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Eadric
03-02-2005, 04:01 AM
<DIV> <P>A lot of players seem to think that if we (the playerbase as a whole) had creative control of the game that we would produce a better product. In light of this opinion I’m curious on what you (the individual reading this post) would change. I am guessing that a lot of my personal choices would not be the same for others…and that’s perfectly okay.</P> <P>Now this isn’t intended to be a popularity contest where we are trying to find ways to appease one another; it is meant to simply be a list of things you would either implement or change. Besides, maybe somebody will have a really great idea and it will spark something with the devs. I can always hope.</P> <P>For what it is worth, here is mine.</P> <P><FONT color=#ccffff>--I’d do away with shards and force players to perform a Corpse Recovery. If after a certain time (probably 24 hours) corpses would reappear in the city morgue where one could pay to have it exhumed.</FONT></P> <P><FONT color=#ccffff>--I’d implement Levitation ala EQLive.</FONT></P> <P><FONT color=#ccffff>--I would remove access to major zones (i.e. EnchantedLands, Zek, Feerrott, Everfrost, Lavastorm), while maintaining access to raid zones (i.e Deathfist Citadel).</FONT></P> <P><FONT color=#ccffff>--I would remove the Tier association of each zone (which I feel would give the world a more organic feel).</FONT></P> <P><FONT color=#ccffff>--Monsters would sometimes flee combat when near death forcing the players to control the battle.</FONT></P> <P><FONT color=#ccffff>--Monsters would be social and would bring along any buddies within shouting distance when they were engaged.</FONT></P> <P><FONT color=#ccffff>--I’d remove the griffin towers and make people run (the world feels too small to me).</FONT></P> <P><FONT color=#ccffff>--I’d remove the bells and make people get passage on ships (the world feels too small to me).</FONT></P> <P><FONT color=#ccffff>--I’d make the ocean a place of exploration with distant islands and underwater caves to discover.</FONT></P> <P><FONT color=#ccffff>--I would allow people to sell when offline.</FONT></P> <P><FONT color=#ccffff>--Humanoid/Intelligent monsters would drop coin that would be evenly distributed to the group to establish a more ecumenical means of distributing wealth.</FONT></P> <P><FONT color=#ccffff>--There would be some class-specific treasure. (i.e. Sword of Berick would only be lootable by those classes that can actually use the quest reward).</FONT></P> <P><FONT color=#ccffff>--I’d have more weather effects and possible seasonal impact on the environment (I often wonder how the Thundering Steppes got its name when it has never once thundered there).</FONT></P> <P><FONT color=#ccffff>--Players would be unable to zone if they were engaged in combat.</FONT></P> <P><FONT color=#ccffff>--I’d implement character to character e-mail</FONT></P> <P><FONT color=#ccffff>--I’d task the designers to raise the bar on the dungeons to be more than rooms with fights. I am of the opinion that the majority (not all) of the dungeons are very, very flat when compared to those from even the original release of EQLive. I will never forget the pit traps in Befallen and Najena. The Down Below, on the other hand, is utterly forgettable and dull (where I spent more times fighting in hallways than I ever did in anything that might be considered an interesting room).</FONT></P> <P><FONT color=#ccffff>--Everybody would get eight character slots (this way you could feasible have one of each archetype from each faction and be able to experience the full gambit of the game).</FONT></P> <P><FONT color=#ccffff>--Players would be able to change the hairstyles…for a cost at your local barber.</FONT></P> <P><FONT color=#ccffff>--I would remove the maps and locations (I feel these things lend themselves to trivialize what would otherwise be exciting content).</FONT></P> <P><FONT color=#ccffff>--I’d periodically move some loot, quest items, and NPCs around the world. I would also place hints within the game to help players track some of these things down where appropriate.</FONT></P> <P><FONT color=#ccffff>--I’d lower the cost of mounts but require them to be fed by their owners.</FONT></P> <P><FONT color=#ccffff>--I’d have a small staff (maybe five people) that would run events or control interesting monsters or NPCs that roamed the world.</FONT></P> <P><FONT color=#ccffff>--I would remove tradeskill instances (other than a complete one on the Isle of Refuge) and Artisans would set-up shop in dedicated districts to their given trade where they could display their wares and work their trade.</FONT></P> <P><FONT color=#ccffff>--I would reintroduce the interdependency for Artisans. But Artisans would be able to list items they would like to buy and provide an interface for the suppliers to list bids and form contracts.</FONT></P></DIV><p>Message Edited by Eadric on <span class=date_text>03-01-2005</span> <span class=time_text>03:22 PM</span>

Mhora
03-02-2005, 04:43 AM
<DIV>I agree with every one of your points, and would add a few more:</DIV> <DIV> </DIV> <DIV>Spells would not automagically pop into your spell book at each level and 60%, you would have to go locate and buy them.</DIV> <DIV> </DIV> <DIV>I would do away with spell/ability potency altogether and simply implement damage based on level of the character in question. As you raise in level, so does your damage or ability.</DIV> <DIV> </DIV> <DIV>I would intentionally create content that could only be accessed via levitation or flying, and then implement this feature via spell, mounts, or items.</DIV> <DIV> </DIV> <DIV>I would code MOBs to teleport to the characters location for the exploiters that would then try and take advantage of this. <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></DIV> <DIV> </DIV> <DIV>I would add several additional lines of gear and equipment for characters so if you were sa fighter for example, and didn't want to wear plate armor, you could in fact wear barbarian gear, chainmail, scale, leather, etc. And have decent protection.  Players like unique looks - I'd give it to them.</DIV> <DIV> </DIV> <DIV>I'd add cloaks.</DIV> <DIV> </DIV> <DIV>I'd add guild emblems and colors, and allow them to be placed on shield and cloaks.</DIV> <DIV> </DIV> <DIV>I'd add hats for characters; wizardly, rogue, pirate, skullcap and such. </DIV> <DIV> </DIV> <DIV>I'd add additional hairstyles and facial/body options, and I would let players recreate their characters initial new look for free; thereafter with the assistance of a barber or beautician.</DIV> <DIV> </DIV> <DIV>I'd let bards play their instruments in pubs and inns, so people could meet, dance, and otherwise engage in social activity.</DIV> <DIV> </DIV> <DIV>I'd add outdoor bazaars, where people could set up a small table or tent, and sell goods from there.</DIV> <DIV> </DIV> <DIV>last but not least, I'd add Guards that chase down opposing faction players - and kill them.</DIV>

LadyEternity
03-02-2005, 05:33 AM
<DIV>Ooo neat post <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></DIV> <DIV> </DIV> <DIV> </DIV> <DIV>---I would remove grouped/solo mobs and make them all normal or bosses with normal 'baf' (bring a friend) code similar to DAoC (where the game determined how many mobs would come dependant on group composition)</DIV> <DIV> </DIV> <DIV>---I would get the designs started for randomly created mission instances with appropriate theme'd areas. Mission would have random rewards that could be seen prior to getting the mission, enabling you to quest for things you need. ( Similar to Anarchy Online ) Missions would be of the solo/small group style and "group" style. Rewards for group missions would be of better quality and value ofcourse. Missions ( random dungeons and outdoor area's with random objectives and mob placement ) would have a variety of objectives and locations ( some maybe even requiring you to do some heavy exploring ), and they would provide bonus "status" points if you kill a certain % of the creatures in the mission. Random treasure chests (not mob dropped), traps and pitfalls would be in missions.</DIV> <DIV> </DIV> <DIV>---I would re-do the griffons animation adding the danglemesh to some of the parts, I would also enable "banking" on them when they are turning. (right now they do not bank..and it looks...odd) Animation is a tad bit 'stiff' looking.</DIV> <DIV> </DIV> <DIV>---I would impliment a merchant square in both Qeynos and Freeport, artisans would be able to purchase one vendor each to sell their stock on. Vendors would take a certain % of the profits in exhange for their services. I would also provide a searching interface that could search the available vendors for specific items. If you were interested in an item, the interface would draw a "yellow sparklie" line to the appropriate vendor containing the object you were interested in.</DIV> <DIV> </DIV> <DIV>---I would provide solo/small group instances for every single non-raid instances in the game.</DIV> <DIV> </DIV> <DIV>---I would introduce quest tagging. This feature would tag each quest for you...so you know if it's "heroic" or "adventureous" or "Raid". Heroic meaning "Elite...group", Adventureous meaning "solo/small group"...and raid meaning...well raid party needed. This way people KNOW before they put effort into them.</DIV> <DIV> </DIV> <DIV>---I would remove all the "Standard" zone access quests.</DIV> <DIV> </DIV> <DIV>---I would replace the bells with boats, and I would hook the city zones up appropriately and take the bells out....making the "sewers/downbelow" the 'fast access' area. The newbie "out" zones in the city, I would place the entrances logically within the city, even if a couple of "entrance" zones needed to be made. I feel this would help immersion and believability.</DIV> <DIV> </DIV> <DIV>---I would remove the 'you cannot buff this person or heal that person". I would make the buffs level based. If you are 50 and you are buffing a level 10, the buff fails....fizzles...whatever. Level capped <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> Same with heals. Only utility spells such as SOW and water breathing would not be restricted.</DIV> <DIV> </DIV> <DIV>---I would remove the encounter locking and make mobs "tag" based. Meaning...whom ever hits the creature first owns it....and it's loot...and it's exp. If a higher level then you +10 touches it...it drastically reduces the exp you gain.</DIV> <DIV> </DIV> <DIV>---I would have the coders stop the silly fish from flying out of the water. If you run out of the water or are out of the water, the creature instantly heals..and de-aggro's you. (to prevent exploitation).</DIV> <DIV> </DIV> <DIV>---I would impliment a new pet class, that could actually tame their own pets in the world....to follow the EQ notion of Beastlord, in a fashion. I would also allow players to name their pets whatever they wanted.</DIV> <DIV> </DIV> <DIV>---I would make the isle of refuge optional upon character creation. If bypassed your character is given a popup for class selection and the appropriate weapon/gear normal characters start with initially. Further they would be given 3 silver to start. Characters would be deposited in their appropriate racial area.</DIV> <DIV> </DIV> <DIV>---I would allow players to "buy" more bank slots via the banker. It would start cheap then get progressively more expensive.</DIV> <DIV> </DIV> <DIV>---I would make durability loss to equipment effect it's efficiency. The lower the durability goes, the more chance the item has of breaking when in use...for good. Repaired 100% gear would have no chance to break. I would also allow the appropriate artisian classes to make repair kits.</DIV> <DIV> </DIV> <DIV>---I would make an option for death available: If a player dies and cannot get their shard, they should have the option of going on a "quest" to redeem what they lost, allowing them to continue playing...instead of logging out in frustration. If the quest is completed, the player would have it's shard restored to them, though all exp loss would be there still.</DIV> <DIV> </DIV> <DIV>---I would remove the timers on instance zone-ins. It's just plain annoying.</DIV> <DIV> </DIV> <DIV>---I would add in other types of mounts besides horses <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></DIV> <DIV> </DIV> <DIV>---I would add in social clothing and allow tailors to make it <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></DIV> <DIV> </DIV> <DIV>---I would add in Dyes and Item Enchanters. Item Enchanters would be found in all manner of places...some hidden, that would take your item when you hand it to them, ( with pay ofcourse ) and add the given enchantment to the item. Perhaps make it only work on crafted gear. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></DIV> <DIV> </DIV> <DIV>---I would introduce "capes" to the gaming world, and they would be available for everyone. Also all manner of hats and headgear...heh maybe even shoes and boots! (guess this falls under the social clothing)</DIV> <DIV> </DIV> <DIV>Heh I could keep going and going <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></DIV> <DIV> </DIV> <DIV>Asharia</DIV>

JarredDarque
03-02-2005, 05:47 AM
<DIV>1) Griffin animation fixed, they are very hideous</DIV> <DIV> </DIV> <DIV>2) Live Events  (who says that a lvl 45 groupx4 dragon flying out of the mountain in the middle of antonica would not be fun <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> )</DIV> <DIV> </DIV> <DIV>3) As said, boats, where you dont just sit there but have to fight mobs,  more of an annoyance than anything perhaps,  have boats leave ports say every 15 or 30 minutes.</DIV> <DIV> </DIV> <DIV>4) Class specific/Race specific armor and weapons.   Ghoulbane for example...And every heavy armor wearer over lvl 40 looks the exact same right now.</DIV> <DIV> </DIV> <DIV>5) offline selling of goods, or the ability to sell from a vendor/merchant, basically same as it is currently, while you adventure.</DIV> <DIV> </DIV> <DIV>I know I ahve more ideas...</DIV>

dejahtho
03-02-2005, 06:17 AM
i have no idea how to quote specific portions of a post, but there are some ideas that you have that i'd like to expand on.--you’d implement character to character e-maili have a different idea, as i don't think gnomes have discovered email yet-send messages by carrier pidgeon and charge a few copper or silver to send it. --you’d lower the cost of mounts but require them to be fed by their owners.that an excellent idea. also, i would make horses have to be shod every so often, and saddles and bridles should have repair costs. --you would allow people to sell when offline.i would allow people to sell while adventuring, but not while offline.here are some ideas that i would implement:i would have city merchants sell houseplants and cut flowers for guildhalls and homes.i would let players display old weapons and armor in their apartments. armorers could assemble suits of armor, jewlers could make display stands for bracelets and necklaces and such and carpenters could mount weapons.i would allow players to have furniture made to order, you want a blue chair or a yellow table or a green rug? the crafter should be able to color it how you wish, or to paint it for a fee after it has been purchased. i would make it so there is a notification when someone enters your room. an on-screen announcement, a sound, and (or at the very least) a chat message telling you who they are/were and when the entered (game time and real time).

Renrical
03-02-2005, 06:23 AM
-- i would have every looted item like salivas, meat, shells, hair, hand, have a use rather than introducing new money into the game, where they can be used to make food, armor, grinded down into something useable.-- i would have like to see people breeding, raise pets, horses. -- also growing plants that give out food, certain quests to find saplings which you could grow in your room.-- fix certain bugs that the mobs actually remain IN the corridors, not attack behind walls.-- racial mounts. trolls on rhinos, dark elves on spiders, ogres on elephants, gnomes on attack rabbits, more flavour.-- a little bit more monster model variation than just name/level changes on same models.-- names should suit monster models, enraged monsters should actually _be_ enraged and aggressive.-- i would make reaching level 50 as tradeskill or adventurer more rewarding, a unique item that would reflect your past. A ring of 15000 kills and 250 deaths. or even a claimable flower pot would be better than just a pat on the back.just my 2 cents <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />

Blindrage
03-02-2005, 06:23 AM
<DIV>Nothing comes to mind right now that has not been stated, excellent posts / ideas.  It would be really cool to see some of them implemented.</DIV> <DIV> </DIV> <DIV>Blindrage</DIV>

observer
03-02-2005, 07:13 AM
<DIV>If i were in control, i'd make EQII for me, myself, and I only. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></DIV>

Midget of Death
03-02-2005, 08:21 AM
<BR> <BLOCKQUOTE> <DIV> <P><FONT color=#ccffff>--Monsters would sometimes flee combat when near death forcing the players to control the battle.</FONT></P> <P><FONT color=#ccffff>--Humanoid/Intelligent monsters would drop coin that would be evenly distributed to the group to establish a more ecumenical means of distributing wealth.</FONT></P></DIV> <P>Message Edited by Eadric on <SPAN class=date_text>03-01-2005</SPAN> <SPAN class=time_text>03:22 PM</SPAN><BR> <HR> </BLOCKQUOTE><BR> <DIV>Monsters ran in EQOA for the PS2.  Once they were about dead they'd take off like a player would.  </DIV> <DIV> </DIV> <DIV>Also agree with the coin.  Are you telling me the bandits in Rivervale have no coin?  What a bunch of sorry bandits.  </DIV> <DIV> </DIV> <DIV>Also I think Rogues need the pickpocket skill.  I absolutely cound not believe they didn't have it in this game.  My first character was a Rogue, and when I found there was no lift ability I deleted him, not knowing it would cost me my pre-order items.  </DIV>

Proudfoot
03-02-2005, 08:56 AM
Either too many of you never played EQ (these mechanics are IN LiveEQ)orYou played EQ too much and had the misconception that EQ2 wouldn't be <b>different</b>.SOE doesn't want to have 2 products to compete with each other, so they have to be different.<p>Message Edited by Proudfoot on <span class=date_text>03-01-2005</span> <span class=time_text>07:57 PM</span>

sam
03-02-2005, 09:09 AM
boy, i'm sure glad you guy's anren't in control.

Eal
03-02-2005, 12:06 PM
<DIV>Some really good ideas here. How about these?</DIV> <DIV> </DIV> <DIV>1)LFT. Kind of like LFG but the trader puts up his name and prices he will charge to make items. Same search engine.</DIV> <DIV> </DIV> <DIV>2)Guild instance zones. You could add guild instance zones for example based on the level they have attained. They would be located in different locations.1-5 is based in Home town 5-10 is tier 2; 10-15 is tier 3 so on and so forth. This would help alleviate the long walks to the zones you frequent the most. The guild instance zone belong to the guild and are upgradable. Another market for Tradeskillers. The higher the status of the guild the more features you can get. Such as Brokers, menders,  and whatever else you can think of. If the Guild had enough status points you could eventually buy a Castle for your zone. <DIV>      </DIV> <DIV>    Now if you want to make it interesting. This zone that belongs to guild could be PvP with a bestiary that complements the mobs you have defeated. For example, If you defeated Dragon X, he succumbs to your guild and now, maybe in lesser form, serves in your defense. Completing Goblin Mastery, recruits 10 goblins to help in your defense of your Guild House or Mansion or Castle. Conquering another guild entitles you to status prestige and maybe some guild exp. This keeps people occupied with another aspect of the game.</DIV> <DIV> </DIV> <DIV>3) Item slots,   All Items would have slots that would be for tradeskillers to upgrade. Such as a woodcrafter would maker a better handle for an axe giving it better delay. Or adding thorns to a suit of armor giving it a damage shield. Sages could enchant a sword with a firery glow giving it a proc. Alchemist could produce a resistant liquid to be covered over the piece of equipment. EQ1 had slots that were found. These would be made.</DIV> <DIV> </DIV> <DIV>4)Pizza, Have it where you don't have to move from your seat and you just have to type /pizza and it comes to your door. I only move from my seat to eat and poo. Why should these slow my love for the game?</DIV></DIV>

Tradeskill_Addict
03-02-2005, 04:57 PM
<BR> <BLOCKQUOTE> <HR> Eadric wrote:<BR> <DIV> <DIV>Re: If you were in control...</DIV> <HR> </DIV></BLOCKQUOTE>.....I would implement that only people can post here who have their RL names, adresses and telephone numbers in their sig :smileyvery-happy:<BR> <DIV> </DIV>

Zerofault
03-02-2005, 05:22 PM
<DIV>I would like to see a section in LFG that says what your LFG for... such as a certain quest, zone, or just plain xp.  thats all i want right now...</DIV> <DIV> </DIV> <DIV>Lodoz</DIV>

Flab
03-02-2005, 05:41 PM
<DIV>Great ideas <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></DIV> <DIV> </DIV> <DIV>Keep the ideas coming, some real good ones here that would improve gaming experience</DIV> <DIV> </DIV> <DIV>a small contribution:</DIV> <DIV> </DIV> <DIV>- more complex combat system . Add hit-location to characters and mobs, with chance to aim for areas. Can also add chance to cripple and slow to reflect injury. I.e if you are crippled in your sword-arm you dont hit as good, the shield-arm will lower AC etc.. Combat is the single most important game element in this game, make it intresting(unless u are a crafter that is..)</DIV> <DIV> </DIV> <DIV>- more mobile mobs. As it is now they just stand around a lot.. If most mobs where operating in a more random manner, the whole matter of camping spawns would be a less repetitive and viable option.</DIV> <DIV> </DIV> <DIV>- mobs could call for backup, and run</DIV> <DIV> </DIV> <DIV>- COIN - drops !...this must be the only game of its type without this...</DIV> <DIV> </DIV> <DIV>- chance for players to customize their characters more- all ideas mentioned on this get my full support </DIV> <DIV> </DIV> <DIV>All in all..a change that gives you the <STRONG>option</STRONG> to something different is a good thing <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></DIV> <DIV> </DIV> <DIV>______________</DIV> <DIV>Kassander Leonidii</DIV> <DIV>Larrie</DIV> <DIV>Aqition Derrinye</DIV> <DIV>- Neriak server</DIV> <DIV> </DIV> <DIV> </DIV>

Gladesto
03-02-2005, 05:42 PM
<DIV>Id just go back an bring in everquests main stuff.Like being able to buff out of a group.Porting with druids an wizards.Going to ask a player for kei.Bring back the stuff the community loved as a everquest players.Some thing are cool in eq2.Love the guild exp though it needs to be worked on.</DIV> <DIV> </DIV> <DIV>Just bring back old everquest style game.Stop being fancy with this new crap.What i loved most about eq.How about going to ask a druid for sow.Ok we have bells there cool an all.Half the fun though was running to places with sow on.Seams like everquest2 is just to, whats a good word for it.Well this is what im thinking.Only having to do things in a group, just sucks some times.How about the ability to rez a player with out dropping a party member to do it out side a group.</DIV> <DIV> </DIV> <DIV>Some of old everquest is what i loved any how.</DIV>

Miral
03-02-2005, 05:47 PM
<DIV>I'd delete tradeskills, put in a few more balances and fixes, then wipe the servers and give everyone a free 6 months... after a month or two more of open beta.</DIV>

Eadric
03-02-2005, 07:56 PM
<BLOCKQUOTE> <HR> samco wrote:<BR>boy, i'm sure glad you guy's anren't in control.<BR> <HR> </BLOCKQUOTE> <P>Well, that is half of the point of this thread. I really don't think - when we get down to it - that we'd all make the same changes. The other half of the point, as I stated before, is maybe somebody will post such a gem of an idea that we might one day see it implemented.</P> <P>:smileyhappy:<BR></P>

stoutbrewdrink
03-02-2005, 08:10 PM
<DIV>All i can say great idea for a topic of a thread!! Devs will more than likely take a look at this and say hmm interesting....</DIV> <DIV> </DIV> <DIV>I would....</DIV> <DIV> </DIV> <DIV>Support the high end gaming along with the lower end</DIV> <DIV> </DIV> <DIV>Make people work for their stuff (i see to many people gaining items/equip to easily)</DIV> <DIV> </DIV> <DIV>change it where you could sell while not online</DIV> <DIV> </DIV> <DIV>Impliment in-game email (like SWG)</DIV> <DIV> </DIV> <DIV>Give MORE news updates of whats swirling around in SOE's plans for future (everyone loves hearing about stuff before its done)</DIV> <DIV> </DIV> <DIV>Make in-game CSR's come to the person each time, it seems like im talking with a machine when dealing with them ( i miss the GM warping in like in eq1)</DIV> <DIV> </DIV> <DIV>Fix the effects of the master loot, heritage items, and etc items that their effects dont work (might i add that your efreeti boots effect is broken... u just released that item)</DIV> <DIV> </DIV> <DIV>and Most of all FIX everything that is broken! hehehe</DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV>

tillerman35
03-02-2005, 11:12 PM
Good ideas, all. Well most anyway.My 2cp worth:-- No Terrain Restrictions!!! Cheezits cripes, you have all these beautiful mountains and no way to seek the guru at the top dispensing wisdom, ala Ziggy? What I wouldn't do to be able to hop up on the Antonican Aqueduct and ride the current all the way to N. Qeynos! I just can't imagine why they created all this varied and beautiful terrain and then made it so that we can't traverse it. I also have a big problem with characters (even horses!) that can scale 85% cliff walls. Fix the goofy climbing, then make it so we can LIVE in the world, not just follow the approved path through it.-- Punctuation, numbers, and case variations in player names. What's the deal? Why can't my toon's name be Mary-Elizabeth O'Connell? What if I want a heavy metal umlaut in my name to show my Uberness (see, that U in Uber should have had an Umlaut, but I don't know how to make one). If they're so concerned with names not being good enough, let 'em have a name-approval process. Maybe keep the stricter name while the toon is on the Isle of Refuge, but then let them register a new name (like the immigrants on Ellis Island in the USA) that goes through the approval process and is awarded (or not) at level 15. Cripes, how much can it cost to hire a college intern to scan through the list of requested names looking for double entendres? Might even get rid of all those Magebob's out there.-- Better parental control. Yah, flame me for letting my kid play but he has a great time and in a lot of ways he's better than I am. Unfortunatly, I can't set up per-toon passwords or time restrictions which means that after school he can take my Palladin out for spin and accumulate debt. I'd rather not have to beat him. I get muscle cramps.-- Customizable tradeskill products and named tradeskill products. Seriously, every Pristine Carbonite Platemail looks the same, has the same stats, etc.. I'd like to be able to add extra ingredients (part of the fun would be finding out what ingredients had what effects) and add my own name to create "GrouchNugget's Flaming Sword of Retardation." Instead of boring old Refreshing Martini's how about adding in some cinnamon for "Extra-Dry Firewater Martinis?" So what if it leads to confusion? Make the search functionality in the broker interface good enough and it wouldn't matter. It's little things like this that would add fun to the game.-- Crafted Procs (as an alternative to the above). Alchemists or maybe sages should be able to craft a proc that would apply to an item when it is created. GrouchNugget's sword could be forged (perhaps certain items could accomodate more/fewer procs) with the procs as an ingredient. One proc would do flame damage. One proc would reduce the mob's intelligence. Thus: GrouchNugget's Flaming Sword of Retardation. Heck, why limit it to alchemists and sages? Why not let woodworkers make a "Proc of Splinters" that gives a cudgel added damage from wood splinters (ouchies!) or a provisioner make a "Proc of Satiation" that adds a drink-like power regen buff to armor? Make certain procs applicable to certain items and it would be much more fun to craft.-- Provisioners able to make multiple stacks at once, but taking the same time and requiring the same amount of ingredients it would take to make them individually and perhaps a small success-chance reduction or durability cap (to avoid the "provisioners are greedy scum" argument). Cripes, we're going to stand there the whole time anyway. What's the point of making the same thing over and over again when you could just make 20 at once? Sure, this would be like a bot exploit, but the bots are already exploiting so what's the diff?-- Farming. Yes, Farming - you heard me correctly! Add a tradeskill of farmer, let the farmer grow crops and raise stock, and let the resulting product be useable for crafting. Give grown/raised raw materials have a slight advantage to gathered and vendor-purchased raw materials (to give the farmer an initial advantage). Make farming a little dangerous by having random mob spawns "in the wheat" or whatever so you don't just raise your crop but defend it from the bad guys. Oh, and make the farmers sing "Bend down, turn around, pick a bale of cotton" when they're harvesting just to tick 'em off. That's what I do every time I harvest a critter den.-- Bestowable prestige points. Other than "putting you on my friends list, dude" or a gift of a dropped item, there's no way to reward someone who deserves it. Each day, you're awarded a certain number of bestowable prestige points which you are free to give to anyone who distinguishes himself. Upon receipt, the person can redeem the prestige points for "fluff" items at specific vendors. Use 'em fast, though- they decay after a set period. But you can /inspect any char to find out his all-time, current, and average prestige points. Characters with certain levels of current prestige points would have visible highlights (a laurel leaf, halo-like aura, etc). This would help you identify the people you would most like to group with.-- Bestowable dishonor points. Same idea, but not usable to redeem items and you get far fewer to bestow (maybe one or two each time you level). To avoid exploitation by griefers, dishonor points decay after time (or maybe they could be worked off via a specific quest) and would not be visible via /inspect. Nor would "/bestow dishonor charname [reason for bestowal]" show up on any chat window other than the bestower and the bestowee. No social stigma, but a powerful statement that "this (or these) players thought I screwed up, so maybe I should not do [x behavior] again."

waswas-f
03-03-2005, 12:29 AM
<blockquote><hr>tillerman35 wrote:-- Farming. Yes, Farming - you heard me correctly! Add a tradeskill of farmer, let the farmer grow crops and raise stock, and let the resulting product be useable for crafting. Give grown/raised raw materials have a slight advantage to gathered and vendor-purchased raw materials (to give the farmer an initial advantage). Make farming a little dangerous by having random mob spawns "in the wheat" or whatever so you don't just raise your crop but defend it from the bad guys. Oh, and make the farmers sing "Bend down, turn around, pick a bale of cotton" when they're harvesting just to tick 'em off. That's what I do every time I harvest a critter den.<hr></blockquote>Lol if they can't make money in the real world without subsidies how do you expect them to be created in eq in a way where they could be happy. Plus they already have farmers in eq, and they are there just to be but out of their tradskilling missery. =)