasing the maximum amount of gold of low level characters in order to make it unnecessary to run between Gheed and stash so often.
Maple Leafs are supposed to be hard to get. Doing this and the above 'shortcut' would create a very easy way to make them. As it is now you can chose if you want to collect them while having fun or if you want to do mind numbing stupid clicking to get them. It looks like a fair tradeoff to me.

Multiple Shot:
MS was a fantastic skill in LoD and it still is in ES. Only thing that annoys me is that it's manacost keeps rising even after the maximum amount of arrows is meeted. This would not be a problem normally but since I have invested heavily in +All/Amazon Skills in my gear even a one pointer multishot costs around 50 mana per casting. I'll have to admit though that the manacost hasn't really been a problem with my pool of 700 Mana (and I haven't even bothered trying to get more), some mana leech and meditation aura but still it somehow feels wrong that I'm being punished because I have so many +skills. All in all it definitely does not ruin this skill but it seems a bit odd.

Charms:
This is a very big thing that would have dramatical impact in balancing so I don't expect that anything is done to this issue. However I'd like to share my feelings about charms in both LoD and ES.

I really dislike it how charms eat up the inventory space. Charms can be very impressive and have a huge impact on your damage and overall stats so you'll definitely want to have as many as possible of them. This leads that if you want to get as powerfull as possible you'll have to sacrifice a lot of comfort in playing. Most players who have inventory filled with charms do use Horadric Cube to store all the drops. It works but handling all the drops becomes very tiresome if you pick up anything else than just the absolutely most interesting stuff.

What I would really love to see? Some sort of mechanic similar to stockers for charms. They would have a limited amount of space for them and they would eat up x slots from inventory. Basically you would have just one "charm" that holds all the other charms inside granting their bonuses. I understand that this most likely would require a lot of work and balancing so I definitely do understand if no-one is willing to start working on this one at this point. I just keep wishing while waiting for D3 whis has some sort of Talisman that sounds just like what I described here. :P





Edit: No more replies so I'll just edit this.

Creating magic items:
In the Eastern Sun it is easier to find good magic items from vendors than it is in the LoD so I suppose this kind of thing has been given some thought before but left there where it is now. Would it be too strong if the player had an ability to make magic items with predefined affixes? The recipe could be something like this:

<White item> + <"Expensive" marker> + <Marker for the prefix> + <Marker for the suffix> -> Magic item with the selected affixes in the same base item as the white item

The expensive marker would be something that acts as a wealth sink to limit the usage of this recipe a bit. I'm not exactly sure how high the price should be but it could be a maple leaf, unique stone (elite?), anvil stone or something similar. The markers for affixes could be similar items that are used in the stat removal -recipe. They could have all the affixes available but I don't think that all of them are necessary as the more useless ones would never be used.
Leaving out some of the affixes would be risky since you never know what kind of magic item might suddenly prove useful to your character. Also, the expensive marker should be way more expensive than an anvil or a maple leaf or a unique stone, considering what kind of sick combinations you can get on magic items. (6 socket, +12 battle orders elite magic armor, anyone?).
Considering that some of the affixes have a high variability in their stats the marker (or the amount of markers) could vary depending on which affix is being used. All resists +30-40? Use 4 perfect diamonds. All resists +40-50? Give me 10. +1 all skills - maple leaf. Combine prefix and suffix? Use the sum of the required markers for each, double their amount. Something like that... Just adding +1-12 BO could be quite cheap, I mean you could get +1... But 6 sockets are relieable, you will always get them.


Why would anyone use this recipe? There is neverending demand for throwing spears that have +12 to Battle Orders. Again many players do "waste" a lot of time (I know because I have done that) in order to find such an item from vendors. There is also some other affixes that are interesting even when you have enough wealth to obtain any unique or set item in the game. For example oskills like Enchant, Fire/Cold/Lightning/Bone Armor, Battle Orders, Shout, Fire/Cold/Lightning Mastery and Teleport (+ probaply few others). Also they can have those powerful of Aurora -suffixes that might be very wanted by some players including me. Out of the prefixes +1 All skills, Jeweler's and perhaps Fool's and all resist mods might be worth to be included to be available with this recipe.
For many characters, Magic items are among the best you can get. Especially lots of skills + oskill helms, rings, amulets come to my mind. As well as special combinations of oskills with nice @s for some oddball builds. Say hello to my 6 Socket 'fires explosive arrows' magic bow for my enc/summon sorc! ATM I would kill for that one!

All in all this recipe would remove the need for plain and dull exit town and re-enter to check vendor's inventory route that we currently have if we want to get such items. It would make the current good blue items to lose their value (because they would be much more accessible than before) but I don't think that it is too big downside. In general the recipe might give the player a lot more freedom in choosing his equipment and that would make the builds more varied. Blue items can be very strong but even the best blues are not all-around that great items so I don't think that they would make rares, sets or uniques obsolete.
All in all I really like this idea! It could be implemented via cubemain.txt only if I'm not mistaken.

D.Stoning:
D.stoning is too strong in my opinion in the Eastern Sun. Maple Leaves do cost a fortune so in a way it is acceptable that d.stoning has so big impact on the power level of your character. However I don't think that all the possibilities that d.stoning gives are good for the game. This is because the mods you can d.stone into your equipment are generally not that valued as natural mods in some items. For example I don't give much credit on Faster Cast Rate or Increased Attack Speed because it is so easy to get enough of them from d.stoning. It seems a bit odd because in LoD those stats are pretty much the most important stats (for obvious reasons) items can have. Another example is the famous case of dualmax weapons. You can't really compare any other weapon with (ethereal if possible) rare that has Fool's and Screaming with 900% (d.stoned) Enhanced Damage if your damage is weapon dependant (almost any noncaster).
Resistances, FC and IAS are pretty much as you describe it here. But 900 ed is - and correct me if I'm wrong - just beyond the capabilities of 99% of all players. I've never seen one of my friends completing something like that. In fact I don't know anybody who uses scroll 50 on a regular basis! But balancing Scroll 50 could be done by increasing the lvl requirement penalty for each d-stone and increasing the effect of scroll 50, so you run into it earlier and, realatively, have a higher benefit from it. What do I care to burn my 2 spare maples with scroll 50 when I already have 90% lightning skill damage on my item? 400% is clearly out of reach and adding 15% more with 5 maples is just not worth the effort, especially since I usually have a lot of energy and lightning mastery when I reach that state of wealth where burning maples really starts to be an option!

While d.stoning definitely does not break the game it might be worth doing a re-evaluation on it and possibly restric the mods you can get with it a bit. That would make some mods more meaningfull in items that spawn with those mods and this way the player would have to pay more attention on how to reach enough in some essential stats.
Working on this whill turn out very tricky since many players seem to appreciate the high level of freedom that you have in ES. Vanilla often fellt too restrictive to me when it came to item choices. You need breakpoint bla... now I can focus on power and defense and balance my breakpoints freely along the way. That's just awesome! Is anybody with me here? Your thoughts are justified, I just wouldn't like to lose too much of that freedom.
IronWarfare" wrote:I have a few suggestion too:

- Some skills are really weak, these IMO need a boost:

- AMAZON: Multi shot (less mana cost)
I agree with this, the mana costs are quite high and they rise with +Skills even after the max number of arrows is reached, making the skill worse as its slvl rises beyond a certain point!
- BARBARIAN: Phantom Hatchets
The throwing skills as a whole have to be looked into IMO. The displayed damage of double throw is still extremely high.
- NECROMANCER: Hell's Gate, Poison Nova, Bone Wave (more damage or spammable like teeth/bone spear in vanilla LOD), all summonings
Hell's Gate is fine as it is in my opinion. Hell's Gate Necros are among the fastest killing builds in the game. I agree with the rest, especially the Vampires! Skeletons are OK since a summoner trades kill speed for safety.
- PALADIN: Protection From Evil, all elemental auras damage, Anointed Bear (even at very high levels is very weak)
Absolutely YES.
- DRUID: Volcano, Molten Boulder, all creepers, Shock Wave
Volcano is handicapped by its mechancs rather than the numbers. It has a casting delay and is a bit tricky to place for good damage but it can work quite well. Molten Boulder is extremely powerful (Fire dmg AND physical dmg AND knockback!), with the right gear the numbers can become quite impressive too. But yes, the vines are more or less crap as they are now.

- Adding more special areas, for example in Act1 The Hole/Underground passage Lvl 2, Act 2 Halls of the dead
I would love to see that too, but balancing some things seems more urgent at the moment.
- Poison damage formula need to be redone, poison is really ineffective
Yes, PSN dmg is very low right now. Even on players 1 my ama's 108k psn dmg from viper bite don't really do anything to act bosses in hell!
- Adding d-stoning formula to add damage/life/resistances to summoning skills
- Possibility to merge stockers/cans into one, avoiding to extracting all material from one stocker and then put it again the other
Merging them with one recipe is impossible afaik. But transferring the selected output from the stocker that has been put in the cube LAST to the one that has been put into the cube FIRST might be possible... that would merging 2 stockers reduce to around 50 cube clicks, a huge improvement!
- Some high lvl uniques/sets need a boost in stats

I have many more that I'll suggest later
As for elemental damage, its numbers on high lvl items needs to be recalculated. They are still somewhat around the values that were used in vanilla while the actual physical damage is around 5 to 20 times higher in ES. I don't even count something like '... of the Rainbow' as a stat because elemental damage from items is just not noticeable. Looking into that might help.

And about the balancing of skills: With a maximum skill level of 100 which can acutally be reached (!) and Skills being useful in hell at a slvl of 40-60 already, balacing is very hard. The skill levels of high end characters can vary by up to 100% (50 vs 100). Lowering the amount of +Skills might help to make balancing easier but would require significant changes on many of the item properties, uniques, sets, charms and jewels. I'm not saying that the numbers can't be balanced, but some skills get a lot more improvement from higher skill levels than others. Examples are increasing numbers of hits/missiles or just extremely high dmg increase each slvl compared to others.

Lots of synergies have to be rebalanced. Lightning Strike/Viper Bite/Shadow Strike do extreme damage but require to go melee. They could still be slightly nerfed. Lightning Arrow on the other hand has 1% (!) synergies. It has awesome AOE dmg and is ranged, but it's extremely weak against single targets. It might benefit from stronger synergies, maybe modify its main arrow to do extra lightning damage so it's not a total waste against fewer targets.

//edit: One more thing for clarification: I don't want characters to have a hard time in hell no matter what their gear looks like. Investing weeks or months into ones gear should eventually pay off and make you really really strong. There are just so many ways to improve a char in ES that letting 'normal' chars pass hell won't be possible without allowing godlike chars on the other hand without heavily cutting into the thing that makes the most fun in ES: improving gear.

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IronWarfare
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Re: R6 Suggestion Thread

Post by IronWarfare » Wed Feb 01, 2012 9:59 am

Many LOD items need some more bonuses, because except some, are weak and useless compared to ES items, and nobody would spend tons of coupons to have weaker items. Only good LOD uniques that can be used in ES are:

Arreat Face
Crown of Ages
Griffon's Eye
Herald of Zakarum
Mara's Kaleidoscope
Nightwing Veil
Stormshield

Old classics like Windforce, and Grandfather are laughable now. The same is for runewords, only useful ones are Exile, Phoenix, Call to arms (surpassed by +12 BO javelins) and Infinity (for charged claw shapeshifters). I can give suggestion how to improve that stuff, without overpowering them.

PS: A new version is coming out?

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Lucifer666
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Re: R6 Suggestion Thread

Post by Lucifer666 » Thu Feb 02, 2012 1:05 pm

I would just like to ask would it be possible to put a cap on mana costs of all skills to be max 50 mana per cast...cuz some skills cant be cast more than 10-15 times in a row even if you have 1000 mana...for instance i got a Bone Wave Necro and Bone Wave on level 13 costs 51 mana per cast...I am afraid how much it will cost when i develop him fully...and there are much skills that have the same horrid mana cost for most classes...
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Re: R6 Suggestion Thread

Post by thepsycho2 » Thu Feb 02, 2012 1:31 pm

There are non-spell skills out there that have pretty bad mana costs. But for spell skills (those that use FCR), there are some classes where you practically have to dump everything into Energy not just for increase of damage, but to get more mana if you lack the equipment. :(

For the time being, it's also about being able to regen mana quickly too. Scalps help out here, but remember they take tinker points so you can only add so many.
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