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Re: Post Chapter 2 Wishlist

Posted: Thu Jan 27, 2005 9:46 am
by jojeezy
Any, Alliance options.

Alliance Crest.... Alliance Chat tab... etc

Jojeezy - OmegaV

4x Reroller - Master of Rerolling

Re: Post Chapter 2 Wishlist

Posted: Thu Jan 27, 2005 2:14 pm
by sathla
Map coordinates/grid system, crafting option to decrease the hp/stam/sap/focus penalties for wearing medium/heavy armor.

Re: Post Chapter 2 Wishlist

Posted: Thu Jan 27, 2005 4:36 pm
by predzz
Show current DP amount / accumulated DP in action skill tree window, when moving mouse over the bar. Currently i believe only way to see DP is to do an action that will give you XP.

Re: Post Chapter 2 Wishlist

Posted: Thu Jan 27, 2005 5:34 pm
by xcomvic
predzz wrote:Show current DP amount / accumulated DP in action skill tree window, when moving mouse over the bar. Currently i believe only way to see DP is to do an action that will give you XP.


In Game Clock.

Summon Spell: So you can summon either a person, or at higher lvls a whole group to your destination.

Re: Post Chapter 2 Wishlist

Posted: Thu Jan 27, 2005 7:51 pm
by zenoelea
A reconsideration of the PvP Zoning the travel through Tryker and Zorai has become an even more deadly endevor. Add some new zones for PvP or keep it to areas that do not have heavy travel.
Also the perhaps a faction based system for PvP based on fame or choice. PvP should be a choice not a constant effect.

Re: Post Chapter 2 Wishlist

Posted: Fri Jan 28, 2005 1:16 am
by aldrikoy
Having recently watched a most interesting show on the History Channel about the uses of shields, more uses for shields.
1) The shield bash, for starters. A move that in history was used to knock an opponent off balance and open him up for a serious cut/thrust. Not sure what would be the best in game equivilent-perhaps a brief slow effect along with an improved chance to hit and hurt on the next attack.
2) And apparently bucklers were meant to parry, not protect. Bucklers should have a better inherent parry bonus and even less of a protection factor. What I saw suggested that they truely parry better than a large shield, but were of almost no protective value if one just tried to stop a blow, rather than deflect it.
3) And while I am not sure just how to envision implimenting this in game (much less code it) the classic shield wall sure looks like it could be fun. Perhaps a phalanx? ;)

Re: Post Chapter 2 Wishlist

Posted: Fri Jan 28, 2005 1:25 am
by aldrikoy
Make the action penalty of at least weapons and shields, if not also armor, vary with the lightness factor. Lighter stuff should hinder less. This would open up yet another complexity to crafting, and add another dimension to selection of combat equipment, instead of always simply going for the highest damage available. Faster, lighter weapons that don't burn thru your stamina as much might become a more viable alternative. (Although the current configuration of mob damage and hp still would favor the high damage slow hitting weapons. Ah well.)

Re: Post Chapter 2 Wishlist

Posted: Fri Jan 28, 2005 1:37 am
by josephm
I proposed shield bashing in a melee contest that died into obscurity! yeah I'd like it.

Your buckler insight rules!!! I've often wondered why we craft them, and malus just didn't seem to be a big enough reason. Kinda like the whole heavy/medium armor gig. Not many people use Med Armor..at least in my guild since we're all required to have huge heals.

A+ suggestion and I'd like to back it. Give bucklers a +10 parry bonus over shields!

Re: Post Chapter 2 Wishlist

Posted: Fri Jan 28, 2005 1:57 am
by caitiff
Last i checked it was suggested (again) But we should be able to invite ppl that are not right next to us. I would like to be able to invite someone to team by typing: /invite {name} This would be extremely nice

Re: Post Chapter 2 Wishlist

Posted: Fri Jan 28, 2005 5:06 am
by lyrah68
Make solo travel from point to point easier. I do NOT understand why travel between the regions has to involve three or more groups of high levels!

WHY does it have to be such a chore to travel?

I am not saying make it easier to get to foraging grounds and keep agro a mile back. I AM saying...I would like to go from Tryker to Fyros, From Fyros to Zorai and ANY where in between without maxing DP or watching guilds that do trips and HOPE I don't crash during one.

If a dev can explain WHY travel is designed into the game to be so arduous and NON soloable, if I understand, I might be swayed into understanding their point of view.