From The Mana World
(Thief?)
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:I think difficult ratings like "easy" or "hard" are too subjective. But a recommended level wouldn't hurt. --[[User:Crush|Crush]] 17:45, 14 July 2008 (CEST)
:I think difficult ratings like "easy" or "hard" are too subjective. But a recommended level wouldn't hurt. --[[User:Crush|Crush]] 17:45, 14 July 2008 (CEST)
::Ha ha! A too easy solution for me to see. Much better than what I was trying to suggest. --[[User:Kess|Kess]] 18:55, 14 July 2008 (CEST)
::Ha ha! A too easy solution for me to see. Much better than what I was trying to suggest. --[[User:Kess|Kess]] 18:55, 14 July 2008 (CEST)
== Thief? ==
I suggest a thief-style stat style, using Agi, Dex, and Luk. I've been playing one for a while with promising success since I have figured out the distribution to be the most effective.
They would use the current fast weapons, being Knife though Dagger, then Short Sword.
Bows could be used with the stats.
But I have played many MMOs and I never really liked the warriors always getting hit. I always played thieves that could take less hits and therefore, require less HP and healing items. (And high defense equipment)

Revision as of 06:03, 16 August 2008

TMW post-Rapid Attack

Should the Rapid Attack section be removed, or kept historically for people who may wish to run their own server with it? --Sertraline 00:26, 7 April 2008 (CEST)

IMO this should be removed because the walkthrough is made for the official server and not for other servers. EJ 18:45, 11 June 2008 (CEST)

Santa Cookie?

It isn't that rare - Rudolph Slimes drop them often. Unless I got really, really lucky. Hoogli 00:36, 18 April 2008 (CEST)

Should be fixed by now. However, during the event and the long period where they dropped frequently without having a purpose so many of the cookies came into the game that they can hardly be called rare. --Crush 10:46, 18 April 2008 (CEST)
It's become much more difficult to estimate rarity and market value for items since the Casino Bug and mistakes like this that reintroduced rare items. Add to that the new quest items and the early supply/demand problems, and the rebalancing of monster values such as drop rates, and it's even harder. It's probably safe to ignore the section on Rare Items until all these factors have reached an equilibrium, as it would be a waste of time to calculate the current values. --Sertraline 02:15, 22 April 2008 (CEST)

Difficulty of the Quests

As the difficulty much depends on the player level, perhaps some information of levels could be added? Example:

Example Quest
Type: One time
Difficulty: Hard (-25), Medium (25-40), Easy (40-)
Location: ...

I do not think I’m able to compile/give such numbers myself though... --Kess 11:45, 14 July 2008 (CEST)

I think difficult ratings like "easy" or "hard" are too subjective. But a recommended level wouldn't hurt. --Crush 17:45, 14 July 2008 (CEST)
Ha ha! A too easy solution for me to see. Much better than what I was trying to suggest. --Kess 18:55, 14 July 2008 (CEST)

Thief?

I suggest a thief-style stat style, using Agi, Dex, and Luk. I've been playing one for a while with promising success since I have figured out the distribution to be the most effective. They would use the current fast weapons, being Knife though Dagger, then Short Sword. Bows could be used with the stats.

But I have played many MMOs and I never really liked the warriors always getting hit. I always played thieves that could take less hits and therefore, require less HP and healing items. (And high defense equipment)