Check out all of the details of this month's Patch Notes, featuring the Mini-games + Quality of Life Update! https://mabinogi.nexon.net/news/91106/mini-games-quality-of-life-update-patch-notes-april-11th
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Atheist42

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Atheist42
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  • Add squire training to master plan event

    Training squires is a tediously long process. It probably needs a major review to make it less tedious, but as a quick fix, could it be added to the next Master Plan Event to double rate of training progression?
    Niought
  • Flashy Dyes and Epilepsy

    There is indeed a long history of players requesting the ability to turn off the display of flashy dyes. It's not just an issue for those with epilepsy. Flashy dyes also cause havoc for vision impaired players, as described in this thread from 2018. As it is, whenever I see flashies, I immediately add the player to my blocklist. No exceptions.
    Niought
  • Making more outfits Genderswapped

    We've already got clothing that magically fits both elves and giants. Seems totally reasonable that it should also be able to fit both male and female characters.

    Or we could take it a step further in support of gender diversity. There really aren't any game mechanics that rely on gender. So why not eliminate gender entirely. On each rebirth you get to choose a body shape, which would include the current existing two gendered options, but renamed with non-gendered terms like "curvy" and "chunky", but could also include other options that don't conform to any existing gender norms.
    AmarazNioughtKeichiro
  • Simplify squire interaction completing training

    This suggestion relates to the Alban Knights Special Training Unit, the 6 squires that the player gets to train and deploy on missions.

    Once a player recruits a squire to their unit, they may assign them to training. Training exercise takes 36 minutes real time. The player can check the progress of training in the "Special Unit" tab of the Character Info dialog window. When the 36 minutes has expired, the squire's entry will show as "Training Complete". However, the training does not automatically complete. Instead, the player has to go the Squire's location and take action to manually complete the training, which then makes the squire available for other actions.

    So why not just automatically complete the training after 36 minutes without player intervention? Training boosts the squire's stats. When choosing a training mission, the interface advertises the stat boost it will give, but occasionally a bonus is awarded and the stats grow by more than the advertised amount. So the game needs a way to tell the player what the actual stats gain was, including any bonus awarded. But the way the game has implemented this is ... not great.

    This process of completing training takes at least 6 clicks.

    1. Click on the squire.

    2. Click "Continue" on the squire's greeting. This is a minimum of one click, but on a random basis squires will sometimes give a longer greeting requiring us to click on "continue" two or three times.

    3. Click "Manage training".

    4. Click "Complete".

    5. This gives a prompt asking if we really want to complete training. Click "OK".

    6. A dialog appears showing the gain in stats. Click "close".

    O.K. Two points here.

    1. Step 5 never should never have been implemented. One of the basic principles of interface usability is that you should only ask users to confirm an action request if an accidental request has some negative consequences. There are never any negative consequences to having the squire complete the training.

    2. Not only is there no downside to completing training, it is the ONLY possible interaction we can have with the squire at this point. There is literally no other interaction possible. So the game is forcing the player to carry out 6 clicks to request an action that is the only possible action

    So in the list of (at least) 6 clicks, I suggest clicks 2-5 can be removed. If the squire has completed the 36 minutes of training and the player clicks on the squire (click 1), the game should know that the player wants to complete the training and jump directly to displaying the dialog showing the stat gain (click 6).
    Amaraz
  • Adjust boat frequency

    Trying to sequence commerce runs to match the boat schedule can be fun, provided we can easily ascertain the boat times. For that to work smoothly, we need the boat times to be memorable. Ideally its the game time that should be memorable rather than the real life time, otherwise we'll be confounded on those occasions when the server clock seems to get out of synch with reality.

    So, the Port Cobh to Belvast boats depart every 6 minutes real time which is every 4 hours by in-game clock. Good choice! In terms of a 12 hour in-game clock I just have to remember 3 times. I can cope with that.

    Port Cobh to Port Quilla boats depart every 11 minutes real time which is every 7 hours 20 minutes by the in-game clock. Yeah - I'm not going to be able to keep track of that without a spreadsheet. Could we increase that frequency to every 9 minutes real time which is every 6 hours game time?
    Negumiko