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Aegori
10-24-2005, 08:33 PM
<P></P> <P></P> <P></P> <P></P> <P></P> <P></P> <DIV>I've been putting together a small list of things i noticed in game that would streamline quite a few processes and remove some annoyances found in game:</DIV> <DIV> </DIV> <DIV><STRONG>Updated 10/27 -</STRONG></DIV> <DIV> </DIV> <DIV><STRONG><U>New Mechanics/Enhancements:</U></STRONG></DIV> <UL> <LI><STRONG><U>Ability to Assign Raid Loot</U>: </STRONG>More now than ever, given that some raid loot is no drop, it would be beneficial for the raid leader to be able to open a chest and assign raid loot to anyone in the raid, rather than just to the members of his/her group. </LI> <LI><STRONG><U>Broker Enhancements</U>: </STRONG>There are certain items, in particular food, that cannot be searched for within a specific level range. Whenever i buy food, unless i know the specific food/drink i want, i have to scroll through 100+ pages of low level food just to get to the lvl 50-60 food that i want to be using for my character. In other words, make the level range search function more viable across all items. Also something i noticed last night, i attempted to search for food with STR, but selecting STR as a criteria returned no results. </LI> <LI><STRONG><U>Raid Dump</U>: </STRONG>You gave us the /whoraid command, and it works minorly i suppose, but a raid dump feature like EQ1 has would help many raiding guilds tremendously. </LI> <LI><STRONG><U>Instance Lockout Timer Screen</U>: </STRONG>There's nothing more disheartening to prep to go into an instance just to find a member of your group/raid is still locked out. A window in the persona screen listing all instances your currently locked out of along with the time remaining on the lockouts would be of GREAT benefit to everyone.</LI> <LI><STRONG><U>Mouseover Item Comparison</U>: </STRONG>Personally, i think it would be very handy if any item that was scrolled over that was not equipped would pull up two windows. First, the stats of the item you scrolled over and secondly the stats of the item you currently have equipped in the slot the item you scrolled over would fit into. This would give a quick comparison of the items so you dont have to right click examine the item, then pull open your inventory, then right click examine your equipped item... etc. Just a time saver, but once again.. very beneficial IMHO</LI> <LI><STRONG><U>Mouseover Status Reduction on House Items</U>: </STRONG>Unless i'm mistaken, there's no easy way to figure out the status reduction on items placed in your house without picking it up, putting it into your inventory and examining it. A mouseover that included this information would be wonderful!</LI> <LI><STRONG><U>Proper Vitality Measurement</U>: </STRONG>I understand the mechanism on how vitality works, but it would be much more beneficial if it was simply a 1 to 1 % measurement of vitality. In other words, at lvl 52, 100% vitality nets me something like 25-30% total XP for the level. It would be much more beneficial to me to see this 1 to 1 meaning if i have 100% vitality, i can gain 100% of that level with vitality intact. Not a big issue IMHO, but just confusing for those that may not have experienced this kind of system. I see a lot of posts about vitality and how it works and they never seem to cease. A more clear cut display (1 to 1 %) would make more sense to everyone.</LI> <LI><STRONG><U>Ability to View Raid Loot</U>: </STRONG>Either the ability to link raid loot directly from the chests or giving all members of a raid the ability to see what's in any given chest upon opening it would be a great change! This prevents raid leaders from having to type out the stats for everyone to see. (thanks Evelin for this suggestion)</LI> <LI><STRONG><U>General Raid Management:</U></STRONG> I recall the devs touching on this in the past, and wonder why this has not come to pass. Why not implement a raid window that the raid leaders can easily kick/move people as needed. Right now, some guilds find themselves in the position that they arent efficiently forming raids. Giving the raid leader the ability to do this reduces time for setup and allows him to get groups that are meaningful to the strategy they intend on using to defeat the target mob.</LI> <LI><STRONG><U>Group LFM Functionality:</U></STRONG> (thanks Artorious) Putting together a group isn't so much a pain, but giving us tools to be able to advertise groups that need more without them having to seek out members would be a great feature. EQ1 did this very well. </LI> <LI><STRONG><U>Suspend Mounts when Climbing:</U></STRONG> Great change to mounts with LU15 with suspending them when in water (minus the bug that came along with it). Extending this functionality to climbing would be good as well.</LI> <LI><STRONG><U>Suspend Mounts when Indoors:</U></STRONG> Along with the last suggestion, when going into buildings within cities (for example... when shopping in NQ at the broker or visiting the mender inside their resepctive buildings) it would be handy if mounts suspended due to their size. It makes for tight quarters when you have a few people with mounts active and causes a lot of crouching issues when going through doors. (thanks Didi!)</LI> <LI><STRONG><U>Price Similar Items on Broker all at once:</U></STRONG> Many of us come back to our house with stacks of similar items (tradeskill). It would be great to be able to price all of these at once rather than having to price out each and every stack. (thanks Gertack!)</LI> <LI><STRONG><U>Broker Window Refinement (Search by Stat)</U></STRONG>: When searching for items with a certain stat (STR, INT, etc.) It would be handy to show in the broker window how much of the searched for stat each resulting item has. Instead, now we have to right click each and every item that the broker search returns to see their stats. <STRONG><U>(</U></STRONG>Thanks Mystikel!)</LI> <LI><STRONG><U>Room Inventory Management:</U></STRONG> Many of us who put together elaborate rooms and move items a lot would find it beneficial to have an inventory management mechanism when you click on your room door. Perhaps a button that showed a list of items within your room and you could choose to pick things up and view the stats of the item (status reduction, etc.) (thanks Khaleel!)</LI> <LI><STRONG><U>Room Item Transfer Mechanism:</U></STRONG> Rather than making us put all of our items into our inventory/bank whenever we want to relocate your residence, some kind of transfer mechanism would be much easier on players. (Thanks Cyanias!)</LI></UL> <P><STRONG><U>Debatable Mechanics/Enhancements:</U></STRONG></P> <UL> <LI><STRIKE><STRONG><U>Node Locking</U>: </STRONG>More a pet peeve than anything else, but node locking would be great IMHO. I kno it's debatable, and i think this is the least priority request i have, but it would be handy to everyone who endeavours in harvesting. Would mean a lot less arguments and misunderstandings if nodes were simply locked to the first person that got to it.</STRIKE> (moot argument <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> see MGs post below)</LI> <LI><STRONG><U>Poison/Potion Effects</U>: </STRONG>Similar to food/drink, these items should retain their effects after death. They are a necessity to many parts of the game and can be VERY costly (even more so than food/drink) if you're using rare based poison/potions. </LI> <LI><STRONG><U>In Game Cross City Mailing:</U></STRONG> Personally, i would like the ability to do cross city mailing. My guild has members of both factions and it's a pain trying to get items to a tradeskiller/member of the opposite city since i cannot mail them. I would even be willing to do a semi-lengthy (thinking betrayal type quest) to gain this ability.</LI> <LI><STRONG><U>Auto-Pricing Broker Items:</U></STRONG> It would be handy, IMHO, to have a button next to each item in your broker window that when clicked would set the price of that item equal to the lowest current price available within the broker system. Just see this as a time saver as generally i stay competitive with my prices and at the end of the night i tend to spend way too much time looking up all the items i found that night and pricing them accordingly vs the other market prices. One click, sets lowest price and i can adjust from there if needed.</LI></UL> <P>Thanks for taking the time to read <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> feel free to add anything on or comment.</P> <P>-Aeg</P> <P>Message Edited by Aegorian on <SPAN class=date_text>10-27-2005</SPAN> <SPAN class=time_text>03:01 PM</SPAN></P><p>Message Edited by Aegorian on <span class=date_text>10-27-2005</span> <span class=time_text>03:01 PM</span>

AbsentmindedMage
10-24-2005, 09:06 PM
On the issue of node locking, if nodes are locked will people only be harvesting one unit of resource per node then?   I could see it become an issue where a person would harvest a node in a heavily populated node area only getting one resource thereby locking it to anyone else.  Then going around and locking the other ones, then leisurely going back to harvest and getting the nodes they have locked. My opinion is that there are plenty of nodes, locking nodes would be an inefficient use of their time to code.  And then you have the issue with what I described above.  It doesnt help anyone. <div></div>

Aegori
10-24-2005, 09:11 PM
<BR> <BLOCKQUOTE> <HR> AbsentmindedMage wrote:<BR>On the issue of node locking, if nodes are locked will people only be harvesting one unit of resource per node then?   I could see it become an issue where a person would harvest a node in a heavily populated node area only getting one resource thereby locking it to anyone else.  Then going around and locking the other ones, then leisurely going back to harvest and getting the nodes they have locked.<BR><BR>My opinion is that there are plenty of nodes, locking nodes would be an inefficient use of their time to code.  And then you have the issue with what I described above.  It doesnt help anyone.<BR> <BR> <HR> </BLOCKQUOTE> <P><BR>/agree... that's why i rank it low priority. Seems to be more of a hassel than anything else... would have to put timers on nodes and such to unlock them per your example. I can see where it would get hairy. Soo... i'll take that one off my list <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></P> <P><STRONG>EDIT: created a new section of "debatable" mechanics... i'll include that one there.</STRONG></P> <P>-Aeg</P> <p>Message Edited by Aegorian on <span class=date_text>10-25-2005</span> <span class=time_text>12:03 PM</span>

WAPCE
10-24-2005, 09:14 PM
<blockquote><hr>Aegorian wrote: <LI><STRONG>Instance Lockout Timer Screen: </STRONG>There's nothing more disheartening to prep to go into an instance just to find a member of your group/raid is still locked out. A window in the persona screen listing all instances your currently locked out of along with the time remaining on the lockouts would be of GREAT benefit to everyone.</LI> <hr></blockquote> PLEASE! It could be nicely integrated into the Persona window.<BR><BR>I would also really like accurate vitality, but I've become accustomed to it at this point.

Tro
10-25-2005, 02:29 PM
<DIV> <P>I have always thought locking nodes was a great idea.. The best way to do it (I believe) is once someone starts harvesting, the node becomes locked until it is spent.. In the case where someone harvests just one or two items, have the node expire after 3 minutes (for example) of inactivity regardless. </P> <P>Make it so someone cannot have two or more nodes going at once. If they leave a node after starting to harvest it, they have to wait the 3 minutes for the timer to expire .. Obviously, It would be quicker just to finish harvesting the node vice leaving it.. or make it like when someone kills a mob but doesn't loot it. Someone else can loot it only after the timer has expired and the loot becomes available to that person.  </P> <P>It is a very minor request certainly, with all the other higher level things that should be changed or fixed first but I agree that it is very annoying trying your best to get rares for adept III's or whatever only to have an individual to waltz up while you have already started harvesting and starts "Helping" you.  </P> <P>I see this alot actually. I also agree it would ease alot of the bickering about folks stealing nodes and such but again, it is a minor issue..  </P></DIV>

Magu
10-25-2005, 02:57 PM
<span><blockquote><hr>Aegorian wrote:<div></div><ul><li><strong>Ability to Assign Raid Loot: </strong>More now than ever, given that some raid loot is no drop, it would be beneficial for the raid leader to be able to open a chest and assign raid loot to anyone in the raid, rather than just to the members of his/her group. </li></ul><hr></blockquote>Random + teaching people to stop hitting ALL immediately.  Someone calls it, the others decline. Works great when people aren't stupid <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" /></span><span><blockquote><hr>Aegorian wrote:<div></div><ul><li><strong>Proper Vitality Measurement: </strong>I understand the mechanism on how vitality works, but it would be much more beneficial if it was simply a 1 to 1 % measurement of vitality. In other workds, at lvl 52, 100% vitality nets me something like 25-30% total XP for the level. It would be much more beneficial to me to see this 1 to 1 meaning if i have 100% vitality, i can gain 100% of that level with vitality intact. Not a big issue IMHO, but just confusing for those that may not have experienced this kind of system. I see a lot of posts about vitality and how it works and they never seem to cease. A more clear cut display (1 to 1 %) would make more sense to everyone.</li></ul><hr></blockquote>They can't chang it to that without screwing up vitality. People would start complaining that they can get 300% at low levels, but only 32% max at higher levels.</span><div></div>

Evel
10-25-2005, 05:54 PM
<P>/agree</P> <P>Would also like the ability to link raid items from a chest to the raid so we don't have to type out the stats.</P>

Aegori
10-25-2005, 06:20 PM
<BR> <BLOCKQUOTE> <HR> Magus` wrote:<BR><SPAN><BR> <BLOCKQUOTE> <HR> Aegorian wrote:<BR> <UL> <LI><STRONG>Ability to Assign Raid Loot: </STRONG>More now than ever, given that some raid loot is no drop, it would be beneficial for the raid leader to be able to open a chest and assign raid loot to anyone in the raid, rather than just to the members of his/her group. </LI></UL> <HR> </BLOCKQUOTE> <P>Random + teaching people to stop hitting ALL immediately.  Someone calls it, the others decline. Works great when people aren't stupid <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" /></P> <P><FONT color=#ff0000>A raid leader should be able to manage his raid and not have to hold people accountable for loot. Even if it is as simple as only making them click the proper button.</FONT><BR></SPAN><SPAN><BR></P> <BLOCKQUOTE> <HR> Aegorian wrote:<BR> <UL> <LI><STRONG>Proper Vitality Measurement: </STRONG>I understand the mechanism on how vitality works, but it would be much more beneficial if it was simply a 1 to 1 % measurement of vitality. In other workds, at lvl 52, 100% vitality nets me something like 25-30% total XP for the level. It would be much more beneficial to me to see this 1 to 1 meaning if i have 100% vitality, i can gain 100% of that level with vitality intact. Not a big issue IMHO, but just confusing for those that may not have experienced this kind of system. I see a lot of posts about vitality and how it works and they never seem to cease. A more clear cut display (1 to 1 %) would make more sense to everyone.</LI></UL> <HR> </BLOCKQUOTE> <P>They can't chang it to that without screwing up vitality. People would start complaining that they can get 300% at low levels, but only 32% max at higher levels.</P> <P><FONT color=#ff0000>Under the current system, yes. I'm proposing the ability for vitality to measure 1% to 1% at every level. It would take reworking of the math.</FONT><BR></P></SPAN> <BR> <HR> </BLOCKQUOTE><BR>

MyTFlyGuy
10-25-2005, 07:04 PM
<div></div><span><blockquote><hr>Magus` wrote:<span><blockquote><hr>Aegorian wrote:<div></div><ul><li><strong>Ability to Assign Raid Loot: </strong>More now than ever, given that some raid loot is no drop, it would be beneficial for the raid leader to be able to open a chest and assign raid loot to anyone in the raid, rather than just to the members of his/her group. </li></ul><hr></blockquote>Random + teaching people to stop hitting ALL immediately.  Someone calls it, the others decline. Works great when people aren't stupid <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" /> <font color="#ffff00">Although this is not usually a problem in an all guild raid , Those that need to pick up a straggle or two is a different story.  This leads to what we would call "Ninja" .... Somone wants to grief and give a hard time they "Ninja" the item by rolling after eveyone else has declined to roll. Even if they can't wear the item.  I would hope this game has more mature players than the other did , but I've seen a few Chatting oin OOC and know it's not THAT much better.  It's a real pain in the [expletive haxx0red by Raijinn] to have spent several hours working on  a Raid boss only to have the loot ninja'd by some punk.  Even if they are Blacklisted from there on out.</font> <font color="#ffff00">Trust me I've seen it done and had it happen to me a couple times as well. </font></span><span><font color="#ffff00">I think the OP's  suggestion is a great idea. </font><blockquote><hr></blockquote></span><div></div><hr></blockquote></span><div></div><p>Message Edited by MyTFlyGuy on <span class=date_text>10-25-2005</span> <span class=time_text>11:05 AM</span>

Dasein
10-25-2005, 08:37 PM
<DIV>The best solution to raid loot issues is to simply remove the no-trade flag. There's no reason the loot should be no-trade in the first place, and overall, I think the no-trade flag is abused. No-trade should only be used in very specific cases where being able to trade the item would cause problems such as broken quests or major game imbalances. Thus, major quest rewards should be no-trade, as should started quest items, but dropped loot of any kind should be tradeable.</DIV>

Moorgard
10-25-2005, 08:51 PM
<BR> <BLOCKQUOTE> <HR> Aegorian wrote:<BR> <DIV>I've been putting together a small list of things i noticed in game that would streamline quite a few processes and remove some annoyances found in game:</DIV> <HR> </BLOCKQUOTE><BR> <DIV>Some good stuff here, thanks. Many of the items are already on our "to do" list, but there are other good ideas too.</DIV> <DIV> </DIV> <DIV>We don't plan to lock harvest nodes though. <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></DIV>

Sorentio
10-25-2005, 09:00 PM
<LI><STRONG><U>In Game Cross City Mailing:</U></STRONG> Personally, i would like the ability to do cross city mailing. My guild has members of both factions and it's a pain trying to get items to a tradeskiller/member of the opposite city since i cannot mail them. I would even be willing to do a semi-lengthy (thinking betrayal type quest) to gain this ability.</LI> <DIV> </DIV> <DIV>----------------------</DIV> <DIV> </DIV> <DIV>You can use the guild bank now to transfer items cross-city between guild members, and unlike mail it's instantaneous and free.  If you need to mail to someone outside of the guild in the other city, can just roll an alt yourself after transfering via the guild bank or get one of your guild mates to do it.</DIV>

Eileithia
10-25-2005, 09:01 PM
<BR> <BLOCKQUOTE> <HR> AbsentmindedMage wrote:<BR>On the issue of node locking, if nodes are locked will people only be harvesting one unit of resource per node then?   I could see it become an issue where a person would harvest a node in a heavily populated node area only getting one resource thereby locking it to anyone else.  Then going around and locking the other ones, then leisurely going back to harvest and getting the nodes they have locked.<BR><BR>My opinion is that there are plenty of nodes, locking nodes would be an inefficient use of their time to code.  And then you have the issue with what I described above.  It doesnt help anyone.<BR> <BR> <HR> </BLOCKQUOTE><BR>A simple way around that issue is to have it so it's only locked if you are in the "Harvestable" area. as soon as you are out of range of the node to harvest, it unlocks. I agree that node harvesting can be a major pain.. especially when you get some jerk that runs by while your harvesting and starts pounding on the same node you are.. Too bad you can't click a button to instakill them (without the /duel command) it's a major [Removed for Content], and it's happened to everyone.

ArivenGemini
10-25-2005, 09:07 PM
<span><blockquote><hr>Caswydian wrote:<div></div> <div>The best solution to raid loot issues is to simply remove the no-trade flag. There's no reason the loot should be no-trade in the first place, and overall, I think the no-trade flag is abused. No-trade should only be used in very specific cases where being able to trade the item would cause problems such as broken quests or major game imbalances. Thus, major quest rewards should be no-trade, as should started quest items, but dropped loot of any kind should be tradeable.</div><hr></blockquote> There should <b>never</b> be a NO-TRADE flag on loot dropped in a solo instance when that loot isn't usable (<i>and viable</i>) to <b>all</b> classes.  What is the point of dropping really nice gear for someone what can't use it, doesn't want it and cant trade or sell it? </span><div></div>

Unmask
10-25-2005, 09:14 PM
Whatever the merits of node locking, I think the changes to combat make that pretty much a dead issue.  It used to be you could harvest if mobs were attacking you, though you could get interrupted.  Now you cannot harvest if you are in combat, no matter how trivial the encounter.  You could make all sorts of conditions of when the lock would break, each likely being impacted by the character's class (i.e. how long combat would last and the types of mobs a class can solo) , but that's a lot of consideration for a minor issue. <div></div>

Akaran2
10-25-2005, 09:44 PM
<DIV>I'm a 53 guardian, I can tank everything from warlord orcs to demons to dragons.</DIV> <DIV>Any chance I can reach down and pick up that ? mark while some desert madman is trying his best to scuff my armor? <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /> I've lost several of them just because random_green_trash agros on me when I go for one and someone else stops by to grab it. </DIV>

Gertack_v2
10-25-2005, 09:55 PM
Ability to set the same store price on all items with the same name at once. When you make 50+ backpacks/rings/boxes/etc., it is annoying to set the price on every single one of them individually. Also, be nice to see vendor prices on the store window so we know when we're going under NPC price.  But sometimes its fun to find people who do this and buy it... <div></div>

wullailhuit
10-25-2005, 09:57 PM
<div></div>Being able to set the price on a single TYPE of loot/raw up for sale on my broker is my current peeve and being able to have that price already set next time I add more of the same item to the pile or restock. e.g. I have 12 stacks of idium , I want to set the price ONCE on each bit of my 240 indium , not have to price 20 indium 12 times. <div></div><p>Message Edited by wullailhuit on <span class=date_text>10-25-2005</span> <span class=time_text>06:59 PM</span>

Ziffna
10-25-2005, 10:03 PM
Personally would like to see a second set price button such as a "Set All" that would allow you to set the price of all of that same item to the same price but still keep the basic set button that allows you to price the items individually so if you have say 2 of an item you could set one higher then the first if your not certian what the accepted price is or belive the listed items are simply silly. 100p for a carbonite cluster for instance is never going to sell but if it's the only one around being able to scale your stacks of carbonite clusters would help a new person entering the market determine what the selling range of the item is.

Grimhamm
10-25-2005, 10:03 PM
<DIV>I'm very saddened about the node locking, Moor.  I've been playing almost a year now and when I think back on the times when I've traded nastiness with another player - probably 98% is about "sharing" nodes. </DIV> <DIV> </DIV> <DIV>In EQ2 (on my server, at least) this has to be the most civil player group I've ever played with, except those darn nodes.  It's a shame you will not re-consider an area that seems, to me, to be a significant source of community ill will.</DIV>

Pastorio
10-25-2005, 10:16 PM
<span><blockquote><hr>Grimhammer wrote:<div>I'm very saddened about the node locking, Moor.  I've been playing almost a year now and when I think back on the times when I've traded nastiness with another player - probably 98% is about "sharing" nodes. </div><hr></blockquote></span>Just petition a GM every time it happens, and encourage other people to do so.. nothing makes SOE jump like a way to cut CS costs. <div></div>

Vobe
10-25-2005, 10:39 PM
<BR> <BLOCKQUOTE> <HR> Moorgard wrote:<BR> <BR> <BLOCKQUOTE> </BLOCKQUOTE> <DIV> </DIV> <DIV>We don't plan to lock harvest nodes though. <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></DIV><BR> <HR> </BLOCKQUOTE><BR> <DIV>I dont have a problem with that, but I really do not like how people fight over them. A few months back, I had an idea. Thinking along the lines of harvesting in UO and SWG, I think it would be nice if players had to share resources. Like instead of spawning lots of little rocks all over the place, in a way that players can greedily fight over them, how about if the game spawned one great big rock, for everyone to harvest from?</DIV> <DIV> </DIV> <DIV>This one big node would have anywhere from 100 to 500 (random number) of materials in it. Everyone is welcome to walk up to it and mine until it runs out. This would also make harvesting skill levels more important. Currently, a failure is unimportant, because you can just try again and again until you get all three items out of the node. People would have no arguement in "who owns that node" when it is the only one around, and designed for lots of people to mine from it.</DIV>

Mystikel
10-26-2005, 12:05 AM
It would be nice if in the broker window when searching for gear with a particular stat it would show you how much of that stat the item has without having to examine each and every one. If I'm interested in a bracer upgrade and want more STR then the 5 I already have I dont want to have to examine a few pages worth of items just to find out there's none available. Also I wish we could search by armor type Chain, Plate etc.

NamaeZero
10-26-2005, 12:09 AM
<BR> <BLOCKQUOTE> <HR> Aegorian wrote:<BR> <DIV> <P><STRONG><U></U></STRONG></P></DIV> <UL> <LI><STRONG><U>Auto-Pricing Broker Items:</U></STRONG> It would be handy, IMHO, to have a button next to each item in your broker window that when clicked would set the price of that item equal to the lowest current price available within the broker system. Just see this as a time saver as generally i stay competitive with my prices and at the end of the night i tend to spend way too much time looking up all the items i found that night and pricing them accordingly vs the other market prices. One click, sets lowest price and i can adjust from there if needed.</LI></UL> <P><BR> </P> <HR> </BLOCKQUOTE>A little like E-Bay? I dunno if this is a good idea, though because items don't have a fixed 'sell by' date and this isn't an auction so there's no commitment to buy. People would just figure out what your lowest price is by offering the same item for 1 cp for an instant, and still underprice you. Sounds like even more work than before! I'd rather selling took a little bit of work on the sellers part, anyway. It keeps prices more fair to their true value.<BR>

Dajuuk
10-26-2005, 01:10 AM
<BR> <BLOCKQUOTE> <HR> Aegorian wrote:<BR><BR> <BLOCKQUOTE> <HR> Magus` wrote:<BR><SPAN><BR></SPAN><SPAN> <BLOCKQUOTE> <HR> Aegorian wrote:<BR> <UL> <LI><STRONG>Proper Vitality Measurement: </STRONG>I understand the mechanism on how vitality works, but it would be much more beneficial if it was simply a 1 to 1 % measurement of vitality. In other workds, at lvl 52, 100% vitality nets me something like 25-30% total XP for the level. It would be much more beneficial to me to see this 1 to 1 meaning if i have 100% vitality, i can gain 100% of that level with vitality intact. Not a big issue IMHO, but just confusing for those that may not have experienced this kind of system. I see a lot of posts about vitality and how it works and they never seem to cease. A more clear cut display (1 to 1 %) would make more sense to everyone.</LI></UL> <HR> </BLOCKQUOTE> <P>They can't chang it to that without screwing up vitality. People would start complaining that they can get 300% at low levels, but only 32% max at higher levels.</P> <P><FONT color=#ff0000>Under the current system, yes. I'm proposing the ability for vitality to measure 1% to 1% at every level. It would take reworking of the math.</FONT><BR></P></SPAN> <BR> <HR> </BLOCKQUOTE><BR> <BR> <HR> </BLOCKQUOTE><BR> <DIV>Currently Max Vitality seems to be a flat amout of exp points.  The % you see displayed is the amount you currently have divided by the max possible.   Thats why at lower levels Max vitality allows you to have vitality extending beyond the next several levels.   While at high levels 100% Vitality is only a few dozen % of the exp required until your next level.   Making the change you propose could have the side effect that Magus mentioned.    I have on a few occasions played a low level twink who has sat idle for a month or so and in the process maxed out on vitality and then, gained several levels in a single play session and still had enough left to level again.  Changed into a 1 for 1 ratio a low level character could see his vitality consistantly being 300% or even higher because lower exp point requirements burns up fewer points of the bonus.   While at higher levels would never see it rise above 30 or 40% and not know why.   In the end that could end up creating more confusion than the current system does.   However, I suppose if it continued working the way it does now but in the background but didn't give you a percent whenever your remaining vitality sufficient to see you into your next level and simply gave the extending into your next level message, and when it wasn't enough displayed how far it would get you on a 1 to 1 ratio would make sense.  If you have enough to ding you do you really need to know more than that?</DIV>

OlaeviaTraisharan
10-26-2005, 01:18 AM
<BR> <BLOCKQUOTE> <HR> Moorgard wrote:<BR> <BR> <BLOCKQUOTE> <HR> Aegorian wrote:<BR> <DIV>I've been putting together a small list of things i noticed in game that would streamline quite a few processes and remove some annoyances found in game:</DIV> <HR> </BLOCKQUOTE><BR> <DIV>Some good stuff here, thanks. Many of the items are already on our "to do" list, but there are other good ideas too.</DIV> <DIV> </DIV> <DIV>We don't plan to lock harvest nodes though. <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></DIV><BR> <HR> </BLOCKQUOTE><BR>I'll bake you cookies and ship them overnight if you guys put in the cross-faction mailing option. It's a PITA to get items and money to my husband's character in Freeport. We literally have to spend 30 minutes traveling to get together for a physical trade <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" />

Khale
10-26-2005, 01:27 AM
<P>I would like to add that having a new click menu in your inn room that shows you a list of your home's contents and allows you to pickup individual items from the list would be most helpful. I.E. for picking up that item that just sunk into a wall or a bugged item that you placed but can't pickup. Much better option than having to collect all contents in your room, especially if you've taking a great deal of time placing items and such.</P> <P>Would also be nice if the new menu showed you all the status reduction points of the items individually, and added together for a total.</P> <P> </P>

Didi
10-26-2005, 01:41 AM
I'd love to add to that list, for mounts to auto-suspend when you enter a house.  It's really annoying to find enormous horses in inn halls, shops, etc., yet it's also equally annoying for the horse rider to have to click off the horse when entering a building and then click it back on when leaving.  The trick or treat quests are a great example of people on horses entering all sorts of buildings without getting off their horses - very crowded and it looks ridiculous.  WoW has a nice feature where wolf form automatically suspends when you enter a building; I'd love to see EQ2 mounts work in the same way.

Unmask
10-26-2005, 01:57 AM
I'd like to be able to read my mail while my store is open (or am I just missing something obvious). <div></div>

Gromiff
10-26-2005, 02:53 AM
<P>Aegorian wrote:</P> <LI><STRONG><U>In Game Cross City Mailing:</U></STRONG> Personally, i would like the ability to do cross city mailing. My guild has members of both factions and it's a pain trying to get items to a tradeskiller/member of the opposite city since i cannot mail them. I would even be willing to do a semi-lengthy (thinking betrayal type quest) to gain this ability. </LI> <DIV>-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------</DIV> <DIV> </DIV> <DIV>This is a BIG ONE in my book! I play both evil toons and good toons all on the same account and have no other way of trading or sending stuff to each of the different faction toons besides the guild bank, BUT....... that is a pain in the butt right there cause you have to be a certain rank in our guild to even have access to withdraw from the guild bank and the lowest rank is only allowed to withdraw 3 items per 24hr period. I don't know what I would do or what other people do that are not guilded in my situation with toons from both factions on the same account, but I know it would be way more helpful and less troublesome if we could just do cross city mailing. </DIV> <DIV> </DIV> <DIV>I saw someone write in an earlier post in this thread that you can just use the guild bank..... Oh how closed minded some people are..... What if people just don't want to be in a guild, SOE should just penalize them and not give them a way to transfer items cross city??? I say YES to the cross city mailing... I am 100% for it BIG TIME!!!</DIV> <DIV> </DIV> <DIV>Gaazzoo</DIV> <DIV>40 Wizard / 31 Tailor</DIV><p>Message Edited by Gromiff on <span class=date_text>10-25-2005</span> <span class=time_text>04:05 PM</span>

Ironmeow
10-26-2005, 03:53 AM
<DIV>if the brokers from the "fence" can cross transfer "goods" they should certainly be able to cross transfer "mail".</DIV>

Ellywen
10-26-2005, 06:54 AM
I'd love a feature that allows a raid leader to use a sort of click/drag group arranging system to optimize raid groups in a timely manner.  One of the biggest holdups when raiding (now that casting insight on 24 people is a thing of the past) is waiting on afk people while trying to organize groups.

Diern
10-26-2005, 09:29 AM
<BR> <BLOCKQUOTE> <HR> Duntzzzz wrote:<BR><BR> <BLOCKQUOTE> <HR> AbsentmindedMage wrote:<BR>On the issue of node locking, if nodes are locked will people only be harvesting one unit of resource per node then?   I could see it become an issue where a person would harvest a node in a heavily populated node area only getting one resource thereby locking it to anyone else.  Then going around and locking the other ones, then leisurely going back to harvest and getting the nodes they have locked.<BR><BR>My opinion is that there are plenty of nodes, locking nodes would be an inefficient use of their time to code.  And then you have the issue with what I described above.  It doesnt help anyone.<BR> <BR> <HR> </BLOCKQUOTE><BR>A simple way around that issue is to have it so it's only locked if you are in the "Harvestable" area. as soon as you are out of range of the node to harvest, it unlocks. I agree that node harvesting can be a major pain.. especially when you get some jerk that runs by while your harvesting and starts pounding on the same node you are.. Too bad you can't click a button to instakill them (without the /duel command) it's a major [Removed for Content], and it's happened to everyone. <BR> <HR> </BLOCKQUOTE><BR> <DIV>I used to have a nice way to deal with this, I agree it is extremely rude. My solution was to cast fiegn death on them. Sadly they took this ability away from us :smileytongue:</DIV> <DIV> </DIV> <DIV>What was more amusing the [expletive haxx0red by Raijinn]e$ in question always seemed to throw a tantrum when I did this to them. I would only cast it on people who did this, Its all about respect.</DIV>

slippery
10-26-2005, 11:16 AM
<span><blockquote><hr>Aegorian wrote<div></div> <div></div> <div></div> <div></div> <div></div> <div></div> <div></div> <div></div> <div></div> <div></div> <div></div> <div></div> <div></div> <div></div> <div></div><ul><li><strong><u>Proper Vitality Measurement</u>: </strong>I understand the mechanism on how vitality works, but it would be much more beneficial if it was simply a 1 to 1 % measurement of vitality. In other words, at lvl 52, 100% vitality nets me something like 25-30% total XP for the level. It would be much more beneficial to me to see this 1 to 1 meaning if i have 100% vitality, i can gain 100% of that level with vitality intact. Not a big issue IMHO, but just confusing for those that may not have experienced this kind of system. I see a lot of posts about vitality and how it works and they never seem to cease. A more clear cut display (1 to 1 %) would make more sense to everyone.</li></ul><hr></blockquote> Also an issue high on my list, it is very frustrating to not be able to play for a week because of work, come back to a 100% vitality and literally only get 30% exp before you are out of vitality. A possible solution while keeping that in mind is to change the rate at which vitality regenerates. At really lower levels you might get 5or 10% vitality back in an hour and at higher levels you might get as low as .1 or .2% back an hour. This would give you the ability to have it mean 1% vitality is good for 1% exp and have it still scaled to be more beneficial at lower levels.</span><div></div>

Aegori
10-26-2005, 06:32 PM
<P></P><BR> <BLOCKQUOTE> <HR> Diernes wrote:<BR><BR> <BLOCKQUOTE> <HR> Duntzzzz wrote:<BR><BR> <BLOCKQUOTE> <HR> AbsentmindedMage wrote:<BR>On the issue of node locking, if nodes are locked will people only be harvesting one unit of resource per node then?   I could see it become an issue where a person would harvest a node in a heavily populated node area only getting one resource thereby locking it to anyone else.  Then going around and locking the other ones, then leisurely going back to harvest and getting the nodes they have locked.<BR><BR>My opinion is that there are plenty of nodes, locking nodes would be an inefficient use of their time to code.  And then you have the issue with what I described above.  It doesnt help anyone.<BR> <BR> <HR> </BLOCKQUOTE><BR>A simple way around that issue is to have it so it's only locked if you are in the "Harvestable" area. as soon as you are out of range of the node to harvest, it unlocks. I agree that node harvesting can be a major pain.. especially when you get some jerk that runs by while your harvesting and starts pounding on the same node you are.. Too bad you can't click a button to instakill them (without the /duel command) it's a major [Removed for Content], and it's happened to everyone. <BR> <HR> </BLOCKQUOTE><BR> <DIV>I used to have a nice way to deal with this, I agree it is extremely rude. My solution was to cast fiegn death on them. Sadly they took this ability away from us :smileytongue:</DIV> <DIV> </DIV> <DIV>What was more amusing the [expletive haxx0red by Raijinn]e$ in question always seemed to throw a tantrum when I did this to them. I would only cast it on people who did this, Its all about respect.</DIV><BR> <HR> </BLOCKQUOTE> <P><BR>lol <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />  </P> <P>btw... good suggestions everyone. I'm gonna keep adding stuff to the list as people say new stuff. This thread got noticed, so hopefully it wasnt a 1 time thing.</P> <P>Thanks everyone!</P> <P>-Aeg</P> <P></P><p>Message Edited by Aegorian on <span class=date_text>10-26-2005</span> <span class=time_text>10:32 AM</span>

cyani
10-26-2005, 06:54 PM
<P></P> <P><SPAN>Here’s a suggestion, this one was given to me by a friend who recently moved houses.  When moving houses you have to make room for all your stuff either in your inventory or bank, then you have to release ownership of your house, and then buy your new house, and then move all your stuff into the new one.  It would be nice to have a moving service, say "2 Barbarians and a Cart" that would come in gather all your stuff, for a fee, and then put it into your new house.   </SPAN></P>

MyTFlyGuy
10-26-2005, 07:44 PM
<span><blockquote><hr>Ellywen wrote:<div></div>I'd love a feature that allows a raid leader to use a sort of click/drag group arranging system to optimize raid groups in a timely manner.  One of the biggest holdups when raiding (now that casting insight on 24 people is a thing of the past) is waiting on afk people while trying to organize groups.<hr></blockquote>/agree I took this feature for granted in the "other " game. It's so much nicer than having to ask people to disband and make sure the righ tperson invited them etc. You can just siton follow for a couple minutes and start making the moves while you are heading to destination. </span><p></p>

brow27
10-26-2005, 10:35 PM
<span><blockquote><hr>Dajuuk wrote: <blockquote> <hr> Aegorian wrote: <blockquote> <hr> Magus` wrote:<span></span><span> <blockquote> <hr> Aegorian wrote: <div></div> <ul> <li><strong>Proper Vitality Measurement: </strong>I understand the mechanism on how vitality works, but it would be much more beneficial if it was simply a 1 to 1 % measurement of vitality. In other workds, at lvl 52, 100% vitality nets me something like 25-30% total XP for the level. It would be much more beneficial to me to see this 1 to 1 meaning if i have 100% vitality, i can gain 100% of that level with vitality intact. Not a big issue IMHO, but just confusing for those that may not have experienced this kind of system. I see a lot of posts about vitality and how it works and they never seem to cease. A more clear cut display (1 to 1 %) would make more sense to everyone.</li></ul> <hr> </blockquote> <p>They can't chang it to that without screwing up vitality. People would start complaining that they can get 300% at low levels, but only 32% max at higher levels.</p> <p><font color="#ff0000">Under the current system, yes. I'm proposing the ability for vitality to measure 1% to 1% at every level. It would take reworking of the math.</font></p></span> <div></div> <hr> </blockquote> <div></div> <hr> </blockquote> <div>Currently Max Vitality seems to be a flat amout of exp points.  The % you see displayed is the amount you currently have divided by the max possible.   Thats why at lower levels Max vitality allows you to have vitality extending beyond the next several levels.   While at high levels 100% Vitality is only a few dozen % of the exp required until your next level.   Making the change you propose could have the side effect that Magus mentioned.    I have on a few occasions played a low level twink who has sat idle for a month or so and in the process maxed out on vitality and then, gained several levels in a single play session and still had enough left to level again.  Changed into a 1 for 1 ratio a low level character could see his vitality consistantly being 300% or even higher because lower exp point requirements burns up fewer points of the bonus.   While at higher levels would never see it rise above 30 or 40% and not know why.   In the end that could end up creating more confusion than the current system does.   However, I suppose if it continued working the way it does now but in the background but didn't give you a percent whenever your remaining vitality sufficient to see you into your next level and simply gave the extending into your next level message, and when it wasn't enough displayed how far it would get you on a 1 to 1 ratio would make sense.  If you have enough to ding you do you really need to know more than that?</div><hr></blockquote>Here is what I would recommend for the vitality issue.  I believe that Dajuuk is right about vitality being a static amount of bonus exp.  The percentage shown for your vitality is just the percentage of vitality you have vs the max total, and it has nothing to do with your level.  What they need to do is change the vitality percentage display to match how much bonus exp you'll get from it.  This may sound confusing, I have a hard time explaining things.  Let me give an example: Say you have 50% exp into the next level.  Say you have enough vitality to make it to 75% of the next level.  In the 50s, this would display as about 100% vitality, since it's static.  How it should display is have it show 25% vitality, and have it mean that you will have vitality for that next 25% of a level you are in.   The only drawback to this is it would show you literally how slow you get vitality.  Right now you get "100%" vitality (thats 100% of the STATIC number of vitality) per week if you don't gain any exp.  If you were in the 50s under the system I described, it would truly show you that you were only gaining enough vitality for the next 25% of the level.</span><p></p>

SnakanKrane
10-27-2005, 08:03 AM
<P>Heres a simple suggestion that shouldnt be too hard to implement</P> <P>Mentor = zero incentive for those who do the mentoring</P> <P>Vitality = crack to all</P> <P>Simple give a Vitality Regen Bonus for mentoring.... something modest say 5% for every 5 levels lower you mentor or something.......</P> <P> </P> <P> </P> <P> </P>

Malkant
10-27-2005, 10:09 PM
An interesting concept SnakanKrane.  I would leave the Mentoring XP where it's at right now (the system they have in place)  but giving vitality back at a very low bonus rate for mentoring would be a pretty cool system...as long as it wasn't crazy. <p></p>

Prismata
10-27-2005, 10:18 PM
<P></P>I really like the idea of having a house inventory list that allows players to pick up items. I've currently got two items stuck in my ceiling that I can't see at all. Picking up all items is not working to retrieve these.

Craien
10-27-2005, 10:27 PM
<BR> <BLOCKQUOTE> <HR> Moorgard wrote:<BR> <BR> <BLOCKQUOTE> <HR> Aegorian wrote:<BR> <DIV>I've been putting together a small list of things i noticed in game that would streamline quite a few processes and remove some annoyances found in game:</DIV> <HR> </BLOCKQUOTE><BR> <DIV>Some good stuff here, thanks. Many of the items are already on our "to do" list, but there are other good ideas too.</DIV> <DIV> </DIV> <DIV>We don't plan to lock harvest nodes though. <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></DIV><BR> <HR> </BLOCKQUOTE><BR>/Crosses_fingers for the Poison Suggestion <P></P>

Craien
10-27-2005, 10:46 PM
<P></P> <P><SPAN>In regards to the Heritage Quest tweaking, how about adjusting Tyrock for LLoL?<SPAN>  </SPAN>Perhaps give him a placeholder system, or decrease the respawn timer.</SPAN></P>