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Suggestions for LIFE TALENTS

MayselleMayselle
Mabinogi Rep: 1,015
Posts: 13
Member
1. Greater incentives to rank up life talents (for handicraft and tailoring especially). One of things that drew me towards mabi was their variety of life talents and the ability to craft your own items, weapons, clothing etc. However, an arguable amount of players invest in them for the stats rather than the actual talent itself. Sure, there are some select items worth the grind for but there could be so much more?? (am I the only one that thinks the quality and quantity of products available for crafting is lacking? perhaps im just frustrated from all the gatcha-ing). For me personally, I think handicraft and tailoring could use the most improvement. The handicraft list is just sad imo and the clothing from tailoring looks outdated compared to what you can buy from the store (but unfortunately, that will always be a given). I just wish there were more patterns available even if it means paying and bringing production gachapons back.
2. Increase the production queue size. Saw a previous post mention this and I think it's a great idea. It would immensely cut time costs and allow players to focus on other things both in game and irl (instead of clicking/staring at the same exact button for god knows how long)
DanievictriaDarkpixie99Atheist42

Comments

  • DanievictriaDanievictria
    Mabinogi Rep: 3,585
    Posts: 305
    Member
    edited July 13
    I totally agree about the tailoring patterns. There are so few items per level that you can make...And for the love of all that is holy, we need more tailoring patterns that fit giants!! I know plus-sized clothes aren't a big thing in East Asian countries, but when you have a Big-and-Tall race in a game, you need a good selection of Big-and-Tall outfits to make for them!!

    I mean, come on, if you have to make 10 or more outfits to advance the skill, then we should have a greater variety of clothes to make along the way...preferably from patterns we can buy with gold in the game. Also, inventory bags should be r3-r1 craftables and wooden blades should be craftable through handicraft or carpentry. Just saying.
    Mayselle
  • THICCthighssavelivesTHICCthighssavelives
    Mabinogi Rep: 6,705
    Posts: 774
    Member
    I think the handicraft skill should be for utility and mostly usable without a handicraft kit. This will really emphasize the "hand" in handicraft. Possible no-kit recipes: a stone axe to cut wood and for use as a bladed tool, fishing rod from naturally foraged material (any wood/pole/branch and thin thread), a single thin thread handmade from some wool (takes 10 seconds to make 1 because we're making it by hand and not with a wheel), cooking utensil recipes already exist (should they require a bladed tool to whittle?), a campfire kit made from wood + branches + tree sap, torches for lighting dark dungeons, waterskins for holding water made from leather (should it require a sewing kit?), a kite just for fun, a crude signpost with custom text for trolling, a crude tent to protect us from the elements, a small cup of paint made from herbs (smaller than the existing paint buckets) used for marking your path or your body or just for fun.

    I think a handicraft kit should count as a bladed tool, a hammer, and a sewing kit. This means you can save space by carrying a handicraft kit instead of those other things. If you already have these things, then you don't need to carry a handicraft kit.
    DanievictriaMayselleDarkpixie99Suu
  • MayselleMayselle
    Mabinogi Rep: 1,015
    Posts: 13
    Member
    I totally agree about the tailoring patterns. There are so few items per level that you can make...And for the love of all that is holy, we need more tailoring patterns that fit giants!! I know plus-sized clothes aren't a big thing in East Asian countries, but when you have a Big-and-Tall race in a game, you need a good selection of Big-and-Tall outfits to make for them!!

    I mean, come on, if you have to make 10 or more outfits to advance the skill, then we should have a greater variety of clothes to make along the way...preferably from patterns we can buy with gold in the game. Also, inventory bags should be r3-r1 craftables and wooden blades should be craftable through handicraft or carpentry. Just saying.



    THIS!!! With the addition of more patterns that are not only nice-looking and/or practical, but also more diversified for both race and tailoring level, the talent would be sooo much more rewarding. Honestly, I wouldn’t even mind if the mats for it were demanding as long as the effort yields SOMETHING... anything... that’s different from what we have already (which has been that way forever)

    Including more items that are only talent-obtainable or providing the option to craft practical items on the go, (in the case of handicraft) rather then having to look for an NPC to buy something as simple as a bottle, utensil, campfire kit (etc.) would really add to the DIY aspect of life talents themselves. Even if everything was purchasable through gold or money, there’s a reason why players choose to MAKE things

    As a fellow, struggling life talentist, I just want the fun of crafting things without so many limitations

    I think the handicraft skill should be for utility and mostly usable without a handicraft kit. This will really emphasize the "hand" in handicraft. Possible no-kit recipes: a stone axe to cut wood and for use as a bladed tool, fishing rod from naturally foraged material (any wood/pole/branch and thin thread), a single thin thread handmade from some wool (takes 10 seconds to make 1 because we're making it by hand and not with a wheel), cooking utensil recipes already exist (should they require a bladed tool to whittle?), a campfire kit made from wood + branches + tree sap, torches for lighting dark dungeons, waterskins for holding water made from leather (should it require a sewing kit?), a kite just for fun, a crude signpost with custom text for trolling, a crude tent to protect us from the elements, a small cup of paint made from herbs (smaller than the existing paint buckets) used for marking your path or your body or just for fun.

    I think a handicraft kit should count as a bladed tool, a hammer, and a sewing kit. This means you can save space by carrying a handicraft kit instead of those other things. If you already have these things, then you don't need to carry a handicraft kit.

    DanievictriaDarkpixie99
  • DanievictriaDanievictria
    Mabinogi Rep: 3,585
    Posts: 305
    Member
    You know, I just had another idea. How about blunt weapons and shields we can make through tailoring? A thick plushie/pillow shield that requires fine fabric, wooden boards, 50-100 wool, and nails, for instance. Oh, and a plushie mace made with iron ingot, fine fabric, 50-100 wool, and a wooden stick or some firewood! Why so much wool? Have you ever felt how heavy and dense a pillow, stuffed toy, or cushion that's been heavily stuffed is? Hit someone hard enough with one of those, and you're liable to break their neck! And never underestimate the protective power of a thick pillow.

    Also, a board with a nail in it weapon for handicraft...just saying...
    THICCthighssavelivesMayselleduckman
  • KensamaofmariKensamaofmari
    Mabinogi Rep: 26,250
    Posts: 5,771
    Member
    Add all the previous topics together.
    There needs to be more goods and services to not only make life skills more useful but to create a healthy player economy where players rely on each other for goods and services rather than solely relying on the game's services and web shop items.
    DanievictriaMayselle
  • HelsaHelsa
    Mabinogi Rep: 9,320
    Posts: 1,610
    Member
    Add all the previous topics together.
    There needs to be more goods and services to not only make life skills more useful but to create a healthy player economy where players rely on each other for goods and services rather than solely relying on the game's services and web shop items.

    Sounds good, but I think that would fail HARD.
  • KensamaofmariKensamaofmari
    Mabinogi Rep: 26,250
    Posts: 5,771
    Member
    Helsa wrote: »
    Add all the previous topics together.
    There needs to be more goods and services to not only make life skills more useful but to create a healthy player economy where players rely on each other for goods and services rather than solely relying on the game's services and web shop items.

    Sounds good, but I think that would fail HARD.

    Well, it's going to be tough with a disgruntled player base that keeps spiraling down.
  • HelsaHelsa
    Mabinogi Rep: 9,320
    Posts: 1,610
    Member
    edited July 16
    Helsa wrote: »
    Add all the previous topics together.
    There needs to be more goods and services to not only make life skills more useful but to create a healthy player economy where players rely on each other for goods and services rather than solely relying on the game's services and web shop items.

    Sounds good, but I think that would fail HARD.

    Well, it's going to be tough with a disgruntled player base that keeps spiraling down.

    I have a few concerns:
    1. most folks are so lazy they'll only be inspired to get off their duffs to gather raw materials only once the economy has gotten really bad.
    2. rich players can make our lives even more miserable.
    3. the amount of regulation required to make markets "honest" might take all the fun out of the game.
    4. In real economies folks must eat. In mab you dont actually have to spend gold or ducats.

    Don't get me wrong it'd be cool to accurate simulate a virtual ecomy from first order resource extraction to final resource disposal.
    Kensamaofmari
  • MayselleMayselle
    Mabinogi Rep: 1,015
    Posts: 13
    Member
    Helsa wrote: »
    Helsa wrote: »
    Add all the previous topics together.
    There needs to be more goods and services to not only make life skills more useful but to create a healthy player economy where players rely on each other for goods and services rather than solely relying on the game's services and web shop items.

    Sounds good, but I think that would fail HARD.

    Well, it's going to be tough with a disgruntled player base that keeps spiraling down.

    I have a few concerns:
    1. most folks are so lazy they'll only be inspired to get off their duffs to gather raw materials only once the economy has gotten really bad.
    2. rich players can make our lives even more miserable.
    3. the amount of regulation required to make markets "honest" might take all the fun out of the game.
    4. In real economies folks must eat. In mab you dont actually have to spend gold or ducats.

    Don't get me wrong it'd be cool to accurate simulate a virtual ecomy from first order resource extraction to final resource disposal.

    Indeed..... difficult to simulate an accurate economy considering how many aspects of the game aren’t really applicable irl (if only infinitely regenerating resources were a real thing) . However, providing more craftable options to encourage player output and involvement in life skills doesn’t seem like a far fetch

    Kensamaofmari
  • duckmanduckman
    Mabinogi Rep: 975
    Posts: 40
    Member
    It would be nice if we had more say in how the outfit or items looked, but that kind of freedom would be a programming nightmare
    KensamaofmariDanievictria
  • HelsaHelsa
    Mabinogi Rep: 9,320
    Posts: 1,610
    Member
    duckman wrote: »
    It would be nice if we had more say in how the outfit or items looked, but that kind of freedom would be a programming nightmare

    They programmed Mabi-novel into the game, although it's kind of lame and could be a LOT better, still there you go. Music in Mabinogi is still one of its strongest selling points with music composition and group performance. They probably could program the ability to create one-off clothing from the ground up and I think that would be AMAZING. Add in the ability to create choreography, and you'd have even more reasons to play other than beating things up.
    KensamaofmariDanievictria
  • UrufuUrufu
    Mabinogi Rep: 870
    Posts: 37
    Member
    Not the only one frustrated with the 'gatcha-ing,' but let's leave that out for now.

    I would most certainly love to see more crafting mats/recipes and etc. Ideally, I believe there should be one for every equipable item in the game with a few exceptions. It would also be great if manuals were changed to a one-time collectible; consolidated into a collector's journal or something. I understand this would affect the rarity of certain things, but there are other ways to rebalance that; make them harder or have some extra/more rare ingredients.

    If making manuals one-time use is too much, I would love to see a scholar-like talent that could create/copy enchants and manuals and the like. Give it a couple of abilities like making and repairing spell books and the like.

    They have very recently increased the stacking capacity for things like flour, right? Certain things like leather straps should have much higher stack capacities. More bags and pouches for specific things would be nice and I would love to see more ways to get cobwebs or another... give me a spider farm on my homestead pls... but I won't hold my breath for THAT one.

    I would also like to be able to make things like base potions from their base ingredients. Never liked the idea that crafting something more or less required me to still buy something from a shop.
    DanievictriaKensamaofmariMayselle