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Re: Feature Wishlist.
Posted: Wed Sep 29, 2004 8:22 pm
by redhen
My first post here.
I think it is great that SoR has reasonable plunder rather than the common rats dropping swords. Now I would like a reasonable use for the plunder. All those lovely steaks and no stove. I would love to cook and sell food that heals or other goodness.
Combat tweak
Posted: Wed Sep 29, 2004 8:29 pm
by sivrup
I'd like to have a couple of toggles i can set to . . .
1) Remain in combat and auto target the next critter that is attacking you, at least while you are being attacked by somethign.
2) auto Quarter. I hate having to click on my kills, tand wait a second to click again to quarter them.
3) Auto load the next ammo clip. it's bad enough having to manually reload with 12 shot clips, but 6 shot clips are worse. if i have the clips in inventory, i should be able to auto reload them, or to "queue them up in a specific order"
Re: Feature Wishlist.
Posted: Wed Sep 29, 2004 10:17 pm
by tetra
A refresh of Cerests page 4 overview to include the last few pages.
- A way to tell the game time/day/week/month/year, similar to the beta login prompt
- Some want a way to make it easier to visit other continents at low levels, others think it a bad idea.
- A burst run feature, the sprint skill may be inadequate and is quite expensive anyways. Mounts may fix this however.
- The log-in/Character creation/Character selection screens dont work well with wide screen displays. Please include options for widescreen resolutions available in game since changing graphics settings causes the widescreen to revert to a normal 4:3 aspect resolution. not being somewhere I can look, but Im pretty sure that aspect ratio and resolution can be manually edited/added in one of the client_config files.
- More information in the targeted eyeball thing that mobs/players looking at you get. Specifically having it turn red/flash red/something similar when they are attacking you.
- A graphic/overlay/wireframe that shows prospecting range & cone.
- A range indicator for the target info window (where it shows hp/name/etc), sometimes the compass will reset to north or you will need to be tracking something else like a group member.
- The aggressive/nonaggressive indicator box does not work very well and many(all?) aggressive mobs will show as nonaggressive/green in it. This may be a known issue.
- Better descriptions on what the different stanza/bricks do, some (such as bomb/spray/etc) may still be in French.
- Group missions would be nice.
- The stats on the teammember hp/stam/sap displays are two thin and could have their bar thickness increased. There is a setting for this in one of the client_config files but I dont know how playing with it will effect the actual graphic the bar goes over
- Long distance adding of group members, other mmos have done this with things such as /invite <name>, by an option in a friends list, or other similar thing.
- An easier/faster way of equipping armor/weapons/craft tools. Also its difficult to quickly tell the difference between similar items such as two different staffs with different bonuss or different types of ammo. Having the ability to hotkey equip <insert item> would alleviate at least part of this problem. Horizons had a good macro system for equipping things.
- Clothing and/or the ability to make frivolous clothing. AO had a wonderful amount of this in Miirs and other similar shops.
- A noticeable notification for new emails such as a notification box, an audible noise every so often when you have a new email, or some combination of the two.
- Smaller dockable progress meters. The current progress meter (the A key box) takes up a huge amount of space and wont shrink down smaller than a certain size. Also it requires that you keep stretching it out horizontally as you level further and further down the trees since there is no horizontal scrollbar.
- The ability for guild leaders and officers to send a guildwide email easily without needing to send it manually to each person or entering names of everyone in the guild.
- Quartering seems to be completely random, a way to influence what type of resource you get through a skill or item would be nice.
- A way to merge multiple mats into a single higher quality one (basic>fine, fine>choice, etc). Horizons had something similar with alchemy and it was useful but enough of a pain that people tried to avoid needing it.
- Currently ranged fighting has an early everquest style optional requirement of THOU MUST SHALL ALWAYS BE HARVESTER because of the incredible amount of resources needed to make a useful amount of ammo (9 mats for 12 shots).
- The Harvesting may need an overhaul. Harmful and gentle extraction arent like originally described.
- Harvesting missions are incredibly difficult/tedious for the same reward as incredibly easy/quick crafting missions and moderately annoying fight missions
- It is incredibly difficult to collect a useful amount of materials as a harvester. This may change at higher levels, but at low levels they are pretty much useless due to the incredible time it takes to harvest a bunch of mats.
- The ability to jump
- Compartmentalized inventory or packs that can be used to sort inventory. At the very least a stuff I want to keep, stuff I want to sell, and stuff I havent sorted yet way of labeling things. Its a nuisance to look at the properties of 10 different swords that were just crafted to make sure that you dont sell the choice mats one that you use when doing a quest.
- Better looting systems. /team loot alpha, /team loot random, the ability to have anyone open the corpse but the items show up on the screen for the person whos turn it is to loot (to even things up for support/ranged classes).
- Change global chat to include the newbie lands to help prevent new players from feeling like they are in an empty world when they start in a few months.
- Make it possible to revisit the newbie islands.
- Better inventory management when selling/buying. Examples given are ctrl-click to select multiple items and shift-click to buy an entire stack of one item
- /emotename style calling of emotes.
- Kipees in the newbie land sound like they should be their 3-4 story tall high level brethren.
- More missions for crafts other than weapons & armor in the newbie lands, there are none for jewelry, ammo/ranged weapons, possibly shields, etc.
- quest item drops are virtually useless and only serve to frustrate and clutter inventory. You are always going to get at least one completely useless drop on any kill and often times will get nothing other than these unsellable unusable quest items. Please allow us to sell them again or give them some purpose.
- A toggle to remain in combat and autotarget the last/next critter to hit you.
- The ability to chain up a bunch of ammo stacks or simply have it autoreload with similar ammo. The ability to make one giant stack of ammo similar to how you could have a 50k stack of ammo in AO and just have your weapon keep pulling from it.
Re: Combat tweak
Posted: Wed Sep 29, 2004 10:21 pm
by ayne31
sivrup wrote:2) auto Quarter. I hate having to click on my kills, tand wait a second to click again to quarter them.
ctrrently you would get all that unusable mission stuff too which you'll have to destroy manually afterwards.
Re: Feature Wishlist.
Posted: Wed Sep 29, 2004 10:49 pm
by smirch
kierstad wrote:Still would be nice to be able to hotkey weapon sets.
The functionality to switch hotkey bars in macros is there, would be nice to be able to use it for more than cycling through skills.
Absolutely. Connect the left and right hand boxes to each hotkey bar sheet so you could essentially have one double pane of hotkeys for combat, one double pane of hotkeys for crafting etc. Switching from my armor crafting kit to my daggers should and could be a lot easier with just a smidge of a change to the interface.
Re: Feature Wishlist.
Posted: Thu Sep 30, 2004 12:17 am
by kierstad
smirch wrote:Absolutely. Connect the left and right hand boxes to each hotkey bar sheet so you could essentially have one double pane of hotkeys for combat, one double pane of hotkeys for crafting etc. Switching from my armor crafting kit to my daggers should and could be a lot easier with just a smidge of a change to the interface.
Hrm, that's a great idea. I was thinking more of dragging and dropping your equipment into available slots, but having the hands locked to individual hotbars....that's an idea
Re: Feature Wishlist.
Posted: Thu Sep 30, 2004 5:22 am
by docsardo
Just thought of a few more things that I would really like to see:
Shield skill branch in the Fighting tree, with some sort of bash (stun) skill as well as the ability to block for 1-3 nearby group members depending on the shield size; currently there isn't much incentive to use anything other than a 2-hander
Dual wielding skill branch in the Fighting tree with special styles and the ability to dual wield more types of weapons (like dual axes or maces)
Kraak - Fyros Crafter of Fine Weapons
Re: Feature Wishlist.
Posted: Thu Sep 30, 2004 6:10 am
by raynes
docsardo wrote:Just thought of a few more things that I would really like to see:
Shield skill branch in the Fighting tree, with some sort of bash (stun) skill as well as the ability to block for 1-3 nearby group members depending on the shield size; currently there isn't much incentive to use anything other than a 2-hander
Dual wielding skill branch in the Fighting tree with special styles and the ability to dual wield more types of weapons (like dual axes or maces)
Kraak - Fyros Crafter of Fine Weapons
What about the ability to align your character with one of the in game tribes. So say I got a 80 out of 100 faction with the Icon Worshippers, allow me to carry the title of Icon Worshipper above my character.
Re: Feature Wishlist.
Posted: Thu Sep 30, 2004 7:18 am
by ayne31
I like both the ideas above of a shield skill tree (or at least abilities like *bash*) and titles depending on faction. Qeusts which are tied to be given only at very high faction could also lead to exclusive titles
Re: Combat tweak
Posted: Thu Sep 30, 2004 11:35 am
by sivrup
ayne31 wrote:ctrrently you would get all that unusable mission stuff too which you'll have to destroy manually afterwards.
I don't want it to automatically "take" all the quartered material, though that would be nice to put in a toggle for as well, My original intent was to just have the quartering results window automatically come up and allow me to quickly choose. if i am in combat with more than one critter, wait until i exit combat mode, then have the quartering windows come up in sequense of my kills so i can choose.
But If it automatically went into my inventory (all of it) then i could easily destroy large quantities of the useless stuff in batches with a right click, destroy, enter, enter.
BTW, I like the idea of setting the "CTRL - 1" through "CTRL - 0" hotkeys to change weapons and armor as I choose, that way I can setup a hotkey to equip my pistol and heavy armor, and a hotkey to equip my mage staff and light armor. It does not have to be automatic, perhaps 10 seconds while equipping, but make the changes a bit easier.
One last thing, I will again say i'd like to see dual weild on pistols. it would be nice. would allow a bit of style to be used. the usefullness would deminish, as you eventually need greater range, but it would be nice to be able to dual weilt the pistols sometimes.