The Saga continues (get it? )
OK, here is a summary of what we have so far:
1 A way to tell the game time/day/week/month/year, similar to the beta login prompt.
2 Some want a way to make it easier to visit other continents at low levels, others think it a bad idea.
3 A burst run feature, the sprint skill may be inadequate and is quite expensive anyways. Mounts may fix this however.
4 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. Also move the delete button!!
5 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.
6 A graphic/overlay/wireframe that shows prospecting range & cone.
7 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.
8 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.
9 Better descriptions on what the different stanza/bricks do, some (such as bomb/spray/etc) may still be in French.
10 Group missions would be nice.
11 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
12 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.
13 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.
14 Clothing and/or the ability to make frivolous clothing. AO had a wonderful amount of this in Miirs and other similar shops.
15 Quartering seems to be completely random, a way to influence what type of resource you get through a skill or item would be nice.
16 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.
17 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).
18 The Harvesting may need an overhaul. Harmful and gentle extraction arent like originally described.
19 Harvesting missions are incredibly difficult/tedious for the same reward as incredibly easy/quick crafting missions and moderately annoying fight missions
20 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.
21 The ability to jump
22 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.
23 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).
24 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.
25 Make it possible to revisit the newbie islands.
26 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
27 /emotename style calling of emotes.
28 Kipees in the newbie land sound like they should be their 3-4 story tall high level brethren.
29 More missions for crafts other than weapons & armor in the newbie lands, there are none for jewelry, ammo/ranged weapons, possibly shields, etc.
30 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.
31 A toggle to remain in combat and autotarget the last/next critter to hit you.
32 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.
33 Fix the bug where the crafting window constantly clears. if i have to make a bunch of helmets for a quest, it's annoying o have to constantly re-select the mats.
34 Perhaps a visual indicator when you get to 75% pack full, and another at 90%??? that way i can hunt without constantly looking at the "p" screen. if i see a "scales" symbol i know i'm getting close, and when it changes to a "red Scales" then i know i need to hit a town quickly.
35 A way to Auto Select weapons or groups for duel wielders
36 Remove some of the useless NPCs in the towns. Theirs just to many that get in the way
37 Better Targeting system. How about the TAB key to cycle nearby targets instead just the space bar for the nearest
38 Ability to create my own chat tabs and chat forums
39 Ability to dock private message tabs
40 Better descriptions for the stanzas and upgrades
41 When prospecting for specific minerals and mineral types you should ONLY find what you specify in the skill/stanza setup.
42 When harvesting for specific mineral types you should ONLY harvest what you specify in the skill/stanza setup.
43 An idea was for a way to reset your skills up to level 30 (while you're still in newbieland). We all make some bad choices up tot hat point and instead of recreating it would be much simpler to reset and get back the skp. I think it would be best to reset skills individually since it is only up to level 30 that isnt very overpowered. Each 10skp you reset drops you a level in the skill and each time you delete a low ranking skill like Extraction1 it would take away extraction 2 (giving you back those points). Or more simply: Only allow the resetting of skills that don't have dependants so that you'll hae to reset the highest level first and work your way down. Basically a way to remap your skills.
44 Another topic idea is to edit the "Aura" skills. They're currently quite underpowered for the recharge time. I have to concur as I have Aura Hp 2 and I can't noticeably see the effect of those 12 regens while its activated. Suggestion: Make the regen more noticeable/last longer or cut the recharge to 5 minutes or so.
45 I know for a fact that ranged combat needs to be revised. IMO, doing something like upping the ammo caches fivefold would be a good idea - you'd get sixty shots before needing to reload, and you'd actually get a reasonable amount of ammo from harvesting. Tone the price of individual bullets down, though, so you can't make easy money from it.
46 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
47 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)
48 I'd like to see dual weild on pistols. it would be nice. would allow a bit of style to be used.
49 Noticeable notification of new emails, via a notification box, audible sound, or a combination of the two.
50 Smaller dockable progress meters. The current progress takes up a great amoung of much-needed space. It would be nice to have the option to have a few small bar graphs onscreen to monitor advancement in selected skills, rather that checking the progression window every so often.
51 Option for guild leaders and officers to send a guildwide email with a simple click of a button, as opposed to manually sending it to each person or entering names of everyone in the guild.
52 More skilltrees. Including shields, quartering and upgrading mats.
53. Database of known bugs
54. A way to remap skills eventually, after level 30 or so.
55. Hotkeys, hotkeys, hotkeys.
56. More crafting and harvesting missions for the noob-land
57. Real-life uses for the meat. Such as cooking and enfusing with a spell for health.
58. Widescreen settings in the config.
59. Another pay option to get to the other lands.
60. Audio for private messages (tells).
61. More usable materials with quartering.
62. More visible tasks in the task window, without scrolling.
63. A /guildinvite "name" command, instead of having to be close by.
64. List of guild members and total number of guild members (such as the friends window is now)
65. Branding of guild sign on items crafted by guild members
66. More visual clues about where to harvest for Matis and Zorai.
67. More attuned map with verticle being more attuned.
68. Slider for sounds, ambient, music, animals
69. /me or /emote for special emotes ingame
70. Dev digest
71. Guild window to display who is online or offline in guild
72. Copy/Cut for a stanza
73. Name weapons.
PLEASE REMEMBER TO BE CONSTRUCTIVE. If you don't have anything to add to the wishlist please don't post. Thank you.
Feature Wishlist Part 2
Feature Wishlist Part 2
Cerest
Community Liaison
Community Liaison
Re: Feature Wishlist Part 2
Again.. Seems it's been overlooked.
A way to turn off ALL private messages.
A way to turn off ALL private messages.
Re: Feature Wishlist Part 2
25 Make it possible to revisit the newbie islands.
Tie this in with some sort of requirement to help new players. Maybe have some missions where you get fame for returning to the refugee island to help new citizens.
-The ability to turn off the pictures of things in inventory and just list them as a text line. That would allow for easier sorting and visuals.
-The ability to align yourself with one of the NPC tribes.
-Roleplaying chat channel
-Ability to custom paint Zorai masks
-Landscape changes according to rainfall amount. So if it rains a lot for a period a lake might appear. Then disappear when the rains leave for sometime.
-Materials and animals associated with such lakes and land changes.
-A easier way to see the amount of skill points you have. Also easier ways to see how much you have to go till the next level.
-The ability to change death penelty payoff rules. So if I wanted to take my 1/2 the experience I have and apply it to death while still earning real experience I could. Could also make penelties for picking such a setup.
-Diplomatic skill set and missions to go with it.
-Animal Behavioral skill set
-Animal communication skill set
Tie this in with some sort of requirement to help new players. Maybe have some missions where you get fame for returning to the refugee island to help new citizens.
-The ability to turn off the pictures of things in inventory and just list them as a text line. That would allow for easier sorting and visuals.
-The ability to align yourself with one of the NPC tribes.
-Roleplaying chat channel
-Ability to custom paint Zorai masks
-Landscape changes according to rainfall amount. So if it rains a lot for a period a lake might appear. Then disappear when the rains leave for sometime.
-Materials and animals associated with such lakes and land changes.
-A easier way to see the amount of skill points you have. Also easier ways to see how much you have to go till the next level.
-The ability to change death penelty payoff rules. So if I wanted to take my 1/2 the experience I have and apply it to death while still earning real experience I could. Could also make penelties for picking such a setup.
-Diplomatic skill set and missions to go with it.
-Animal Behavioral skill set
-Animal communication skill set
Re: Feature Wishlist Part 2
Wow, Cerest, very nice summary. Seeing something like this after every patch will be a HUGE help.
About the quartering of animals....what if there was a skill similar to the Aggressive/Gentle Extraction plans that allowed you to "Gently" kill an animal that would do less damage, but would yield higher mats?
Oh and Cerest, you forgot to add Storyline in your list.
About the quartering of animals....what if there was a skill similar to the Aggressive/Gentle Extraction plans that allowed you to "Gently" kill an animal that would do less damage, but would yield higher mats?
Oh and Cerest, you forgot to add Storyline in your list.
Re: Feature Wishlist Part 2
There should just be a chat channel that opens to noob island. Or noob island participates in global chat. Particularly important later on when noob island is sparsly populated because of server age.raynes wrote:25 Make it possible to revisit the newbie islands.
Tie this in with some sort of requirement to help new players. Maybe have some missions where you get fame for returning to the refugee island to help new citizens.
Re: Feature Wishlist Part 2
Too many game enhancements rather then UI or control enhancements. Here are some more.
An automatic journal for harvesting and prospecting. Gives coords for where we extracted what. Increase the # of waypoints available.
Drag and drop to the chat window. If we drag and drop an item to the chat window, the item stats are displayed in the chat window.
An automatic journal for harvesting and prospecting. Gives coords for where we extracted what. Increase the # of waypoints available.
Drag and drop to the chat window. If we drag and drop an item to the chat window, the item stats are displayed in the chat window.
Re: Feature Wishlist Part 2
OHHHH got one more. A server that is in North America, not Europe. *sorry had to post that*
Re: Feature Wishlist Part 2
While waiting for the servers to go up this morning, I read all of the Wishlist and made my own. *Muahahaha*
So, without further adieu:
1) Dyes to colour armor/clothes/ect that should be buyable with SP's so they won't be too common, but give more variety.
2) More Character customization, more hair styles, more tattoos from the start (maybe this will be addressed with the Image Designer)
3) Already said, but very important. Grid map system, or a coordinates system.
4) A Bank, in addition to any storage an apartment or guild house might have (since not all people can afford to get them)
5) backpacks, or little bags if for nothing more than to sort out your inventory.
6) Another nice little feature would be to make you stand when you push the forward key, instead of having to hit the insert key or the stand button.
7) Autoattack/Autodefense when you're attacked by mobs, instead of just standing there.
8) more enhancements for crafters to add to their items, such as + 5 attack/defense and adding sneak/stealth ability that can also be added to craftables.
9) A wide range of social clothing, that could also be endowed with enhancements. Like a wedding gown with +10 stamina
10) A lot of people might not like this one, but an ability to transfer items between your characters. If I screw up on one, or just don't want to take the time to work my way up through all the levels on a new character, I should be able to get a little boost. besides, there are still the item requirements to use them.
11) More resources that are able to be extracted per source at lower levels. Trying to get say 8 points, 6 shafts and 6 grips of choice material can easily turn into an all day event searching the land for the required resources, and then having the chance of it being destroyed prematurely.
12) Already mentioned, and I guess its being addressed in the first patch (?) but making some kind of use out of "mission" items, like skull mugs and cooking of meats. Maybe the hair can be something image designers have to use to give someone a new hair style (like wigs)
13) More armor variety per class. As far as I can tell, right now colour is the only variety between the armor (so, all heavy armor looks the same except the colour) Maybe have 5 different light/medium/heavy armor styles per level, per race.
14) along the same vein as above, more variety for each type of weapon per race, so say have 5 different 1handed swords, 5 different Pikes, ect.
15) Trinkets: Such as furniture, trophies, ect that can be displayed in an apartment/Guild house that are both lootable and craftable.
16) If you already have quest items in your inventory that meet the criteria for a quest, it should detect it and then allow you to turn those in, instead of going out and collecting more (again I heard this is being adressed in patch 1 that they'll only appear when you have the quest, if so then disregard)
17) More variety in which 1 handed items can be duel wielded. Like two swords, a mace and sword, ect, instead of dagger/dagger or dagger/sword.
18) Unless I overlooked this, ability to attack guards and non-essential NPC's that would lower your fame with that race. Sure it'll be near impossible, at least at lower levels to kill the guards, but it'll give the game some flavour. heh.
19) Custom chat tabs, where you can define which channels are in each tab.
20) Skill reset/unlearn.
21) Mob balancing on the mainland, and better spacing of mobs. Maybe have herds of 4-5, instead of massive flocks. That way, when you attack one, you don't have 7 attacking you all at once.
22) Specific enterable, or at least stalls for each type of merchant that are locatable on a map.
23) Higher ratio for grip and lining drops and forage sources.
24) Namable craftables and ability to add "Crafted by" label.
25) Tameables and subsequent skill tree. Wouldn't it be cute to get a troupe of yubos following you around? or be able to tame your own mount or pack animals with the right skill.
26) So far I've heard that if a pack animal dies, that you lose all they are carrying. I think that you should be able to loot it so if they die, you don;t lose everything they are carrying.
Thats about all I have for now, hopefully some of it is useful and able to be implemented.
So, without further adieu:
1) Dyes to colour armor/clothes/ect that should be buyable with SP's so they won't be too common, but give more variety.
2) More Character customization, more hair styles, more tattoos from the start (maybe this will be addressed with the Image Designer)
3) Already said, but very important. Grid map system, or a coordinates system.
4) A Bank, in addition to any storage an apartment or guild house might have (since not all people can afford to get them)
5) backpacks, or little bags if for nothing more than to sort out your inventory.
6) Another nice little feature would be to make you stand when you push the forward key, instead of having to hit the insert key or the stand button.
7) Autoattack/Autodefense when you're attacked by mobs, instead of just standing there.
8) more enhancements for crafters to add to their items, such as + 5 attack/defense and adding sneak/stealth ability that can also be added to craftables.
9) A wide range of social clothing, that could also be endowed with enhancements. Like a wedding gown with +10 stamina
10) A lot of people might not like this one, but an ability to transfer items between your characters. If I screw up on one, or just don't want to take the time to work my way up through all the levels on a new character, I should be able to get a little boost. besides, there are still the item requirements to use them.
11) More resources that are able to be extracted per source at lower levels. Trying to get say 8 points, 6 shafts and 6 grips of choice material can easily turn into an all day event searching the land for the required resources, and then having the chance of it being destroyed prematurely.
12) Already mentioned, and I guess its being addressed in the first patch (?) but making some kind of use out of "mission" items, like skull mugs and cooking of meats. Maybe the hair can be something image designers have to use to give someone a new hair style (like wigs)
13) More armor variety per class. As far as I can tell, right now colour is the only variety between the armor (so, all heavy armor looks the same except the colour) Maybe have 5 different light/medium/heavy armor styles per level, per race.
14) along the same vein as above, more variety for each type of weapon per race, so say have 5 different 1handed swords, 5 different Pikes, ect.
15) Trinkets: Such as furniture, trophies, ect that can be displayed in an apartment/Guild house that are both lootable and craftable.
16) If you already have quest items in your inventory that meet the criteria for a quest, it should detect it and then allow you to turn those in, instead of going out and collecting more (again I heard this is being adressed in patch 1 that they'll only appear when you have the quest, if so then disregard)
17) More variety in which 1 handed items can be duel wielded. Like two swords, a mace and sword, ect, instead of dagger/dagger or dagger/sword.
18) Unless I overlooked this, ability to attack guards and non-essential NPC's that would lower your fame with that race. Sure it'll be near impossible, at least at lower levels to kill the guards, but it'll give the game some flavour. heh.
19) Custom chat tabs, where you can define which channels are in each tab.
20) Skill reset/unlearn.
21) Mob balancing on the mainland, and better spacing of mobs. Maybe have herds of 4-5, instead of massive flocks. That way, when you attack one, you don't have 7 attacking you all at once.
22) Specific enterable, or at least stalls for each type of merchant that are locatable on a map.
23) Higher ratio for grip and lining drops and forage sources.
24) Namable craftables and ability to add "Crafted by" label.
25) Tameables and subsequent skill tree. Wouldn't it be cute to get a troupe of yubos following you around? or be able to tame your own mount or pack animals with the right skill.
26) So far I've heard that if a pack animal dies, that you lose all they are carrying. I think that you should be able to loot it so if they die, you don;t lose everything they are carrying.
Thats about all I have for now, hopefully some of it is useful and able to be implemented.
Re: Feature Wishlist Part 2
See I think there should be an entire animal/creature specialist skill tree. Have it where you have to learn all the habbits and behavioral patterns of creatures. Know where they live, what they eat, what purpose they serve in relation to the ecosystem. Learn communication with them. Eventually maybe have something where you learn how to breed and farm them. Possibly even something like a zoo. Then set it up where people can go to players with this skill set and buy a pack of tamed Yubos. Or buy some farmed ragus meat.25) Tameables and subsequent skill tree. Wouldn't it be cute to get a troupe of yubos following you around? or be able to tame your own mount or pack animals with the right skill.
Re: Feature Wishlist Part 2
Ability to log to charecter select screen