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Trade and skills

Anything Onigiri related!

Re: Trade and skills

Postby CuppyCakey » 13 Jun 2014, 05:21

Liselotte wrote:It is pretty stupid that you can trade items only if you spend money on the game.


I'll have to agree on that. I thought that it might have been a way to prevent botting n gold spammers but they could just as easily pay that fee and sell gold with it after. Guess its just a pay to get features thing.
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Re: Trade and skills

Postby CuppyCakey » 13 Jun 2014, 05:47

@qqchurch and sliveryshine

Well yea alot of skills can be held down to extend its effects, while some cant and some skills do full aoe damage to all targets while some are distributed among targets. The problem here is that its not explained as clearly on the skill descriptions. Thats what im hoping they'll fix but i doubt they would.

Moving on, while chatting with some other players, I came up with the idea that the huge variation between the usefulness of skill (some are downright OP while others are absolute rubbish) is to troll players :lol: . I mean it. well imagine if you identified a high grade uber gold weapon with awesome passives. You look at skill 1, great. Skill 2, all good. But when you look at the last skill..... uh-oh.... high mana cost, long cast time, low damage with no other purpose(debuffs or buffs) and peanut size radius of an aoe. Not cool.

You'll end up having to waste resources to replace that skill with something useful, either through random skill change when smelting or probably some CS item they come up with. IMO its a way to get you to spend or farm for gold and or a perfect weapon.
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Re: Trade and skills

Postby SeekerFate » 13 Jun 2014, 07:14

The person selling the objects with their stall/license will need to buy the temporary thing. Other users can purchase their goods without a license, however, they are still restricted to purchasing the goods with real money currency (oc)
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Re: Trade and skills

Postby Kyuusho » 13 Jun 2014, 09:56

CuppyCakey wrote:
Liselotte wrote:It is pretty stupid that you can trade items only if you spend money on the game.


I'll have to agree on that. I thought that it might have been a way to prevent botting n gold spammers but they could just as easily pay that fee and sell gold with it after. Guess its just a pay to get features thing.


That's a shocker to learn that even a basic functionality such as trade is a payment requirement. It is something that I have seen drove away players in the past, especially with the different mindset of players from the west not being compatible with the same mindset of what is acceptable in the east.

I'm just here since it's an anime genre game.
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Re: Trade and skills

Postby CuppyCakey » 13 Jun 2014, 12:19

Well most games usually just offer new maps or characters ( extra content ) in exchange for payment. Paying for a basic feature such as trade is certainly something new to me but not a deal breaker. So far it seems fine without trading, though it seems silly when you have a heap of gold weapons you cant really utilize and pass on to someone else - ends up as enhancement fodder.

The way I see it, its fair enough if you consider the full free version a trial mode and you only get access to full features after paying a fee. You cant expect a game to be completely free like what many people demand, that just ridiculous. The game devs need to make money somehow as they would not be in business if they dont make a profit or at least break even.

Personally I rather have a pay some (a reasonable amount of course) to unlock features thing rather than a you dont have to pay for features but pay to win later in the game. At least this way you wont get a huge gap between crazy cash shoppers, moderate users and players playing for completely free.

The issue is, how much is that fee and is it permanent or some renewable license thing If so, whats the duration. I guess we'll just have to see how things balance and play out when it goes live. Hopefully the devs will realise that this method is strange and potentially seen as something negative by the western community and make it a free feature.
Last edited by CuppyCakey on 13 Jun 2014, 12:37, edited 1 time in total.
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Re: Trade and skills

Postby CuppyCakey » 13 Jun 2014, 12:35

SeekerFate wrote:The person selling the objects with their stall/license will need to buy the temporary thing. Other users can purchase their goods without a license, however, they are still restricted to purchasing the goods with real money currency (oc)


so you cannot buy player stall goods with ingame currency but only onigiri coins?

Well that might actually work out well, as crazy as it sounds. You might be saying but that means everyone will have to spend heaps to buy player stall items. Not necessarily. In the long run, when enough OC is being brought into existence and circulated in the economy, it can become a viable currency or trade commodity. An example of this would be like in dota 2, where those keys (which have to be bought with real cash) are being used as a currency for trade.

It keeps the botters and gold spammers away as ingame currency is untradable. Now i'm actually looking forward to how this would work out.
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Re: Trade and skills

Postby SeekerFate » 13 Jun 2014, 14:57

Basically, I wasn't sure if I was correct so I hopped on the Japanese Version and indeed when I checked a player stall that was floating around in Onigaishima their ware being sold was only purchasable with oc as far as I was concerned.
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This game trolls me.
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Re: Trade and skills

Postby Ryukotsuki » 13 Jun 2014, 16:26

SeekerFate wrote:The person selling the objects with their stall/license will need to buy the temporary thing. Other users can purchase their goods without a license, however, they are still restricted to purchasing the goods with real money currency (oc)


I don't mind this, but that would make trading solely for OC spenders. However, I'm sure there will be campaigns that give out OC in the future, so there's still hope.
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Re: Trade and skills

Postby RavUiai » 13 Jun 2014, 17:01

CuppyCakey wrote:
RavUiai wrote:um...
Image <-- the 27, 12, 38 is the mana costs for the skill
just sayin.


If you read my post properly, I mentioned UPDATED mana cost equivalent to skill level, and any other factors affecting mana cost(-sp matagama, etc...). If u had even paid attention to the actual mana consumption in game, it may cost 21, 10, 32 even when the mana cost shown(not updated or incorrect) was 27, 12 and 38. The cost shown next to skills are the cost only at skill level 1 and no modifier has been applied, even after such factors have been applied. In short, if we take your screenshot as an example, the values shown are not the actual cost and misleading.

Reedit: Heres an example.

Image

As you can see, the SP cost shown next to the skills to cast darkness pillar III and flamestrike III is respectively 98 and 100. However, if you look at my SP bar, I only have 62 SP, yet those skills are already usable (not greyed out) implying that the actual SP cost of the skills are equal to or below 62 SP, and no its not a an issue with the skill randomly not being greyed out, if I pressed right click then the skill would go off as usual.

you think why I choose not to evolve skills... it would take time to level them up and I was rushed though to Kyoto and all the dungeons. That's why I prefer to have my skills with I and not V cause I think it will cost much mana.
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Re: Trade and skills

Postby CuppyCakey » 13 Jun 2014, 17:57

The high mana cost on my SS was because those were wand skills. Dont think the higher rank skills for bows would cost as much. Skill ranks make a huge difference especially in bows. You would probably clear the end game dungeons faster with higher rank skills. If you compare skills like rapid poison shot or white peacock, you get like 4-5 arrows fired per skill use at rank 4 or 5 where as you get only 2-3 at rank 1 or 2, well worth the the extra SP cost imo.
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