i made a suggestion thread about more effect ideas PLUS the idea of effects over scenes! check it out at /forums/sug/3397626 if you wish ^^
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i made a suggestion thread about more effect ideas PLUS the idea of effects over scenes! check it out at /forums/sug/3397626 if you wish ^^
taunting me . but I choose to take this as a sign. Staff. please make simple gold silver darksteel copper iron + nose rings dear god
Whats stopping fr from giving galore clanbound sprites. Or have a new npc that enables quests that eventually unlock clambound sprites or something like bears or whatever other retired holiday thing there was
Since there will be no lore canon for the new breed, I propose we all write headcanons for their origin.
We will accept anything and debate about it as though it came from staff. If we could find a breed through OSHA violations, anything goes.
I wish with Arlo you could stack the rugged/precise work. I will gladly wait an hour to use 6 precise works. I just HATE having to persistently check in every 10 minutes, like I don’t remember to do so plus sometimes I just can’t. Staff PLEASE it’s already enough of a grind.
made my own take on the profile rehaul. warning: i dropped my design degree for a reason
Ideas for a gathering rehaul
Note that I'm sure this isn't new or revolutionary, just what I'd do
1. Guaranteed slots increase as level rises
A common issue of gathering is getting a turn where all you got was one item. I think increasing the amount of guaranteed item slots would help a lot. Something like +1 slot every 8 or 10 levels means a lv 40 gathering would always give 5 to 6 items.
2. Increase the minimum amount of copies of items you get as you level, based on rarity, as you level
Ok, this one is a bit more clunky, let me explain: currently, the minimum amount of an item that you can get on gathering is one, with the maximum being 4 or 5 (correct me if I'm wrong). This suggestion would change that, as you progress, lower level rarities would have an increased min and max value whenever they're picked for a turn.
(The numbers are random, just picked for ease of explanation and not as a balanced suggestion)
Let's say that, once you hit level 10, one star items will give 5-10 copies, instead of 1-5.
Then, once you hit level 20, the same happens but with two star items.
On level 30, one stars give 10-15 copies, and three stars give 5-10
On level 40, two stars give 10-15 copies, and four stars give 5-10
These would give leveling more meaning, as you're rewarded with higher loots. The amount of time it takes to level up means that it'll take a loooong time before you could get something like level 30 or 40 bonuses (or even 20!).
It'd also help with common complaints of gathering:
- Getting one single item when gathering at a high level: wouldn't happen, as you'd get more guaranteed slots, and the low star items would give more copies in compensation
- higher levels increasing the item pool meaning its actually harder to gather for certain items as you level: getting more slots would ease some of that burden, as you're always guaranteed more items as you progress + the extra rng slots
I didn't touch the % of each rarity spawning, but slight boosts in 3, 4 and 5 star items as you progress wouldn't be too bad. Probably something small though, like an extra 3%.
Put too much effort to leave this just in the suggestion forums: Some mockups on how comments on dragon pages could be implemented!
1. Opt-in first: Comments are disabled by default, and you need to enable them for each dragon. The option would probably fit best on the edit page, but there could be an option on the dragon profile itself.
2. Accessing comments: Either by adding a specific option on the alerts popup (if they don't want to mess w the alerts page) or taking the chance to revamp the alerts tab a bit:
3. Managing comments: The dragon owners can delete all comments without notifying user, just like profile comments. You can also delete all comments and enable disable an individual's comments on it