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Re: Feature Wishlist Part 2

Posted: Sat Oct 09, 2004 7:30 pm
by jmaynus
On the character select screen how about moving the Delete and play buttons away from each other? Just incase someone gets in a hurry and hits delete and then "OK". Maybe have them on different sides on the screens.... or better yet have something like either a restore button after you delete a chacater (for about an hour). Or have it to where once you hit delete you have to type in "Y E S" or type the name of the character you want deleted.

Also in places like Zora please give us some sunshine from time to time. Everytime I play it's pouring down the rain. Also I always thought it looked odd to have the ground in mmo's covered with snow and yet it'll be raining. So maybe when ground is snow covered have the rain become snow.

Re: Feature Wishlist Part 2

Posted: Sat Oct 09, 2004 9:35 pm
by rotor
jmaynus wrote:On the character select screen how about moving the Delete and play buttons away from each other? Just incase someone gets in a hurry and hits delete and then "OK". Maybe have them on different sides on the screens.... or better yet have something like either a restore button after you delete a chacater (for about an hour). Or have it to where once you hit delete you have to type in "Y E S" or type the name of the character you want deleted.

In other games like Eve Online, when you delete a character there's like a 12 hour countdown timer until the character is actually deleted in which you can undelete the charater.

Re: Feature Wishlist Part 2

Posted: Sun Oct 10, 2004 1:15 am
by manygrou
An option that list the kind and quality of materials used for the crafting of an item. It would prevent evil crafters from taking choice materials from N00bs and crafting them basic items in return.

Or maybe, a crafting/exchange window: a harvester could put the ressources in the window and the crafter could only craft the item with these ressources.

Re: Feature Wishlist Part 2

Posted: Sun Oct 10, 2004 12:27 pm
by brewster
How about some coding to prevent KS'ing. Being only a day or two off of noob island, I was struggling to kill a mob, and had it about 98% dead. Using cold/cold/fear/ etc. the mob ran away from the fear spell. It was then that someone on other side of hill decided to ks me. If I have done, say, 70% of the damage then I should get the kill and not lose all of my hard work.

Re: Feature Wishlist Part 2

Posted: Sun Oct 10, 2004 12:36 pm
by gralen
Removal of the one team rule (rule being that only one team, be it an individual or full team, gets credit for a kill). There are more and more instances where multiple teams need to work together to deal with situations in game (raids, mass travel through the roots both immediately come to mind) and rewarding only one team for the efforts of two teams is wrong. As mentioned above, the one team rule falis to do the one it was intended to do: prevent kill stealing and at the same time it limits multi-team play.

Re: Feature Wishlist Part 2

Posted: Sun Oct 10, 2004 1:49 pm
by grimnoir
-I would really like to see hard numbers used for all material qualities in their various catagories, instead of the rather ambiguous bar graph currently employed.

-I would like to see a few more hostile NPC spawns (camps, forts, encampments) spring up in vital material harvesting areas.

-I would like mounted combat, but with the stipulation that no stanza attacks, other than default, can be utilized while mounted.

-I would like to see stanza bricks that permit specific material class choice exclusivity. ie... Prospect for Choice Materials Only -5 (credit).

Re: Feature Wishlist Part 2

Posted: Sun Oct 10, 2004 2:38 pm
by dalacane
Need somewhere to sell your crafting items besides yelling.....

Re: Feature Wishlist Part 2

Posted: Sun Oct 10, 2004 3:26 pm
by tetra
gralen wrote:Removal of the one team rule (rule being that only one team, be it an individual or full team, gets credit for a kill). There are more and more instances where multiple teams need to work together to deal with situations in game (raids, mass travel through the roots both immediately come to mind) and rewarding only one team for the efforts of two teams is wrong. As mentioned above, the one team rule falis to do the one it was intended to do: prevent kill stealing and at the same time it limits multi-team play.



Agreed completely, nobody really seemed to like the exp lockin most damage gets all exp thing that was put in during fbt. The one team rule discourages driveby healings, creates a desire to be put on the 'damage team' when it comes to multigroup things. Also because the exp for a kill is calculated based on the highest level skill used during the fight; we now have a situation where having someone high in one skill compared to the rest of the group, but lower in the rest, that person can completely wreck the exp gain for everyone else if they had to/accidentally used that one skill (even if it was casting a single low level heal with their high level heal skill). Before it was exp given to the player based on what he/she did.

Re: Feature Wishlist Part 2

Posted: Sun Oct 10, 2004 6:09 pm
by jmaynus
dalacane wrote:Need somewhere to sell your crafting items besides yelling.....


Yep, they need to add a type of bazaar/market place so players can setup a place to sell items. Think this is or something like it is coming with Patch 1 tho. :)

Re: Feature Wishlist Part 2

Posted: Sun Oct 10, 2004 8:55 pm
by vinceb7
. Sorry if this has been mentioned before, but I think it would help to be able to auto-cast spells (healing and offensive) like you can with attacks, by double-tapping the quick-key for it. Also, it would be nice to be able to dodge even a bit when you have a magic link with an enemy. When using cold drain on a Vulgar Kipee, he hits me with every attack, but if I just stand there without the link, he can't hit me at all. I understand that drain spells are made to be used when there is a tank or warrior between you and the enemy, but I for one prefer soloing, and this would be beneficial for offensive mages.
. I know a lot has been said about harvesting, so I thought that I might give my take on it. While the process is slow, especially at low levels, and it can take hours to find enough of a specific choice (or better) material for crafting armor or weapons, it does not seem to be unbearable. While a bit of a speed boost would be appreciated for harvesting, I don't think it should be very high up on Nevrax's priority list. What I would like to see a change in is either the amount of experience you get from harvesting, or the amount needed to get to the next level. The amount of experience you get from harvesting is almost entirely based on the quality of the material (from my experience), with a small bonus if you get more than one quantity. This yields great experience right after you get a new higher quality stanza, but after about 10 levels of using it (and especially for the last 5 or so levels before getting another quality stanza) the experience drop off makes it take hours to get levels in harvesting, even if you are getting the best quality you can. Being able to track or prospect for depostis that are only of the type that you specify (i.e. finding only choice materials when looking for them) would also be nice, as people have said, but this is as low on the importance scale as the speed boost for harvesting that I mentioned earlier.

Thanks for listening,
Lynn