Be able to sit in chairs.
Be able to play a board game or card game with another player.
Be able to ask NPCs for directions to people or places.
Be able to see civilians in the cities.
Be able to see children running around in the cities.
Have a soundtrack.
Have more city noises in the city.
Buy a drink at the bar.
Post Chapter 2 Wishlist
Re: Post Chapter 2 Wishlist
Being able to equip an item with a macro command.
Swim underwater and underwater tunnels to swim through.
Rusal
Tryker of all Trades
Swim underwater and underwater tunnels to swim through.
Rusal
Tryker of all Trades
Re: Post Chapter 2 Wishlist
1. Unnerfing of mission rewards.
2. a map location/coordinates system
3. a banking system with more than enough storeage space for the average craftsman.
4. more accurate system of map pinning
5. unlimited map pins even in newbie area.
6. ease up on the difficulty of travel/exploration.
7. some method of avoiding agro since agroing a mob you can't kill is pretty much a death sentence.
8. lessen loading times, since death means loading, and during travel, you can spend HOURS loading (adding ALL the deaths/loadings together, I have spent an hour loading out of a five hour travel attempt, which ended up getting me NO WHERE).
9. some way of preventing monopolizing of a market, and avoiding selling to players you don't want to sell to.
10. faster advancement of storyline IN GAME.
11. make the random in town NPC's mean something other than a strain on a video card and MAJOR lag creator.
12. improve the FPS/video lag issues to ease travel/exploration.
13. improve accuracy of mob locations, if the mob LOOKS like it is in one place, it SHOULD BE in that place.
14. lower the speed a mob can move, mobs should not move over 200m's in less than a second (this MIGHT be related to number13. if so FIX IT please!). If this isn't related to number 13, I see it as a MAJOR bug that is in SERIOUS need of fixing.
15. extend the length of duration on invuln, speed up and melee protection aura to the point that travel is more possible even SOLO. (as they are, it is almost impossible, with a level 150 all trees Tryker, to get out of Tryker area into other areas and the idea of just testing on ONE or two races defeats the entire concept of testing the WHOLE game).
16. this game is NOT explorer friendly, look into ways to make it more possible to explore things without making harvesting too easy nor making it too hard to level melee due to lack of mobs.
17. there are ten to 20 times the number of mobs, agro and non agro, as are currently needed for leveling. Is it possible to lower the numbers just a tad?
18. reduce the grind mats on NPC's so that crafters don't have to have a mat slave.
19. some kind of higher level content other than MORE level grind, MORE craft grind, MORE forage grind. I need a WHY to all that grinding, since I can't explore solo, which is my normal mode when waiting for content.
2. a map location/coordinates system
3. a banking system with more than enough storeage space for the average craftsman.
4. more accurate system of map pinning
5. unlimited map pins even in newbie area.
6. ease up on the difficulty of travel/exploration.
7. some method of avoiding agro since agroing a mob you can't kill is pretty much a death sentence.
8. lessen loading times, since death means loading, and during travel, you can spend HOURS loading (adding ALL the deaths/loadings together, I have spent an hour loading out of a five hour travel attempt, which ended up getting me NO WHERE).
9. some way of preventing monopolizing of a market, and avoiding selling to players you don't want to sell to.
10. faster advancement of storyline IN GAME.
11. make the random in town NPC's mean something other than a strain on a video card and MAJOR lag creator.
12. improve the FPS/video lag issues to ease travel/exploration.
13. improve accuracy of mob locations, if the mob LOOKS like it is in one place, it SHOULD BE in that place.
14. lower the speed a mob can move, mobs should not move over 200m's in less than a second (this MIGHT be related to number13. if so FIX IT please!). If this isn't related to number 13, I see it as a MAJOR bug that is in SERIOUS need of fixing.
15. extend the length of duration on invuln, speed up and melee protection aura to the point that travel is more possible even SOLO. (as they are, it is almost impossible, with a level 150 all trees Tryker, to get out of Tryker area into other areas and the idea of just testing on ONE or two races defeats the entire concept of testing the WHOLE game).
16. this game is NOT explorer friendly, look into ways to make it more possible to explore things without making harvesting too easy nor making it too hard to level melee due to lack of mobs.
17. there are ten to 20 times the number of mobs, agro and non agro, as are currently needed for leveling. Is it possible to lower the numbers just a tad?
18. reduce the grind mats on NPC's so that crafters don't have to have a mat slave.
19. some kind of higher level content other than MORE level grind, MORE craft grind, MORE forage grind. I need a WHY to all that grinding, since I can't explore solo, which is my normal mode when waiting for content.
Re: Post Chapter 2 Wishlist
Here's something that's really been bugging me lately....Deposit Source Content.
It can range anywhere from 10 to 30 per node. Having nodes that only allow you to pull 10 mats when the one right next to it allows you to pull 30 is just silly. The only time this makes sense is when you're pulling Excellent or Supreme mats and the deposit as a whole has less than 30 mats left in it. When I'm pulling mats, if I can pull 20 mats, I want to pull 20 mats, I earned it with my hundreds of hours of digging. So it's one of those things that serves no real purpose other than to frustrate diggers. I would like to see this changed in one of two ways.
1) If the node as a whole has 30 or more mats left in it, the source content should always be 30.
2) If the dev's are not feeling gratious enough for that "gimme" then at least give diggers a stanza we can purchase that we can add to our prospection actions that will increase the source content for all nodes (assuming the node as a whole has enough mats left in it).
It's just really annoying that out of the 8 nodes I pop, only 2 or 3 of them will allow me to get a full pull, and for no good reason.
It can range anywhere from 10 to 30 per node. Having nodes that only allow you to pull 10 mats when the one right next to it allows you to pull 30 is just silly. The only time this makes sense is when you're pulling Excellent or Supreme mats and the deposit as a whole has less than 30 mats left in it. When I'm pulling mats, if I can pull 20 mats, I want to pull 20 mats, I earned it with my hundreds of hours of digging. So it's one of those things that serves no real purpose other than to frustrate diggers. I would like to see this changed in one of two ways.
1) If the node as a whole has 30 or more mats left in it, the source content should always be 30.
2) If the dev's are not feeling gratious enough for that "gimme" then at least give diggers a stanza we can purchase that we can add to our prospection actions that will increase the source content for all nodes (assuming the node as a whole has enough mats left in it).
It's just really annoying that out of the 8 nodes I pop, only 2 or 3 of them will allow me to get a full pull, and for no good reason.
Re: Post Chapter 2 Wishlist
Would be nice to be able to access vendors/trainers from on top of a mektoub. That way missions could be a little less painless. Would also be nice to be able to attack/defend from on top of one with a range penalty as well, but I can see why that might mess things up in PvP areas too. Bandits attacking harvesters from nowhere, etc.
If you have different weather for each season, why not different moods in some of the NPCs. Maybe when it's raining they'll complain about it and be all grumpy about getting you a q200 set of jewels because they are the last ones left in the shop.
If you have different weather for each season, why not different moods in some of the NPCs. Maybe when it's raining they'll complain about it and be all grumpy about getting you a q200 set of jewels because they are the last ones left in the shop.
Re: Post Chapter 2 Wishlist
The ability to Take-All at any time during an extration. Why do I have to wait for the timer to run out. Especially when the source has no more material in it.
A guild officers chat channel.
A guild officers chat channel.
~ Noinossalg (Noin to most) ~ OmegaV ~ King Of Nexus ~
~ Adventurer First ~ Home: Windermeer ~ Residence: Arispotle ~
~ The Windermeer Male Fashion Show Champion ~
~ Ubi major, minor cessat - The weak capitulate before the strong ~
~ Adventurer First ~ Home: Windermeer ~ Residence: Arispotle ~
~ The Windermeer Male Fashion Show Champion ~
~ Ubi major, minor cessat - The weak capitulate before the strong ~
Re: Post Chapter 2 Wishlist
I think it would be awesome to get an advantage or bonus of some kind if you are wearing armor native to the land you are fighting or digging.
Maybe it could give you more protection, or get damaged at a slower rate?
Why wouldn't the races have armor that suited their environment better than that from other lands?
It would make sense that Fyros armor would help you fight better in the desert (maybe it keeps sand out, lol), or Tyrker armor would be better able to help you in wet climates, or wear less due to those conditions. Maybe melees would even lose stamina less, if wearing armor that worked well in the environment (they wouldn't get as hot in the desert, etc.) - or maybe the advantage would be one of better camoflauge in that environment (think of Zorai heavy, lol)
I just think that it would be neat to have some reason to choose armor from a particular land for some reason other than it's appearance.
Maybe it could give you more protection, or get damaged at a slower rate?
Why wouldn't the races have armor that suited their environment better than that from other lands?
It would make sense that Fyros armor would help you fight better in the desert (maybe it keeps sand out, lol), or Tyrker armor would be better able to help you in wet climates, or wear less due to those conditions. Maybe melees would even lose stamina less, if wearing armor that worked well in the environment (they wouldn't get as hot in the desert, etc.) - or maybe the advantage would be one of better camoflauge in that environment (think of Zorai heavy, lol)
I just think that it would be neat to have some reason to choose armor from a particular land for some reason other than it's appearance.
Re: Post Chapter 2 Wishlist
I'm not sure I agree on the extent to bonuses in regard to native armor and such, but I think armor appearance should be... cheaper to vary, while actual bonus differences should be more expensive. It really sucks that you have to spend the same number of skill points for one type of armor as another. It's 50 for the first level, and 25 for each additional level. I... haven't done the math. But really the important thing is I'd like some more choice of physical appearance, separate from difference in actual stats.aihpos wrote:I think it would be awesome to get an advantage or bonus of some kind if you are wearing armor native to the land you are fighting or digging.
Maybe it could give you more protection, or get damaged at a slower rate?
Why wouldn't the races have armor that suited their environment better than that from other lands?
It would make sense that Fyros armor would help you fight better in the desert (maybe it keeps sand out, lol), or Tyrker armor would be better able to help you in wet climates, or wear less due to those conditions. Maybe melees would even lose stamina less, if wearing armor that worked well in the environment (they wouldn't get as hot in the desert, etc.) - or maybe the advantage would be one of better camoflauge in that environment (think of Zorai heavy, lol)
I just think that it would be neat to have some reason to choose armor from a particular land for some reason other than it's appearance.
like how about high quality armor with a mat finish instead of shiny? how about high quality Zorai amps without all those feathers and gems hanging off them? (actually I don't know what HQ Zorai amps look like)
Re: Post Chapter 2 Wishlist
I'd like to request... more variation on inventory storage. I think it would even be worth it if the ability to access inventories from multiple locations were an additional charge you received daily. You can already do this to some extent with vendors and packers in stables at least while crafting.
both personal storage and guild storage. perhaps the costs would go up when you go from access within all cities of a land, to access within all cities in other and/or all lands.
wishful thinking here but... I'd like a game where they have an overall system of energy. you know, energy can neither be created or lost, merely transferred. how about if the designers make a system that allows them to control how much of a balance the system will keep. high population means less resources. it's a complicated thing but... it would be nice if the money you make from selling things to vendors... actually comes from somewhere. the mats you sell to NPCs actually go somewhere. the items you destroy or wear out end up somewhere. low commerce has an effect. an imbalance has concequences. (every action has an equal and opposite reaction)
although the players have to be immune to this, since realism like having to eat and sleep and clean yourself and inevitably pass away are very troublesome. players have the roles of gods, effecting change of energy from one state to another. but then... why do they gain and withhold levels? clearly they take something. how does that effect the balance of the game world? eventually the developers have to step in and effect the balance.
both personal storage and guild storage. perhaps the costs would go up when you go from access within all cities of a land, to access within all cities in other and/or all lands.
wishful thinking here but... I'd like a game where they have an overall system of energy. you know, energy can neither be created or lost, merely transferred. how about if the designers make a system that allows them to control how much of a balance the system will keep. high population means less resources. it's a complicated thing but... it would be nice if the money you make from selling things to vendors... actually comes from somewhere. the mats you sell to NPCs actually go somewhere. the items you destroy or wear out end up somewhere. low commerce has an effect. an imbalance has concequences. (every action has an equal and opposite reaction)
although the players have to be immune to this, since realism like having to eat and sleep and clean yourself and inevitably pass away are very troublesome. players have the roles of gods, effecting change of energy from one state to another. but then... why do they gain and withhold levels? clearly they take something. how does that effect the balance of the game world? eventually the developers have to step in and effect the balance.
Re: Post Chapter 2 Wishlist
use the fame statu to set tp price for karavan and kami with a min and a max
like a guy 99 karavan et -99 kami will pay 2 K for karavan and 50 K for kami
in order to fit de rp more realisticly
Aphrael/Aniro
like a guy 99 karavan et -99 kami will pay 2 K for karavan and 50 K for kami
in order to fit de rp more realisticly
Aphrael/Aniro