They could even add a huge 3d onscreen message that says EXP CHAIN # with a sound effect...
They could even add a huge 3d onscreen message that says EXP CHAIN # with a sound effect...
Where the horsebirds at?!
oh god rofl
yah, I hear you on the visual feedback. that's one of the things i really enjoyed about 12. oh you know what would be kinda cool? Chains that actually prompt you to do specific things (NOT TO BE CONFUSED WITH LEVES) but maybe like... Defeat a monster with Fire! Defeat a monster with Battle Regimen! Defeat the same monster type 3 times consecutively! Defeat alternating monster types! etc. etc.
Hmmm hey dunno bout the old timed exp chains, or maybe they need multiple chain types, like you said, maybe bonus exp chains with no deaths.... might solve the i want a penalty for death people with out actually giving a penalty. My problem with the speed chains is they focus on killing fast rather than hard, or well etc.
It would be cool to have some, or multiple types of chains you could go for.
This is a fun idea, and if done right could add a lot to the game. Playing off your thoughts you could say:Hmmm hey dunno bout the old timed exp chains, or maybe they need multiple chain types, like you said, maybe bonus exp chains with no deaths.... might solve the i want a penalty for death people with out actually giving a penalty. My problem with the speed chains is they focus on killing fast rather than hard, or well etc.
It would be cool to have some, or multiple types of chains you could go for.
Speed chain = increased chances of higher quality drops.
Fire chain = increased attack damage of party + increased fire damage
Level chain = killing mobs x levels higher than you gives bonus to sp/xp
Same mob chain = intimadation (mobs of that type might be intimidated by your group)
While I'm sure we could go all day naming chain types, I'll let others join in if they wish, it could get pretty ridiculous pretty quickly. But sometimes it's just fun.
But also on the note of death, that would be a good penalty for dying, losing your chain(s) especially if they had it where you could get chains to a high level (50) thus making it very hard to achieve that level, but dropping all the way to zero would hurt.
And as for my example of chain level 50, it would give the highest benefit, but my thought that would only be 5% or some other bonus. Basically .1% bonus for each level.
Anyway, I agree this would open up more opportunity to party outside of leves![]()
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Very good ideas. I would actually like to see different types of chains that give different types of buffs depending on the way you play. In the end they all tend toward better exp per hour but it would add depth (and party strategy) to the game to have more diversity than direct exp boost with chains.This is a fun idea, and if done right could add a lot to the game. Playing off your thoughts you could say:
Speed chain = increased chances of higher quality drops.
Fire chain = increased attack damage of party + increased fire damage
Level chain = killing mobs x levels higher than you gives bonus to sp/xp
Same mob chain = intimadation (mobs of that type might be intimidated by your group)
While I'm sure we could go all day naming chain types, I'll let others join in if they wish, it could get pretty ridiculous pretty quickly. But sometimes it's just fun.
But also on the note of death, that would be a good penalty for dying, losing your chain(s) especially if they had it where you could get chains to a high level (50) thus making it very hard to achieve that level, but dropping all the way to zero would hurt.
And as for my example of chain level 50, it would give the highest benefit, but my thought that would only be 5% or some other bonus. Basically .1% bonus for each level.
Anyway, I agree this would open up more opportunity to party outside of leves
That being said it has to remain as simple as possible and not become a headache
i agree simplicity should be the first priority. and an on-screen display wouldn't be so bad either just as long as it wasn't overly gaudy and huge. lol
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[SIZE="7"]Chain #3[/SIZE]
....
[SIZE="7"]Chain #4[/SIZE]
....
[SIZE="7"]Chain #5[/SIZE]
....
[SIZE="7"]Chain #6[/SIZE]
....................
[SIZE="7"]Chain #100[/SIZE]
I can see it now... But overly gaudy and huge is what they're going for. Look at
[SIZE="7"]FULL PARTY[/SIZE]
I'd like to see Technical Points earned for performing Battle Regiments.
IE
Perform a Successful Battle Regiment, Earn 25% of the total XP/SP you could earn from the targeted monster.
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Agreed. We could see normal chain progression in the chat log where exp gains are showed, but it could be nice to put more emphasis on milestones like chain 1, 5, 10, 25, 50 etc. that corresponds to higher tiers of buffs and could even be accompanied by certain rare/exclusive drops
I don't know I like strategies that encourages efficient play in general but not ones that favors a rigid style of play.
If such system is implemented it could be a good thing, for example, to hold back attack and keep the mob alive to perform as many battle regimens as possible before killing it. That would be the opposite of efficiency and we would not learn much out of doing it.
Now if battle is balanced in such a way that performing battle regimens means better exp/hour I'm all for it
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