Posts by Nerva

    ... solo players aren't meant to be able to complete dungeons around their level.

    It's meant as a comparison. Universal aggro would turn large swathes of the game world into situations akin to what occur now in dungeons if you attempt to solo them. Do you really want tightly-packed areas of the game that would otherwise be traversible due to non-aggro monsters to become difficult-to-impossible for solo players to approach?


    Any way I look at it, universal aggro makes no sense. It would, among other things, make flocks of camel birds and cuckoo chickens - animals that are domestic livestock in the Dragon Ball universe - become aggro. It would be silly.


    Ultimately, it's your server, so the final decision on the matter is yours. But the final decision on whether to play here is mine, and if this change is made, chances are I'm not sticking around.

    The issue with having certain mobs aggro and certain mobs not is clarity and being able to skip past areas. In almost every other video game, most enemies aggro, and it clutters the UI and minimap and makes the game unclear if some mobs aggro and some don't.

    Telling which mobs aggro and don't is easy though, if you know your interface.

    Just click the mob, and look at the level indicator. If it's red, they aggro. If it's blue, they don't unless something else performs a Call for Help nearby.


    "Skipping areas" isn't really a problem if the mobs there are too low level to be worth it. Do you realize how fast most mobs respawn? There are places so thick with enemies that if all of them had full aggro capability, you'd be swarmed and never be able to chew through them fast enough unless you're overlevelled and loaded with AoEs. You'd just keep getting spawned on and spawned on and spawned on until you either died the death of a thousand cuts or just ran for an exit.

    Try getting through the Red Ribbon Ruins in Korin Forest on an level-appropriate character solo at some point, then tell me you're not grateful for that one room full of Lazy Wolves and really spread-out Helmet Dogs that can easily be avoided. Now imagine that the entire game is like the rest of that dungeon, and see if you can tell me honestly that's not tedious as best, and an unfun slog at worst. That's what universal aggro would do.


    You say it 'clutters the UI and minimap' when, honestly, it doesn't. Look, I've been playing MMOs back as far as Everquest. Anarchy Online, Dark Age of Camelot, Ragnarok Online, Mimesis Online, AGES Online, Neocron, Earth & Beyond, Lineage 2, City of Heroes, Champions Online, World of Warcraft (particularly old-school WoW) the list goes on. So believe me when I say I know what I'm talking about here, I'm speaking from experience.

    The only way you can tell what aggros in many old games that follow a similar format to DBO is to get close enough and see if it runs at you. Unlike this game, a lot of old games aren't even nice enough to give you a warning sound when you've got enemies coming for you. Every MMO I've ever played that follows this format has had aggro and non-aggro enemies, and when you're allowed to tell the difference, doing so is as simple as either looking at their name, or looking at some easily-identified indicator (like what this game does), or in games that actually have a minimap that displays enemies, looking at the color of the enemy's dot there (something this game could potentially do, depending on how much it can be reverse-engineered.)


    I don't get how so many games have had no problems with aggro and non-aggro enemies coexisting for this long, yet this game that's fundamentally similar, has an issue with the existence of non-aggro enemies to the point where you feel the need to get rid of them.

    the issue that i stated in my post is that mobs that are supposed to be aggressive arent like red pants mobs and wildlife mobs that quests deem aggressive. i agree that some mobs should be passive, not everything needs to aggro.

    the level identification you mentioned sounds cool but i think it should be mob dependant like rats and pigs wont bother but bulls, cheetahs and named mobs will still try throw hands

    Apologies for misunderstanding you.


    I know this game has support for a variety of aggro ranges, intensities, and even for things like proximity call-for-help behavior and linked call-for-help behavior, so hopefully, as the game's translation improves devs will look at aggro mechanics and make sure they not only are appropriate for the difficulty of the region, but also follow appropriate story beats.

    NPC: Ba Leixin, Porunga Rocks North, Dragon Nose (Approx. Coordinates X: 4675, Y: -57, Z: 1859)

    Issue: Upon interacting with the Food Box, the Food Box displays the icon that NPCs use when you have a completed quest to turn in. However, since the Food Box is not an NPC and is still an interactable object, you cannot turn in the quest or start the next quest.

    Expected/Intended Behavior: The Food Box should despawn, being replaced by an identical-looking "NPC" version of the Food Box which you can use to turn in the quest and take the next one in the series.

    Reproduction Steps:

    1. Go to Ba Leixin and accept the quest
    2. Go to the Food Box at approximate coordinates X: 4473 Y: -83 Z: -1576
    3. Interact with the Food Box
    4. The Food Box will display the smiling orange circle icon that an NPC with a completed quest shows.
    5. Attempt to turn in the quest at the Food Box
    6. You cannot do anything except fail to interact with the Food Box, as it's still an interactable object and not an NPC

    Notes: Forfeiting the quest and re-taking it does nothing to solve this issue.

    The way that mobs aggro (or don't) right now wasn't a design choice of ours, but eventually all mobs will aggro.

    Personally, I'm fine with things being as they are. Some aggro ranges could stand to be tweaked some mobs could stand to gain (or lose) their aggro status, but not all mobs should be aggressive, in my opinion. Not all wildlife is violent to a fault and not all beings who are technically your enemies are willing to take the fight to a superpowered martial-artist unless attacked first.

    If you do implement universal aggro mechanics, one thing I would suggest is to make enemies consider your level vs. theirs; if you're high enough level for them to be trivial, they won't bother you (after all, you're terrifying, and they know they'd get reduced to chunky salsa on contact.)

    The thing I see is, there's a lot of skills that are clearly meant to work together, but taking them all to useful levels means sacrificing other late-in-the-tree choices that are fundamental to the class.

    For instance, on the Namekian Warrior, it's pretty clear that they're supposed to be a hybrid physical/energy attacker, blasting enemies with things like Masenko and Mouth Beam until the enemy reaches Mystic Attack range, followed by yanking them into melee and beating them down with Sharp Furious Fists, Pummelling Fists, and Charging Fist. Yet, if you take the melee skills, you're not going to be able to get to the deeper ranged skills like Charged Masenko, and if you take those you're not going to have room for Pummelling Fists or Charging Fists unless you sack points from buffs, debuffs, and passives. Point being, if you want more than a double-handful of skills, you have to spread yourself thin.

    Perhaps this will illustrate the point better. Every character gets 69 skill points over the course of their career, basic and secondary classes. Here's how many skill points each class's skill tree can take:

    • Martial Artist: 102
    • Fighter: 82+Martial Artist (184 total)
    • Swordsman: 81+Martial Artist (183 total)
    • Spiritualist: 85
    • Crane Hermit: 100+Spiritualist (185 total)
    • Turtle Hermit: 70+Spiritualist (155 total)
    • Namekian Warrior: 96
    • Dark Warrior: 76+Warrior (172 total)
    • Shadow Knight: 78+Warrior (174 total)
    • Dragon Clan: 84
    • Dende Priest: 66+Dragon Clan (150 total)
    • Poko Priest: 82+Dragon Clan (166 total)
    • Mighty Majin: 107
    • Ultimate Majin: 73+Mighty Majin (180 total)
    • Grand Chef Majin: 76+Mighty Majin (183 total)
    • Wonder Majin: 86
    • Plasma Majin: 82+Wonder Majin (168 total)
    • Karma Majin: 88+ Wonder Majin (174 total)

    Hopefully I haven't miscounted - I can guarantee I'm not off by much even if I have. The average of 1st class skill points is ~93.3. The average of 2nd class skill points is 79.5. The average of total skill points across all 2nd classes is ~172.8 points.

    Notice something? Turtle Hermits and Dende Priests have the fewest skill points needed to max out their entire tree. This also means that they don't have to spread themselves as thinly when building, and can leverage more of the raw power of their class because they have fewer skill points wasted on useless prerequisite skills that aren't part of their playstyle. They also tend to be some of the most dominant forces in PvP and group play from what I've seen, too - ever wonder if there's a connection there?


    Meanwhile, the Martial Artist, Warrior, and Mighty Majin have some of the most hungry skill trees in the entire game. That means if you want to reach deep into their trees, you'll be blowing a lot of points on prereqs. This hurts Martial Artists the most, because not only is their 1st class skill tree one of the hungriest (second only to the Mighty Majin), but their second classes are also fairly point-intensive. This means that not only do they have to ignore most of the things their class can do, but they also don't show their real power until fairly late in the game.

    I'd like to see more classes pared down to the level of the Turtle Hermit and Dende Priest, with skills rolled into others and skill points needed to get further into their tree softened a bit. At least in my opinion, it'd be a lot more fun that way, as you can do more of what your class is capable of and you'll have a wider variety of tools to choose from, even if those tools aren't strictly better than what you'd have otherwise. It's not fun to be a one-trick pony, but the way the skill system is designed, you almost have to be in order to be effective.

    Age 749 is the 2nd Time Leap Quest, if I'm not mistaken, featuring the Ox King and Kid Chi-Chi at Mt. Frypan, and it teaches you the Guard skill.


    After you get ambushed by Ox King, and defeat him, he'll send you to look for Chi-Chi. There's a path to the south that leads into a rocky, tropical area, loaded with aggressive Footsaurs. You'll need to fight your way through those until you find Chi-Chi in an open plain, where she's unconscious and about to become a Pulnasaurs's lunch.


    Defeat the Pulnasaur, and several more than show up shortly thereafter, and Chi-Chi will wake up. She'll attack you, but after defeating her some dialogue shenanigans ensue and she's taken home by Goku.


    Return to Ox King and he'll teach you the Guard skill. Once he teaches you, hold R to activate the skill and Ox King will talk to you again. After a little bit of final dialogue, the quest will be complete and you can leave via the rift you entered by.


    At what point does the quest fail?

    Problem: Quest unexpectedly fails if you're flying towards the target location and reach its vicinity. Removing the quest and reobtaining it from the NPC doesn't reset the quest flags properly, causing it to fail immediately upon being re-taken until you relog.
    Expected Behavior: Quest should complete as you near the entrance to Ultimate Dungeon 1: Underground RP Base.

    Reproduction Steps:

    1. Obtain quest from NPC "Habitat" in Korin Forest at Cashew Watchtower
    2. Begin flying (NOTE: You must be flying, and remain flying up until step 4, vehicles and walking don't cause this bug)
    3. Approach the map marker marked "UD1" on the map in Korin Forest, just southeast of the Dragon Ball shrine
    4. Quest unexpectedly fails
    5. Return to NPC Habitat
    6. Take the quest again
    7. Quest immediately fails
    8. Steps 5-7 will occur indefinitely any time you attempt to take the quest
    9. Relog
    10. NPC Habitat no longer offers the quest, and it's back in your quest log

    Workaround: Do not fly while doing this quest. Approach the UD1 map marker on foot. If the quest fails, return to Habitat and relog, then attempt it again.

    Okay, just in case the topic is unclear, this is pie-in-the-sky wishfulness on my part, and probably shouldn't be regarded as serious suggestions. I realize that the devs here are working on an upgraded client, and that has priority over most things right now, and that these might not be feasible even then. So feel free to take them with a grain of salt.

    Dynamic Basic Attacks

    Allow all classes to use basic attacks at both melee and range (up to 35m away). At a distance, they use ki blast attacks similar to what Spiritualist/Dragon Clan/Wonder Majin characters, dealing Energy damage. If enemies close to within 2m, they switch to punches/kicks/weapon strikes, dealing Physical damage.


    Skill Streamlining

    It honestly feels to me like a lot of classes have way, way too many skills, with far too many points being eaten up by prerequesites. In particular, the melee classes (Martial Artist, Namek Warrior, Mighty Majin) and their associated subclasses suffer from this the most. You really can't make a build that takes advantage of even half of their buffing options without gimping your offense completely. I dunno, maybe that's intended design, but these classes are already limited by being intended for use at point-blank range, where all the nastiest stuff happens. It'd be nice to be able to see classes intended to tank be able to tank while still having an offense. Many of the ranged classes - particularly Turtle Hermit and Plasma Majin - don't suffer this nearly as badly, mounting a capable offense while still leveraging their buffs and debuffs effectively.

    Specific Changes:

    Mighty Majin: Roll Evade Up, Spirit Up, Critical Defense, and Critical Attack into one skill with 4 levels, only apply Critical Defense & Attack's effect at levels 3 and 4. Roll Hardening, Defense, Guarding and Enchanting Breezes into one skill that is single-ally targeted and has 4 levels, only apply Guarding and Enchanting Breeze's effects at levels 3 and 4. Get rid of Detoxifying Breeze, put Banishing Breeze in its place with its functionality unchanged. Normalize all group-ally skills to 8m range on 8 targets. Provoke gets a 3rd level, where its cooldown equals its duration.


    Namekian Warrior: Roll Draconic Protection, Righteousness, and Defense into one skill, apply Defense's +10% Guard bonus only when that skill is maxed out. Roll Draconic Spirit, Force, and Resistance into one skill, apply Resistance's +5% status guard only when that skill is maxed out. Draconic Taunt gets a 3rd level, where its cooldown equals its duration.

    Martial Artist: Roll Fortitude, and Might into one skill with 4 levels, only apply the Critical Hit bonuses at levels 3 and 4, move it where Opening Roar is on the tree. Move Opening Roar where Spirited Roar is on the tree. Move Spirited Roar where Prepared to Roar is on the tree. Move Prepared to Roar where Speed Up is on the tree.

    Dragon Clan: Roll Kami's Assistance and Kami's Sponsor into one skill with 3 levels; level 1 removes Paralysis and Curse, level 2 removes those plus Abdominal Pain, level 3 adds the RP bonus, but the RP bonus only occurs if a status effect is treated.


    New Skills

    There's a few new skills I'd like to see.


    Martial Artist: Boost Kamehameha - launch yourself at a single target with a Kamehameha's recoil, dealing physical damage. Other enemies along a 5m wide line behind you take energy damage as you pass through.
    Fighter: Dirty Fireworks - A mediocre energy attack that deals triple damage on enemies below 30% HP. Enemies killed by this attack inflict its damage to all other enemies in an 8m radius.


    Spiritualist: Reverse Boost Kamehameha - use a Kamehameha to propel yourself backward away from an enemy. The target and any enemies along a 5m wide line take energy damage.

    Crane Hermit: Tongue Stab - a low-damage physical attack that inflicts paralyze and moves you behind the target.



    New Race: Frieza's Clan

    Descended from distant branches of King Cold's line, these cultured-yet-deadly extraterrestrials bring a combination of psychokinetic finesse and withering brutality to the battlefield. Their two basic classes are the Noble and the Berserker.


    Noble

    Refined, charming, yet exquisitely deadly, these ranged fighters prefer not to get their hands dirty with close combat, instead dismantling enemies with pinpoint ki attacks and potent psychokinesis. Their advanced classes are the Emperor and the Ambassador.

    Signature Skills: Death Beam, Crazy Death Beam, Eye Beams, Death Grip


    Emperor: Why kill you himself when he has minions to do that for him? The Emperor employs a small squad of elite soldiers to take enemies apart while the Emperor gives commands and occasionally takes potshots at distracted enemies. Adept at supporting allies, whether it be other players or their own servants.

    Signature Skills: Elite Special Squad, Squad Pose, Supernova, Death Psycho Bomb


    Ambassador: Very good at using both intimidation and suave to get others to do what he wants. The Ambassador uses precision sniping attacks to get the point across and is adept at getting enemies to work for him instead of against him. Surprisingly offense-minded, a proponent of forceful negotiations and applying leverage.

    Signature Skills: Do You Want to Work For Me?, Death Meteor, Volcano Trigger


    Berserker

    Brutal, cunning, and self-assured of his own power, the Berserker sneers as he pounds victims into the floor with savage physicality and bewildering ki prowess. Their advanced classes are the Marauder and the Rogue.
    Signature Skills: Shadow Crusher, Tail Smash, Ruthless Blow


    Marauder: Brutal to a fault, Marauders are huge, overt threats that rip enemies asunder in close combat and blast them to craters if they try to run. There's nothing subtle about them.

    Signature Skills: Death Ball, Revenge Death Ball, Reflexive Strike, Death Crasher


    Rogue: Adept at getting behind the enemy, where they do their best work. They're scheming, conniving, and cunning, and if you're trusting them further than eyelash's reach, you may be making a mistake.

    Signature Skills: Afterimage Strike, Tail Choke, Death Slicer, Death Slash

    I think I might've been misunderstood. I don't mean mentioning the user's e-mail address, that's absolutely a security risk.

    I mean the address the recovery email will be coming from. The address the server uses to send the recovery e-mail.

    Basically, let the user know what address they need to unblock to make sure that recovery e-mails actually reach their inbox. If they don't know what to address to remove from their blocklist or filters, then they can't exactly unblock you without killing their whole list.

    So my Fly Quest seems bugged. I got to the point where I killed the War Monkeys and returned to Qiamu. He then told me to go to Daryl, and gave me a training flight scroll to do so, but didn't give me a quest to do so. I flew to Daryl anyway, and Daryl has no quest for me, either.

    After a while, I got three messages stating that I've gotten mail from Qiamu, with the guide to flying. However, I also got a message that my quest list was full and that my inventory was full.

    It's at this point that I suspect that my flight quest is now bugged.

    I've checked my mailbox, there's nothing there. I've tried relogging, nothing's happened. I've tried completing some other quests to open at least three spaces in my quest log, and that's not doing anything either. I have over five inventory spaces free, so unless I'm getting bombarded with a deluge of items, I should have enough space.

    Is there something I'm doing wrong, or is my flight quest well and truly bugged?

    The character in question is Sabot, an Adult Spiritualist.

    UPDATE: So I managed to get the Fly skill quest to progress, by completing my subclass quest. Nowhere in the game's help menu, the site's description of the flight quest, or the quest itself does it state that doing so is mandatory to continue with the Flight quest, so I hope you'll forgive me for believing that I was in a bugged state - it certainly gave the impression of being bugged.

    UPDATE #2: I was able to complete the quest and get my flying ability.

    Hey Nerva,


    I'll look into the confusing messages on the mail recovery page when I get a chance. Have fun playing!

    Rest assured, I have been, and I'm looking forward to more.

    If I might make a suggestion, mentioning the e-mail address that recovery e-mails will be coming from, along with a recommendation to the user that they make sure that address isn't blocked or spam-filtered, would be a good idea.

    Thanks for looking into things.

    I apparently had an account here in the past (or at least, someone used my e-mail address to register an account, as the registration page says an account already exists with my e-mail even though I don't remember playing), but I don't have the username. I attempted to retrieve the username using the page provided here: https://dboglobal.to/forgotusername

    Unfortunately, when I enter my e-mail address, it says it's sent a mail, but I never actually get it. I've checked my junkmail folder, and it didn't get filtered there; either the mail was never sent, or was deleted completely.

    It's possible that I may have accidentally added the address to my blocked senders list, but as I don't know what address this server's account recovery mails come from, I can't easily remove it if that's the case. I've already ensured there are no addresses on that list with "dbo" or "dboglobal" on that list already.

    I have been trying to recover the username for a couple days now unsuccessfully, so I registered here to ask for further advice.

    EDIT: Found the reason this happening. Turns out it's not my e-mail that's the problem, but that someone's already taken my typical username. Odd that the account name recovery system says it sent mail when there was no address on record; that made me think it was my e-mail that was the problem.

    I registered an account with a different username, but the same e-mail, and it went through fine. As the problem's resolved, you can close this thread.