Proposal: Fix Powerup Naming System
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Current Issue:
The naming of weapon, clothing, and armor powerups is currently bugged. Instead of showing their specific type and stat, powerups are labeled only with a generic name such as "Armor Powerup", "Clothing Powerup", or "Weapon Powerup". This makes it difficult for players to identify the exact effect of a powerup without inspecting its details.Proposed Solution:
Update the powerup naming system so that each powerup's name automatically includes:- The stat it modifies
- The value of the modification
- The item type
Example Format:
[Stat Name] [Increase/Decrease] [Value] [Item Type] PowerupExample:
- A Weapon Powerup that increases weapon damage by 11 points should display as:
"Weapon Damage Increase 11 Weapon Powerup"
Benefits:
- Immediate recognition of a powerup’s purpose without extra clicks.
- Reduced player confusion and improved trade / Bazzar clarity.
- Consistency across all powerup types.
Implementation Notes:
- Pull stat names and values directly from the powerup’s effect data.
Historical reactions: Like × 2
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orton, post: 3383, member: 2006 wrote:
Current Issue:
The naming of weapon, clothing, and armor powerups is currently bugged. Instead of showing their specific type and stat, powerups are labeled only with a generic name such as "Armor Powerup", "Clothing Powerup", or "Weapon Powerup". This makes it difficult for players to identify the exact effect of a powerup without inspecting its details.Proposed Solution:
Update the powerup naming system so that each powerup's name automatically includes:- The stat it modifies
- The value of the modification
- The item type
Example Format:
[Stat Name] [Increase/Decrease] [Value] [Item Type] PowerupExample:
- A Weapon Powerup that increases weapon damage by 11 points should display as:
"Weapon Damage Increase 11 Weapon Powerup"
Benefits:
- Immediate recognition of a powerup’s purpose without extra clicks.
- Reduced player confusion and improved trade / Bazzar clarity.
- Consistency across all powerup types.
Implementation Notes:
- Pull stat names and values directly from the powerup’s effect data.
I agree on that, it does need to be a fix on it. Also need to bring the timer back down to 30 minutes, increasing the timer has actually made power ups pretty much worthless and a huge over abundance of them on the server.
Historical reactions: Like × 1
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Reyna, post: 3384, member: 204 wrote:
I agree on that, it does need to be a fix on it. Also need to bring the timer back down to 30 minutes, increasing the timer has actually made power ups pretty much worthless and a huge over abundance of them on the server.
100% agree on reducing the buff times to make them more consumable
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Reyna, post: 3384, member: 204 wrote:
I agree on that, it does need to be a fix on it. Also need to bring the timer back down to 30 minutes, increasing the timer has actually made power ups pretty much worthless and a huge over abundance of them on the server.
i would prefer the opposite, less charges, longer durations. imo you will still see a high or even higher duration rate, but i don't have to keep an eye on another timer of the 20 billion buffs we have on during combat. max them at 50 charges or something, but don't reduce timer.
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Ceena, post: 3386, member: 2376 wrote:
i would prefer the opposite, less charges, longer durations. imo you will still see a high or even higher duration rate, but i don't have to keep an eye on another timer of the 20 billion buffs we have on during combat. max them at 50 charges or something, but don't reduce timer.
or make them stack, say you take timer down to 30 minutes and hit it twice, you have an hour timer etc
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Reyna, post: 3387, member: 204 wrote:
or make them stack, say you take timer down to 30 minutes and hit it twice, you have an hour timer etc
That's fine too, food and spice, to me, are already enough of a pain to track while in an instance or anything like that that lasts longer than 30 minutes, i just don't want to add 3 more buffs to monitor on top of that personally.
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