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Re: Feature Wishlist Part 2

Posted: Thu Oct 21, 2004 2:55 pm
by seedyman
masis wrote:Forgot about this...Could ya make my Pre-Order Item function? It came busted, with li'l tiny defense scores, and zero Hit Points (i.e. Broken; serves no purpose; non-fuctioning; Alex, what are "Things most people would take back to WalMart for a refund?"; don't work and never did; busted; it went kapoot; etc.)

Are they actually supposed to do anything, except be pretty?

Re: Feature Wishlist Part 2

Posted: Thu Oct 21, 2004 3:31 pm
by masis
Well it does have some stats....I would think that it was supposed to work...but just doesn't.

/shrug

Re: Feature Wishlist Part 2

Posted: Thu Oct 21, 2004 4:19 pm
by seedyman
lupine04 wrote:Nooo... No no no. That's not at all what I'm talking about. Far from it. I don't believe in Macro'ing, or Botting or anything of the sort in order to "cheat" my way through games, which is what you seem to be implying there.

All I'm saying is, it'd be nice to be able to set up a string of emotes, along with text so that I can put a little personality into my character, have them perform specific emotes while "speaking" dialog, etc.. It's something I've done with all my characters in these types of games. This is the first I've played that didn't seem to have any readily available system like that (that I've seen yet, anyway), and so I was offering it as a suggestion.

I'll check into that key-configuration thing you were talking about.. I don't think it's going to be what I'm looking for, but who knows...


Macro-ing is only cheating if the game isn't SUPPOSED to support it. This game does. :)
A macro is, by the way, exactly what you describe; a string of, otherwise unrelated, commands connected together and called with one(ish) keystroke.

Re: Feature Wishlist Part 2

Posted: Fri Oct 22, 2004 3:01 am
by starsus
here is somthing i think would be a nice add on

1 The ability to craft spells into an item like a perma aura but would require a high lvl in crafting and would reduce sucess rate

2 bonus to regeneration on crafted item along with + bonus to max hp sap sta and focus as well as items that would improve a skill such as give more of a regen bonus for life aura or a longer protection time from a protection aura ect.

3 coordinates on the map so its ezier to locate a source spot from a friend or locate a group that your arnt teamed up with

4 ability to tame an animal or have a merchant that sells animals that can help you in battle if you wish

5 a better discription of an animal when u right click on it for infomation such as dmg, hp, agressivness, lvl, and whether it will assist other types of animals or not

6 potions to restore hp, sap , sta, and focus so we dont have to rely on mages and self restores al the time, some of us dont like to harvest and use our hea,l harvest agian then regen and wait on the heal to regen as well, very slow that way.

Re: Feature Wishlist Part 2

Posted: Fri Oct 22, 2004 5:22 am
by lupine04
seedyman wrote:Macro-ing is only cheating if the game isn't SUPPOSED to support it. This game does. :)
A macro is, by the way, exactly what you describe; a string of, otherwise unrelated, commands connected together and called with one(ish) keystroke.


Yes... I know what a Macro is :-) . They're also known as "Quick Keys" or "Shortcut Keys", and so on... :-) . But, again.. that wasn't my point.

My point is - I'm speaking against botting or macro'ing for the purpose of cheating to gain unfair advantages in the game that are outside its intended design - and especially that could throw off the balance (economy, etc) for the rest of the player base. I'm sure people know the difference between legitimate Macros and ones used for an exploit.

Re: Feature Wishlist Part 2

Posted: Fri Oct 22, 2004 3:56 pm
by btamilio
Ability to respec all points earned in a whole skill tree (eg: "Magic").

The idea is that you would lose all stanzas/skills/stats/spells -- everything earned with those points, and be able to respend them. Eg, if you are level 15 in Magic, you can "undo" your points, and respend.

The cost and "expectation" of some spells is not always what we hope, and 50 points (5 levels) can be a disappointing investment. Granted, although the MAS is forgiving and it is easy to get new points and correct passed errors in spending, mis-spent points can really put you behind over time, and make you feel inadequate, or "not as good as you COULD have been", and can be frustrating.

For implementation, there would need to be some cost or trade off, otherwise we'd all be trying out spells and new configurations all the time, which might not be bad for a little while, but it would eventually make the game "strange".

Anyway, a tradeoff/balance might be to allow the option to respec all points spent in a line when you reach some of the milestones, eg 21, 51 101, etc, and only available until you hit the next level eg 22, 52, 102.

So, for example, I could respec all Magic point when I hit 21 in Magic, and at 51 in Offensive Magic, and again at 51 in Defensive Magic, etc.

Thanks!

Re: Feature Wishlist Part 2

Posted: Fri Oct 22, 2004 4:02 pm
by btamilio
I'd also like to put taunt in an attack action, with or without cost. It would be fine if the action wouldn't light up until I am able to taunt again (when the timer resets)

Re: Feature Wishlist Part 2

Posted: Sat Oct 23, 2004 4:22 am
by oddie
A way to link items to another player so there is a pop up of the item with all the stats and pertinent info

Re: Feature Wishlist Part 2

Posted: Sat Oct 23, 2004 4:33 am
by rotor
Player made armor for packers and mounts. I don't see many people moving their packers around, but I do see a lot of dead packers.

Would be nice if they would last a bit longer. Seems people are just using them more as a permanent storage unit rather than a portable storage unit.

Re: Feature Wishlist Part 2

Posted: Sun Oct 24, 2004 7:42 pm
by shrike
An - IMO - excellent idea from jesder.

jesder wrote:....
Now my idea was to add a mulitplier based on the class of mat. This would give a reason to harvest mats lower than choice. In reality what I was thinking of initially is most likely too low. Perhaps this would also be a very nice way to change Mat Spec for harvesting.

I think the following would work well

With Mat Spec you would get a qty bonus of 3xQTY per swing for basic, 2.5xQTY for fine, 2xQTY for choice, 1.5xQTY for Exc and 1.2xQTY for Supr. This would help the harvesters supply the crafters and add a reason to spend the SP on Mat spec.