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LoomyOfPi

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LoomyOfPi
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  • Will Unreal Engine Reset Game?

    Crimsọn wrote: »

    Yep you're wrong on that bit, KR's recent guild update gets rid of guild stones. We should be getting that update soon actually. Goodbye guild stone real estate!

    I hadn't heard of that. That's good news to me. I don't mind the ones outside Dunbarton, but some of them are placed in a way that spoils the ambiance. I have been hoping Nexon would remove them. Did I expect that? No? Have I been mulling the possibility of it happening? Yes. I shall be looking forward to that change.

    Helsa wrote: »
    The unreal engine is just graphics right? Our progress is just data in a database. These things are not connected. That being said, how our characters look and our stuff looks will be effected. If you have "fox" eyes, say, how the unreal engine displays that might be different. I seem to recall years ago some kind of graphic change occurred and I had to change the eyes on my giant to a different set that looked closer to the ones I used to have.

    Clearing out dead-weight code is a separate issue from the unreal engine. An example of what might be pitched is the whole E/G alliance system, since the war is over and all.


    I think so. A few days ago I visited Unreal's website. It is graphics focused, as are the current teasers Nexon has released. So I think the critical data will be safe, so long as Fergus doesn't go anywhere near the programmers.

    NioughtCrimsọn
  • PETITION: Remove the BOAT or FIX the blacklist!

    The yachts don't need to be removed, only restricted. Those, and every other large "chair."

    I've occasionally gone AFK on my yacht in the middle of the desert. It doesn't hamper anyone's gameplay and hopefully someone will pass by and appreciate the humor. The boat itself isn't the problem. It's certain players who use them. When large objects summoned by players obscure key aspects and features of the game, that is when it becomes a problem.

    And its not just placing them over NPCs and player shops. When there are many of them summoned in a small area, they contribute to lag. I'm not quite sure how to deal with that, but considering that problem only occurs in Dunbarton, a general restriction to forbid them near shops should handle the issue.

    Fortunately for me, I do most of my trading through the auction house and the issue is the worst on channel 1 (I typically play on 6). But when I do venture over to channel 1 for a look-see, the large chairs are often a nuisance.
    CrimsọnJolinar+MariNiought
  • QOL: Opening Event Gift Boxes

    000 wrote: »
    The ctrl-click shortcut to use an item can vastly speed up this process in the meantime.

    I'll have to look into that. Thank you.

    I know that there are several shortcuts to inventory items, and I use the ones I know (splitting a stack, moving to pet's inventory, etc.). I was concerned that there might be one I didn't know about here, but I had to post from my frustration. I had stopped this fishing event because of it. I still have well over 1k boxes from other events filling inventory because of the tediousness to open them... and then there's that junk issue.

    000
  • QOL: Opening Event Gift Boxes

    Issue 1
    Many of the events give out prizes in gift boxes. In order to redeem a prize, we have to right-click the box in our inventory and then click "use" from the menu. Simple enough, until we are dealing with multiple gift boxes. Many events have these gift boxes set up where they are fairly easy to earn a few each day without even trying, plus events reward players with a partial stack of boxes for reaching event milestones. This means the number of boxes stack up quickly. This makes opening these boxes quite tedious.

    Proposal 1: '
    Set up the boxes where players only have to click "use" once. Upon doing so, players would be met with a menu similar to the shop menus where the players select how many items they want. So let's say that Siyu shows up again for another Study event. After we get our gift boxes from her, we try to use one in the inventory and are given the option to open up several at once, perhaps up to 10. Alternatively, the player could click a "cancel" button to close the menu and open the remaining boxes at a later time.



    Issue 2
    Many of the items from the gift boxes are considered junk. For example, I personally don't have a use for a Pet Age 3 Potion. When we open up these items, they go into our inventory, taking up useful space. To make things more complicated, players' bags can be set up where item types are routed to certain bags when obtained. When these items are intentionally gathered, that's great. But when these boxes distribute these items to different bags, it's often a game of hunt-and-seek to remove the junk item(s). Naturally, there are some items that one player may value that another may not. And the game has no way of know what a given player may vale. There should be a way to handle "junk" items received from gift boxes.

    Proposal 2
    Following Proposal 1, after the player has used a box, a window could open up showing the prize(s) they won. The player is presented with a few options. (1) Receive All to place all items in the players inventory (2) Receive Selected to place items chosen by the player in their inventory. (3) Decline All to refuse the remaining unchosen items in the window. This option should be safeguarded with a confirmation.




    000
  • Latest Accomplishment Thread

    It had been months since I last earned a master title. But I got one this past weekend. And I got it while AFK.

    If you know what event is going on... well, I've given you enough information to figure out which skill I mastered.
    Arciellia