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Author Topic: Mabinogi-On Steam! Close combat revamp!  (Read 380456 times)

Kaitol

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Re: Mabinogi-On Steam! GUNS! CRAFTING CALL TO ARMS! (Page 175, EVERYONE LOOK)
« Reply #2805 on: August 25, 2013, 01:40:12 am »

Riiiight... did that affect fashion slots... I think it did. Ah well. Thats still like an extra free month and a half for my puppeteer. Hmm.
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Girlinhat

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Re: Mabinogi-On Steam! GUNS! CRAFTING CALL TO ARMS! (Page 175, EVERYONE LOOK)
« Reply #2806 on: August 25, 2013, 11:51:08 am »

It might still show while you're logged in, but when you relog it'll remove them from Style slots.  VIP works the same way - if you never log out (and there's never maintenance) you can keep VIP forever...

Kaitol

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Re: Mabinogi-On Steam! GUNS! CRAFTING CALL TO ARMS! (Page 175, EVERYONE LOOK)
« Reply #2807 on: August 25, 2013, 05:18:18 pm »

Well.... puppets may click more naturally now.... but they do make aggressive enemies behave very oddly.

I decided to take my puppeteer through Ciar to test out things in an actual combat. It... did not go well. I could kill them easily enough with my puppet, but... the game started doing very strange things. I would hit something with inciting incident, and it would drop my targetting, despite the fact that it wasn't dead. This happened multiple times and with some other skills as well. It didn't happen 100% of the time though. It did get me killed like three times though, because I couldn't retarget quickly enough a few times to prevent goblins from critting me to death.

And then there was aggro. I've run ciar many times training my skill with characters, I use it as a proving grounds of sorts, and I have never had basic goblins aggro like that. I would hit stuff, and it would get up and rush me, but it wouldn't get the !!!. And then another one would get the !!! and attack. Now occasionally I get a second add if it manages to aggro right before I hit my target and aggro it, so I assumed that was what was happening. And then a third and a fourth aggro'd, and I had never even hit them or finished off the first two. I had four normal goblins with aggro on me, when they're single-aggro. You should have two, at MOST. This wasn't a one time thing either, I kept picking up goblins multi-aggroing when they shouldn't.

The only thing I can think of is the puppet messes with aggro rules in some odd way. Along with dropping targeting randomly it just became a lot less viable, because if I can't even make it halfway through floor one of Ciar with six naostones...
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Patchy

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Re: Mabinogi-On Steam! GUNS! CRAFTING CALL TO ARMS! (Page 175, EVERYONE LOOK)
« Reply #2808 on: August 25, 2013, 06:20:35 pm »

I never really played with puppeteering when I was playing semi regularly, but I'm guessing some of the goblins were aggroing the puppet itself. The game does treat it as a pet-like entity I think. *Shrugs*
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Seriyu

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Re: Mabinogi-On Steam! GUNS! CRAFTING CALL TO ARMS! (Page 175, EVERYONE LOOK)
« Reply #2809 on: August 25, 2013, 06:33:50 pm »

I similarly have never used puppets but yes it does target the puppet seperately. It might be buggy with aggro, and I do recall from my handful of puppet experiences that I would occasionally get randomly smacked up by an enemy with no warning. Acolyte0 (majikero on the forums) would almost certainly know more. I'd imagine they'll be along to the topic soon.

majikero

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Re: Mabinogi-On Steam! GUNS! CRAFTING CALL TO ARMS! (Page 175, EVERYONE LOOK)
« Reply #2810 on: August 25, 2013, 06:39:44 pm »

I think it has more to do with aggro on the puppet switching to you which ends up with the puppet aggro another. Honestly, if you can't kill with a crisis/rising action combo, your better off using threshold cutter and normal attack. Inciting Incident makes the puppet teleport so its good to hit things on your other side.
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SirAaronIII

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Re: Mabinogi-On Steam! GUNS! CRAFTING CALL TO ARMS! (Page 175, EVERYONE LOOK)
« Reply #2811 on: August 26, 2013, 10:03:50 pm »

I think it's time for an ultimatum: I really really need to get rid of these feet. If someone doesn't ask me for some I'll start throwing them away on the ground, since they're nearly worthless to NPC or feed to ego. :P

Also, a reminder: the Rank-up Mania event is ending this Saturday, which means no more 100% repair and no more 2x life skills. I believe the nightmare and treasure box will go on a bit longer, but only by a few days.
And the final episode of the Saga is this Friday for those who care. A while back it was stated to give a Battle Pegasus whistle which sounds rad and also sweet. So be sure to get on that when it's out.

But the most important thing is, I expect the rebalance patch to come out a couple weeks after the last saga episode. Hang on a bit longer!
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Kaitol

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Re: Mabinogi-On Steam! GUNS! CRAFTING CALL TO ARMS! (Page 175, EVERYONE LOOK)
« Reply #2812 on: August 26, 2013, 10:32:54 pm »

I'll take ten if you have them. I can just distribute them to alternate characters I might use.

Also, what ARE the saga episodes? Are they actual quests in the the storyline so I have to finish earlier generations to get to them? Are they just like movies?
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SirAaronIII

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Re: Mabinogi-On Steam! GUNS! CRAFTING CALL TO ARMS! (Page 175, EVERYONE LOOK)
« Reply #2813 on: August 26, 2013, 10:44:43 pm »

I'll get them mailed off now. That brings my total down to about 35 feet accessories. e: to Sigfrain btw since I don't know any of your other characters' names

On sagas, they're kind of a mix of the two: they're storyline quests, but you don't need to finish any other story quests to get to them. You don't even need to do them in order! This can lead to you being more awesome in cutscenes than you actually are. Many quests are somewhat annoying if not outright difficult/frustrating though, so be very prepared. I'm sure Don has a better idea of which parts are harder, as he's done them multiple times for his other characters.
« Last Edit: August 26, 2013, 10:52:34 pm by SirAaronIII »
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alexwazer

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Re: Mabinogi-On Steam! GUNS! CRAFTING CALL TO ARMS! (Page 175, EVERYONE LOOK)
« Reply #2814 on: August 27, 2013, 12:16:12 am »

Which saga/part is harder greatly depends on the character's skills and abilities. I'm not talking about the difference between being Master Warrior and being Novice Archer. Some quests are much easier for elves, because of hide and/or the ability to use archery while riding, others will be a pain for anyone without ranged, or for ranged characters, etc.

So far, out of the 9 episodes released, the 9th is probably the hardest overall, but if you know what to expect, it isn't the one most likely to get you killed.

The first episode the the longest and also one of the the hardest. The last part will have liches spawn right on you, insta aggro and most likely firebolt (chaincast FB of course) you into oblivion. Any elf shall, after this EP, call Hide "My precious" and have discussion and debate with it. Ranged character will have a hard time, giants even worse. A good windmill skill, a quick play dead and/or using a AoE Pet can make this somewhat less painful.

The second episode is quite a bit shorter, but still one of the longest. It also features the dreaded liches (learn to hate and fear them) and thus is a prime candidate for dying. These only show up in a shadow mission after some Argus (*hint* kill the last Argus far from the spawn point to avoid dying). The second part is a relatively easy dungeon which shouldn't be much of an issue for anyone.

The third episode is a marathon of combat missions. I can't really say how easy or hard it would be for others, but I tend to find these more tedious than hard. Have some potions ready if you plan to run the full EP. You'll face a lot of relatively weak enemies, but be mindful of the poets in the final part (that actually apply to every EP where they show up: aka most of them). A single Dischord could get you from full health to deadly. Use WM, Counterattack or ranged, do not use defence, smash, charge or normal attack.

Episode 4 is mostly about running around chatting with NPCs. The final battle however is the largest battle you'll see for a while. This is also where you first meet the Unknown men. Like liches, learn to hate and fear them. They have some weird not quite advanced stander skill. They can use final hit and will happily spam it every now and then. Unknown men laugh at the very notion of cooldown, they use FH whenever they want... and often cancel it or interrupt their attack for the same reason. You don't actually need to fight in this battle, you only need to wait for something to be finished and, ideally, keep enemies away from the NPC involved. Tons of other NPCs will help, if only by getting smashed all over the place instead of you.

The fifth episode can be the hardest or the easiest depending on what you do. Like episode 3, there is a lot of combat missions, but you get help from other milletians in some of those. In this case, "help" can also mean "whatever, just kill them while I sit back there". Not doing so is likely to get you killed.

Episode 6 is where stuff gets real. Where you will have to think how to best use whatever abilities you have. There is only 1 major battle, but it is against your better (or so the quest pretend :P). Surviving this will require to use tactics you wouldn't normally need or even consider. Depending on your skill focus, this can be boring (but easy), hard and stressful or worse. In this mission, you should try to avoid getting hit at all cost, and this includes while using defence.

Episode 7 is... well episode 7 should have been a single cutscene. There is no challenge here unless you try to get it done in less than 6 hours (in-game hours).

Episode 8 should not be much of a challenge either. There is a few RPs and a single mission you fight as yourself. That one should not be too hard, but having some ranged capabilities (note that I said capabilities, not skills... you just want some range) for pulling mobs away from the spawn point. You will however need drops from both shyllien reserve and hillwen mine. Those could be traded, bought or hunted. Hunting for those could take a while, but should not be too hard if you avoid chewing on more than you can handle.

Episode 9 lets you play as several characters in RPs and then one final battle as yourself. This final battle can and probably will be one of the hardest at this point for most people. You'll be facing some unknown men, but this time you are on your own. Dealing with these is half the battle.



TL;DR : The main challenge for most people will come from the black dragon knight, liches, unknown men and poets (seriously, fear the poets!). Each can be dealt with in various fashion, but you will often have to think and react quickly no matter your chosen method. There is a lot of role play mission. Most of them are not too hard, some are stupidly easy, but some can prove challenging. One suggestion for those: whenever there's some dialogue at the beginning of the mission, take advantage of this pause to set your hotkeys in a way you will feel at home in your new body. Also, always check the skills and items available.

I would gladly go into more details over any of those EP, but that would have to be some other day and it is on the condition that you don't mind spoilers. I tried to avoid them here, but I wouldn't bother if anyone ask for details.
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Seriyu

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Re: Mabinogi-On Steam! GUNS! CRAFTING CALL TO ARMS! (Page 175, EVERYONE LOOK)
« Reply #2815 on: August 27, 2013, 12:46:19 am »

I would just like to reaffirm that he is not kidding about the poets. If you see them load a skill and run towards you, bolt them or shoot them. It is literally the only thing that will save you. If you don't have time for that, run away until it gives up. You COULD trans and tank through the skill, but it slows you down and tends to result in you getting pounded by multiple other demons, ignoring the fact that the skill itself does ridiculous damage on its' own.

Kaitol

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Re: Mabinogi-On Steam! GUNS! CRAFTING CALL TO ARMS! (Page 175, EVERYONE LOOK)
« Reply #2816 on: August 27, 2013, 01:28:45 am »

Well, they're mostly a lot beyond me I'd imagine. I like knowing there are easy ones I can do for some quick AP though. Still stuck at level 60.

Beyond that I'm a little at a loss for what to do with Sigfrain. Generation 7 and 8 don't really seem... worth the effort. But I'm still so weak that progressing any further seems. Unwise. But outside of quests I level so slowly, and get AP so slowly...
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Seriyu

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Re: Mabinogi-On Steam! GUNS! CRAFTING CALL TO ARMS! (Page 175, EVERYONE LOOK)
« Reply #2817 on: August 27, 2013, 03:41:22 am »

Generations past 3 are level scaled (not quite oblivion scaling, but enough to make a difference), so it's actually highly advised to do them early as the late game scaling gets a little brutal. Don't get intimidated by G3, it's honestly probably one of the harder generations specifically because it doesn't scale.

You're right, 6/7 I'm not sure are scaled and are honestly pretty basic and serve mostly as lore vehicles. 6 probably worth skipping as you lose literally nothing from it, no title or anything, and 7 probably worth doing to get the title at the end, along with the privledge to use adniel's horn whenever you damn well feel like it. (adniel's horn is a heavy AoE nuke you can use once a day that can pretty much waste anything, although it does hit you too, so it's best saved for shadow missions where you can nuke the boss and hug the wall. You also can't use it indoors. It is very much worth the effort.)

The current episodes also scale, so again good to do them early, although I'm not sure how much use scaling will be against liches. If it helps, as an elf (I think sigfrein is an elf?) You can litterally toggle hide and walk through the hard part of the first part, and the next lich encounter honestly isn't that bad because you have stuff to use as cover. That + Trans will usually lead to you coming out on top, although thigns are certainly very capable of going terribly wrong. It helps that this gen actually has some pretty dang good plot (there's a bit of a lull in decent plot after gen 3 in my opinion, although it's not super mega bad. The entire alchemy thing really seems tacked on honestly but I'm okay with it because flamethrowers), so you might actually be interested in seeing it.

 

SirAaronIII

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Re: Mabinogi-On Steam! GUNS! CRAFTING CALL TO ARMS! (Page 175, EVERYONE LOOK)
« Reply #2818 on: August 27, 2013, 02:42:05 pm »

Gens 4-6 don't exist, they were when elves and giants were added. 7 is pointless. 8 gives the Bugle but it's unusable until you also finish 9. 9-12 are scaled and are evil on higher difficulties, though they may have toned it down (I've also heard the weakening was reverted). 9-12 give the most important rewards, including nukes, Demigod, Brionac, and Different Colored Demigod. 13-16 don't have much point I think though 13 is worth starting at the very least for the Avon Feather. 17 is good for not much besides collecting stuff for the transformation diary IIRC.
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"I want to watch the sun setting below the horizon, thinking about my significance in this world. That's my dream."

Kaitol

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Re: Mabinogi-On Steam! GUNS! CRAFTING CALL TO ARMS! (Page 175, EVERYONE LOOK)
« Reply #2819 on: August 27, 2013, 08:44:49 pm »

Man. Playing my giant is really so much more satisfying and smoother than Sigfrain. I'm so torn.

If giants got the paladin transformation I might just say fuck it and play him instead. I really do wish all three races got paladin, and then humans got Dark Knight, giants got Beast, and elves got Falcon after gen 3 if they chose. Beast and falcon sort of fit as a bit darker transformation as well. Wild animals and all.

The only things stopping me from just ditching Sigfrain and maining my giant are her mp pool puts his to shame, the fact that I haven't tried final hit yet, giants large lack of apparel options (where the hell can I get a helmet thats not a hairband?), and the fact that Siggy is in the guild. Oh, and that paladin looks much better than Beast.
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