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SirRusseII
01-10-2006, 01:26 AM
<div></div><div></div><div></div><div></div><div></div><div></div><div></div>After playing EQ2 for so long I am still expecting the devs to have the following suggestions looked at:1:  All tiers should have all Ranged Throwing Weapons Imbueable.  I found non-bow users are complaining about this issue a lot.2:  Differenciate Invisible and Stealth more.  ( do not make the see invisible / see stealth just useful for duels )     a:  There should be mobs that are invisble / stealth to start with.  You will need to have totem or right type of spell casted to be able to see those mobs, and it will agro you and show itself when you are too close to the target.    b:  Mobs should have better class diferenciation.  mobs (predator) that see invisible do not have the ability of see stealth and mobs (rouge) that see stealth do not have the ability to see invisible.    c:  Mage class grants invisible / group invisible, scout class grants stealth / group stealth, other class who has invis should also be specific about it.    d:  Predator class are able to detect invisible target while in stealth, rouge class are able to detect stealth target while in stealth.3:  Along with the new patch thats coming out, PvP is promoted.  To promote PvP even more, we need to introduce a new tag called LFD ( Looking For Duelers ) and implement a new public chatting channel for people that are interested in PvP.4:  For the convinience of all players, lock out timers for zones should be accessable for all players.  Since there are a lot of zones and might be tough to have those  lockout timers to display on one window, we can either display those zones that you are currently locked out or implement a command like " /lockout Poet Palace " to have a message that tells you what the lock out timer for the zone that you just checked.  I think some one also created a thread about this.5:  Enchanter Charm upgrade line should have level limit like the first Charm spell.  Will not affect mob that is higher than certain level.  You should not be able to use a spell that to charm a mob after you get a new charm update.  Thats the point of learning new charm skills, the higher level charm spell do not only have longer duaration of controling mob but also have the ability to charm more powerful mobs, the older version of charm should say " Target is too powerful " when you use a older version of charm against a mob that level higher than your newly learned charm spell. 6:  Charmed pet fixes:  a:  When a mob gets charmed the mob should have all group buffs that are already casted.  Group should not need to recast all the buffs for the newly charmed pet.  b:  When the mob got charmed and it will be much more powerful than it was before charmed due to the quality of the charm spell.  The quality of the enchanter charm spell matters too much, not only affecting the resist rate of the charm spell, but also the chance of breaking the charm and the spells that were casted from the mob are all changed to the quality of the charm spell.   That is a master 1 charm can have the charmed pet do more than 15 times of the damage it was before charmed.  The idea of charm is to control enemy but not to make it different than it was before it got charmed.  Therefore a charmed pet should remain its damage when its charmed. c:  According to the charm theory above, when a Heoric mob gets charmed it shouldn't make the mob become a regular non arrow pet, the resist rate and breaking chance should significantly increase and the charm duration should be significantly reduced.  The charmed heoric mob should have higher damage and more HP than solo charmed mob maybe not as high as before it was charmed but should be higher than solo mob because thats its on the risk of coecer.   When charm breaks hates all goes to the coecer and coecer is shocked when charm breaks thus coecer gets feared for 1 second when charm breaks on a heoric mob.7: I thought I have more but I forget, I will add more in when I remember.  Oh and why did SoE took the forien fonts support away?8:  Have a tag on the poisons that can have poison users tell which ones stack and which ones doesnt imediatly.9:  Change some mobs' apearences.  Its almost impossible to tell which side is the face and which side is the back when you fighting an elemental mob and some other mob like a snake thats staying at a place temporarily.   It would be a good update if theres an arrow thats identifying which way the mob is facing. or change some of the mob apearence so players can easily tell which side is the front and which side is the back so players can plan accordingly which way to pass the mob to avoid agro or for scouts there are quite some moves taht has to be done from behind / front.10: Make the group Invite window also have a expire timer.  Some times when you trying to form a group lets say you have 4 people and you are looking for a tank, and thre are 2 tanks lfg and you would like to invite them, so you invite the first one but you never get reply for like 10 minutes then you decide you are going to invite the other tank, so you did and suddenly the first tank alive again and now you got 2 tanks and make the leader go /ohwell .   I have 2 bad experiences about it, first time is that we were having a full group and suddenly the healer needs to restart and then disbanded for a short time, out of nowhere another player joined our group because I send the invite a while ago, and another time is even worse after a few hours, some one grouped with me........ and say wassup..........   I know I must have invited him last night or somthing...11: When you doing search for people that is LFG, search result shouldnt display player's tradeskill class if his tradeskill level is higher than advanture level.12: I think we need to fix some problem with Heoric Oppertunity as well.  If theres no fighter present in the HO, you shouldnt need a fighter inorder to complete the HO.  some times when you have no fighter / mage in group and the HO ends up need a fighter or a mage to do a move to be able to advance or complete, thats just not right.  Some times is the other way arround, when HO started with a fighter and theres no mage lightning sign and when mage interact a new HO can be created and completed, we need to make the HO system easier for players to understand.  And we would like to see more HO combinations as well.13: Add other stat info in your persona window such as current haste % from buffs, and if its at or over the cap for your level have it colored different. Also color stats such as INT if you have it capped for your current level. (someone suggested)14: To promote secondary crafting items such as scarps, ignots, loams, when you making a legendary jewery you should get a legendary loam also, not only from ink.  when you use legendary wood to make to lumber you should get legendary scarps also. Soe can add some legendary totems if needed.  and please make sure that legendary crafted ranged throwing ammo dont need a rare cluster but a ignot.15: Make the carpet able to float above water!!  FOR NOW, You fold your carpet and put it in your left pocket when you get in water and you swim faster or what?Please adds comments and more suggestions thanks.<div></div><p>Message Edited by SirRusseII on <span class="date_text">01-22-2006</span><span class="time_text">12:16 AM</span></p>

Mabes
01-10-2006, 01:46 AM
<div>Priest balance, t6 tradeskill writs, advanced t6 carpenter recipes, removal of frostfell, I'm sure there's others.</div><div> </div><div>But as far as PvP goes, I don't think that's coming out till KoS is released.</div>

SirRusseII
01-10-2006, 02:24 AM
<div></div>Oh I jsut remembered two more thing.8:  Have a tag on the poisons that can have poison users tell which ones stack and which ones doesnt imediatly.9:  Change some mobs' apearences.  Its almost impossible to tell which side is the face and which side is the back when you fighting an elemental mob and some other mob like a snake thats staying at a place temporarily.   It would be a good update if theres an arrow thats identifying which way the mob is facing. or change some of the mob apearence so players can easily tell which side is the front and which side is the back so players can plan accordingly which way to pass the mob to avoid agro or for scouts there are quite some moves taht has to be done from behind / front.<div></div><p>Message Edited by SirRusseII on <span class="date_text">01-09-2006</span><span class="time_text">01:32 PM</span></p>

Zolg
01-10-2006, 02:33 AM
<div></div><div></div><div></div><p>I posted these for things to be added for LU#18, but none made them in. So here they are again.</p><p> </p><p><span>1. Put a bank in South Qeynos</span></p><p><span>2. Put a bank in East Freeport</span></p><p><span>3. Make common Armor drops tradeskillable to make them better items. For example, I got a Faysteel Helm the other day. All it had on it was mitagation. Make the item a tradeskill item to make it better item, than just something to sell to a vendor.</span></p><p><span>4.  Different color robes, no more purple or black and white robes, we have enough of those. </span></p><p><span>5. Armor and robe tinting. So, characters can look different and not all look the same. Make sure the color pallet is limited so we don't get weird color choices, like hot pink or such.</span></p><p><span>6. Fix illusions so they don't die when going from zone to zone. </span></p><p><span>7. The ability to un-delete your last deleted event from your Guild event section, in case you delete the wrong item. (just the last one deleted, not all of them--especially since I accidently deleted our last guild ding when I meant to click the lock button)</span></p><p><span>8.  2 and 3 bedroom houses in your starting hamlet (Castleview, Nettleville, etc..)</span></p><p><span>9. The ability to preview how an item effects your stats before you attune it.</span></p><p><span>10. Remove the "Lore" from the Champion items in Splitpaw. If I beat the champion, I deserve the reward, even if I beat him many times before.</span></p><p><span>11. Ability to place "Lore" items in your guild bank. So, you can have 1 of that Lore item in all of the guild bank at one time.</span></p><p><span>12. Ability to place "Lore" items in your shared bank, again only 1 of that item in the shared bank at a time</span></p><p><span>13. Make sure that "No Drop" item rewards for a quest can be usable for all classes or more than 1 item so each class has a choice. There are many quest in which the item is "No Drop" and the item is worthless to the player.</span></p><p><span>14. Be able to see what the finished product will look like before it is crafted, maybe have the icon for the item reflect what it really looks like instead of having a generic picture. This would be nice for Furniture and Armor. </span></p><p><span>15.  Show in points how many points your guild currently has and how many it needs to go to the next level.</span></p><p><span>16. Bells in South Qeynos, North Qeynos and Elddar Grove</span></p><p><span>17. Bells in North Freeport, South Freeport and eventhough there is no water there so, I'm not sure how or where a bell would go in West Freeport.</span></p><p><span></span> </p><p><span><font color="#ffffff">Edit: I guess there is a Broker In South Qeynos. So, I removed it from #1</font></span></p><p><span class="time_text"></span> </p><p>Message Edited by Zolg on <span class="date_text">01-10-2006</span><span class="time_text">10:31 AM</span></p>

Xti
01-10-2006, 02:33 AM
a much bigger chance of chests and body loot drops in DOF zonesright now at 48, im killing blues in everfrost, which provides just enough per day to get byyou would think this would be better in t6, but its a heck of a lot worse<div></div>

DarkLegacy2005
01-10-2006, 02:59 AM
<div></div><p>A couple points... I vote no to:</p><p>Making preds see invis and rogues see stealth... they both see stealth, and the mage line sees invis</p><p>Putting lore items in shared banks... Bad idea because it creates the ability to share certain items with characters that should have that, or allow duplicates of lore items.</p><p>.</p><p>.</p><p>My major add for LU19 is that [expletive haxx0red by Raijinn] pathing bug that lands some NPC outside the world where they can hit you but you cant hit them.. and it boggles me beyond belief. I cant exit the world, why can they?</p>

Maroger
01-10-2006, 03:00 AM
<div></div><div>1. Make the Aqueous Stone (and other summoned stones)Tradable so you can give it to your alts.</div><div> </div><div>2. There should be an Underwater Breathing spell or potions available from Level 10 upwards since you have quests that require this skill.</div><div> </div><div>3. The Coercer should be able to have a permanent pet like the illusionist -  if you solo a lot it is a Pita to constantly have to charm pets. Bring back the old shield and sword from EQ 1.</div><div> </div><div>4. With the coming change of selecting your class at the start, you should make ALL classes available in ALL cities.</div><div> </div><div>5. All fighter type classes should have some ranged skill. Currently my level 15 potential SK really needs a bow -- he has really limited pulling spells at this level and he can't even throw.</div><div> </div><div>6. Current LFG tool needs some work -- why can't it be useful like the the one EQ1?</div><div> </div><div>7. Get rid of all those orcs just standing around in the Commonlands -- they never move, just stand there until they get attacked. It looks really dumb.</div><div> </div><div>8. Reduce the number of Heroic quests you get prior to level 20 from the various areas of the city.</div><div> </div><div> </div><div> </div><div> </div><p>Message Edited by Maroger on <span class="date_text">01-09-2006</span><span class="time_text">05:04 PM</span></p>

Magu
01-10-2006, 03:36 AM
<div></div>Re: SirRusseII2) There are stealthed mobs in Clefts of Rujark, and invis mobs in Tombs of Night.6 b/c) Never going to happen, you're not going to be able to charm heroic mobs and have them still be heroic. That would be way too powerful.<img src="/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" /> What's the point? Poisons never stack, so all the tags would be identical.9) Player the mob is targetting = in front of the mob. Get on the other side of them and voila, you're on the back. It's not rocket science <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" />Re: Zolg1/2) Chances are slim, they're not in the habit of modifying existing zones.4/5/6/9) These I agree with completely.10) Sell the item before you beat him again. The LORE tag prevents mass farming, as you can't just kill him over and over and then go sell 50 of them.11/12) This causes problems though - by allowing a LORE item in a bank, suddenly all characters with access to that can't get another copy of the item, as they would have one already.13) Silly idea. Some quests only give a robe, you think they should suddenly give leather/chain/plate as well, even if it doesn't fit the quest?  Not everything is usable by every class, same as HQs.15) It's not a numbers game.16/17) I'd bet money this will not happen. Is it really so bad to zone?<div></div><p>Message Edited by Magus` on <span class="date_text">01-09-2006</span><span class="time_text">02:43 PM</span></p>

Dillin
01-10-2006, 04:55 AM
<div></div><p>Some things I would like to see...</p><p>For Templars- Fix the Smite line so even if a target is mez'd or stunned we can still cast it (We only get 2 damage spells that are do terrible damage in the first place).  In fact, drop the whole Mez idea anyway.  Increase Templar DPS by either adding damage to our Smite/Strike lines or increase our melee DPS.</p><p>For Furies- Reduced hate generation.</p><p>Increase HP of Heroic mobs so healers have something to do and they can't be solo'd by a select few classes.</p><p>Increase XP required for lower tiers and decrease it for higher tiers.  Going from 1- 10 in 1 to 2 days is no way to introduce a class to someone and maxing out takes way to long for the typical player.</p><p>Decrease costs of tier 1-3 merchant weapons and armor.  Most new players can afford it.</p><p>Remove statless jewelry from loot tables.</p><p>Start putting in loot that does nifty stuff like special damage vs. orcs or a mezing proc... etc. </p><p>More types of armor with different classes in mind with different stats.  VLA is terrible for casters, Plate is terrible for Templars... etc.</p><p>For God's sake... give the Monks something nifty to wear that is USELFUL!</p><p>Disclaimer: Yes my main is a Templar but I am branching out to other classes.</p>

SirRusseII
01-10-2006, 05:44 AM
<div></div>Re: Magus      Rouge class got a stealth move called "snoop" I believe that has the description as grant stealth to caster, suspend move speed buff, grant see stealth to caster.   Thats why I say predator grant see invisible in stealth and rouge class should have their see stealth in stealth  fixed.I dont think share lore item in bank is a good idea, but I dont mind have that change.there are some times when you searching who ever is LFG you see 60 carpenter doing there and that should be corrected.  I think when they are lfw and lfg at the same time this will happen.oh ya and I think we need to fix some problem with Heoric Oppertunity as well.  If theres no fighter present in the HO, you shouldnt need a fighter inorder to complete the HO.  some times when you have no fighter / mage in group and the HO ends up need a fighter or a mage to do a move to be able to advance or complete, thats just not right.  Some times is the other way arround, when HO started with a fighter and theres no mage lightning sign and when mage interact a new HO can be created and completed, we need to make the HO system easier for players to understand.  And we would like to see more HO combinations as well.<div></div><p>Message Edited by SirRusseII on <span class="date_text">01-09-2006</span><span class="time_text">04:49 PM</span></p>

Meleania
01-10-2006, 06:12 AM
Im surprised they arent introducing aviaks as a new race with the new expansion<div></div>

LadyAisli
01-10-2006, 06:27 AM
<div></div><p>1. fix carpenters</p><p> </p><p>2. add advanced carpenter recipes for t6</p><p> </p><p>3. fix essential carpenter recipes for t6</p><p> </p><p>4. fix carpenters</p><p> </p><p>5. let us make ironwood strongboxes before t7 comes out</p><p> </p><p>6. make t7 useful</p><p> </p><p>7. fix carpenters</p><p> </p><p>Aislinn Darkenwald</p><p>Level 60 carpenter (teh [Removed for Content])</p><p>Vagabonds ~ Unrest</p>

Magu
01-10-2006, 08:49 AM
<span><blockquote><hr>SirRusseII wrote:<div></div>there are some times when you searching who ever is LFG you see 60 carpenter doing there and that should be corrected.  I think when they are lfw and lfg at the same time this will happen.oh ya and I think we need to fix some problem with Heoric Oppertunity as well.  If theres no fighter present in the HO, you shouldnt need a fighter inorder to complete the HO.  some times when you have no fighter / mage in group and the HO ends up need a fighter or a mage to do a move to be able to advance or complete, thats just not right.  Some times is the other way arround, when HO started with a fighter and theres no mage lightning sign and when mage interact a new HO can be created and completed, we need to make the HO system easier for players to understand.  And we would like to see more HO combinations as well.<hr></blockquote>First issue: That's the fault of the player. They need to turn off LFW if they're out adventuring.Second issue: If you don't want to be blocked by a fighter icon, don't advance that HO. You have the choice of what HOs to trigger.</span><div></div>

Cuz
01-10-2006, 09:26 AM
<div></div><blockquote><hr>Magus` wrote:<div></div>Re: SirRusseII<img src="/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" /> What's the point? Poisons never stack, so all the tags would be identical.<hr></blockquote>There are 3 types of poison: damage, debuff, and special. You can have all 3 at once, it's not always obvious between debuff and special. I'd like to see the tag added.

Magu
01-10-2006, 11:59 AM
Ah, you meant if the buffs stacked, not the items themselves.<div></div>

Rha
01-10-2006, 07:50 PM
<div></div><div></div><p>1. Decrease Sorcerers Casting time on roots and nukes at least Warlocks sucks like hell atm we r not able to solo well the most  time its luck to survive a solo battle even solo mobs hit really hard , have the ability to stun and stifle us we cant resist in any way mobs movin faster too and 2sec castin a stun or a root or 3-4 sec to throw a spell is too long , increase recast timers that should balance it again .</p><p>2. Fix Warlock Dark Broodlings , the fact they dont spawn anymore since LU 18 is complained a lot on the boards and I know u devs readin it and dont tell me u dont have the time to fix a single spell cause u have to work on the new xpansion (im a coder as well and I know its quick done)</p><p>3. Work on improved fabled and legendary stuff that drops from epics in other words add more spell effects for every class, Regen and FT isnt the big deal , would like to see something like Baffle Stupor Choke and Slip , t5 stuff has it t6 not and i have no idea why .</p><p>4. Make the group game more challenging again  cause its too easy to defeat group heroics u dont need any strat or have to be careful u just have to burn it down imo cause i dont feelin like i have done something challenging atm.</p><p>5. Decrease taunt resistance of mobs (i think its mental based ) thats just annoying and most tanks roll other classes atm , causes a high demand on tanks and finally tanks will become rare as hell. Even make them in soloing better by increasing the offense stance and force em to use their defense stance in group and raidplay (should reduce dps a lot but better hate gain ).</p><p>6. Reduce Sorcerers Mana cost i know they dealin burst dps but please lower the mana cost by at least 30% .</p><p>7. Make Tradeskilling harder again its too easy like it is atm and u cant make money really atm cause u level ur profession in less than a month.</p><p>8. Improve lootables and make all epic drops random please cause its really predictable atm what drops off a mob.</p><p>Message Edited by Rhaas on <span class="date_text">01-10-2006</span><span class="time_text">03:54 PM</span></p>

Zolg
01-10-2006, 08:01 PM
<div></div><div></div><blockquote><hr>Re: Zolg1/2) Chances are slim, they're not in the habit of modifying existing zones.4/5/6/9) These I agree with completely.10) Sell the item before you beat him again. The LORE tag prevents mass farming, as you can't just kill him over and over and then go sell 50 of them.11/12) This causes problems though - by allowing a LORE item in a bank, suddenly all characters with access to that can't get another copy of the item, as they would have one already.13) Silly idea. Some quests only give a robe, you think they should suddenly give leather/chain/plate as well, even if it doesn't fit the quest?  Not everything is usable by every class, same as HQs.15) It's not a numbers game.16/17) I'd bet money this will not happen. Is it really so bad to zone?<div></div><p>Message Edited by Magus` on <span class="date_text">01-09-2006</span><span class="time_text">02:43 PM</span></p><hr></blockquote><p>1/2 No one asked you. You are not a developer. So shut your mouth! They have changed many things in game when people have asked for them. When you start working for SOE, well then you have a say in what they change and what they don't.</p><p>10. Who cares if the item is farmed or not. If I want to wear the item, then I cannot get another copy of it. If they don't want farming of that item, then they should offer other drops. There are a large number of mobs you can farm and their items are not LORE so why should this mob have only LORE items???</p><p>11/12 Your explaination doesn't make any sense. If it is in the shared or Guild bank, it does not count as LORE toward any character. If a character tries to remove the item, then it would check to see if you already had that LORE item or not. The same way it checks for LORE items when you try and loot it from a mob. Again, your explaination makes no sense.</p><p>13. That's fine if it doesn't make sense for that quest, just remove the NO DROP from the item then.</p><p>15. Who said anything about a numbers game? You get Guild points in POINTS not percentages, it would be nice to see how many points you need to get to the next level, not what percentage you need to get to the next level.</p><p>16/17 Yes it is, it's huge time sink for some people to zone over and over. Yes it's a big deal when you have to move from zone to zone in the city.</p><p>Magus' go troll somewhere else.</p><p> </p><p> </p><p>Message Edited by Zolg on <span class="date_text">01-10-2006</span><span class="time_text">10:03 AM</span></p>

Cuz
01-10-2006, 08:35 PM
<div></div><blockquote><hr>Zolg wrote:<div></div><div></div><blockquote><hr>Re: Zolg1/2) Chances are slim, they're not in the habit of modifying existing zones.4/5/6/9) These I agree with completely.10) Sell the item before you beat him again. The LORE tag prevents mass farming, as you can't just kill him over and over and then go sell 50 of them.11/12) This causes problems though - by allowing a LORE item in a bank, suddenly all characters with access to that can't get another copy of the item, as they would have one already.13) Silly idea. Some quests only give a robe, you think they should suddenly give leather/chain/plate as well, even if it doesn't fit the quest?  Not everything is usable by every class, same as HQs.15) It's not a numbers game.16/17) I'd bet money this will not happen. Is it really so bad to zone?<div></div><p>Message Edited by Magus` on <span class="date_text">01-09-2006</span><span class="time_text">02:43 PM</span></p><hr></blockquote><p>1/2 No one asked you. You are not a developer. So shut your mouth! They have changed many things in game when people have asked for them. When you start working for SOE, well then you have a say in what they change and what they don't.</p><p>10. Who cares if the item is farmed or not. If I want to wear the item, then I cannot get another copy of it. If they don't want farming of that item, then they should offer other drops. There are a large number of mobs you can farm and their items are not LORE so why should this mob have only LORE items???</p><p>11/12 Your explaination doesn't make any sense. If it is in the shared or Guild bank, it does not count as LORE toward any character. If a character tries to remove the item, then it would check to see if you already had that LORE item or not. The same way it checks for LORE items when you try and loot it from a mob. Again, your explaination makes no sense.</p><p>13. That's fine if it doesn't make sense for that quest, just remove the NO DROP from the item then.</p><p>15. Who said anything about a numbers game? You get Guild points in POINTS not percentages, it would be nice to see how many points you need to get to the next level, not what percentage you need to get to the next level.</p><p>16/17 Yes it is, it's huge time sink for some people to zone over and over. Yes it's a big deal when you have to move from zone to zone in the city.</p><p>Magus' go troll somewhere else.</p><p> </p><p> </p><p>Message Edited by Zolg on <span class="date_text">01-10-2006</span><span class="time_text">10:03 AM</span></p><hr></blockquote>Considering that the worst he said was that one of your ideas was "silly" I think you wave that "you're a troll" banner rather easily.

Zolg
01-10-2006, 08:45 PM
<div></div><blockquote><hr>Jenoy wrote:<div></div><blockquote>Considering that the worst he said was that one of your ideas was "silly" I think you wave that "you're a troll" banner rather easily.<hr></blockquote></blockquote>Obviously you are not familiar with Magus' at all, are you? or you'd know what I said was true.

Magu
01-11-2006, 03:08 AM
<span><blockquote><hr>Zolg wrote:<p>1/2 No one asked you. You are not a developer. So shut your mouth! They have changed many things in game when people have asked for them. When you start working for SOE, well then you have a say in what they change and what they don't.</p><hr></blockquote>I never claimed to be a dev, or to be able to speak for them. However, anyone can see that this has been requested many, many, many times before, and they've never done it. Doesn't take a rocket scientist to guess that they won't be adding it anytime soon, if ever.<span><blockquote><hr>Zolg wrote:<p>10. Who cares if the item is farmed or not. If I want to wear the item, then I cannot get another copy of it. If they don't want farming of that item, then they should offer other drops. There are a large number of mobs you can farm and their items are not LORE so why should this mob have only LORE items???</p><p>11/12 Your explaination doesn't make any sense. If it is in the shared or Guild bank, it does not count as LORE toward any character. If a character tries to remove the item, then it would check to see if you already had that LORE item or not. The same way it checks for LORE items when you try and loot it from a mob. Again, your explaination makes no sense.</p><hr></blockquote>10) Because you spawn him at will, it's not like you have to kill placeholders repeatedly or do anything all that challenging to get him. Plus you can do it quite fast, there's no 18hr lockout or anything.  You know what it drops, so you could sell your current item before you kill him in order to get the cash and another item.11/12) My explanation makes perfect sense. By having another LORE item in your bank in addition to your character, you're breaking the "one copy of any LORE item per character" rule.</span><span><blockquote><hr>Zolg wrote:<p>Magus' go troll somewhere else.</p><hr></blockquote>It's not trolling to post my opinions of your ideas.</span></span><span></span><div></div>

SirRusseII
01-11-2006, 03:21 AM
<div></div><div></div><div></div><div></div><div></div>Re: Magus   Ya, sorry for the confusion, in my mind they are all poisons, and I think they are.  Some poisons makes you weak, some poisons damages you and so on, but some times its just a bit hard to tell which categories the fall into, and some times you carry quite some poisons on you you just gets too lazy to check which kind they are, and thus a mouse over poison type tag will be helpful.<span>Magus said: First issue: That's the fault of the player. They need to turn off LFW if they're out adventuring.</span>Re: Magus   In my mind, You should be able to LFG and LFW at the same time, when you LFG you are not really advanturing outside, a lot of people like me trun my LFG sign and LFW sign on at hometown and do some crafting while looking for group, and when you are in group and advantureing outside you lose ur LFG automatically, so thats isnt the issue.  When you do /who all lfg shouldnt bring up your crafting level, and when you /who all lfw it shouldnt mention about your advanture level as well.  I think its just something that SoE needs to fix and its reasonable.  As a customer we are not giving those imposible tasks for the devs and we are just here to address some issues that will help out the EQ2 enviornment, on the other hand when we addressed a bug, we dont have to find a way to get arround it, it should get fixed.   Although before they do fix we need to.Magus said: <span>Second issue: If you don't want to be blocked by a fighter icon, don't advance that HO. You have the choice of what HOs to trigger.Re: Magus    I am not saying I dont want to be blocked by a fighter icon, I mean I just want to say that whoever can advance the HO there should be an icon displaying.  For instance: Fighter start the HO, theres only a Priest Hammer, Chalice, Fighter Sword, and Scout Coin 4 options to advance the HO and mage's Lightning also can advance the HO. so I am just saying it should be all there for whoever can advance the HO to ease the players.  And if there is no fighter interact with the HO you shouldnt need a fighter move to complete the HO,  if there is no mage interacting the HO you shouldnt need a mage to complete the HO also.  I forgot what the sequence but I believe I have seen occations like that before.  I dont see much of HO usage when grouping 60s also, almost seems they are not that easy to understand and helpful.</span>Rahhas said: Decrease taunt resistance of mobs (i think its mental based ) thats just annoying and most tanks roll other classes atm , causes a high demand on tanks and finally tanks will become rare as hell. Even make them in soloing better by increasing the offense stance and force em to use their defense stance in group and raidplay (should reduce dps a lot but better hate gain )./agree.    comments:  I just think its a bit wired that taunt also gets resisted often, like when you AE taunts and 1 or 2 of the mobs in the group resist your taunts most likely they are going after other group members in a few sec.  IMO group taunts should have less resist rate cause you cant taunt group again in a while.  Thats why you ses tank chasing mob quite often. I edited the first message I lefted mainly put all my thoughts together, nothing else has changed and heres another thing I think its nice to change:10: Make the group Invite window also have a expire timer (like Dueling invite window) .  Some times when you trying to form a group lets say you have 4 people and you are looking for a tank, and thre are 2 tanks lfg and you would like to invite them, so you invite the first one but you never get reply for like 10 minutes then you decide you are going to invite the other tank, so you did and suddenly the first tank alive again and now you got 2 tanks and make the leader go /ohwell .   I have 2 bad experiences about it, first time is that we were having a full group and suddenly the healer needs to restart and then disbanded for a short time, out of nowhere another player joined our group because I send the invite a while ago, and another time is even worse after a few hours, some one grouped with me........ and say wassup..........   I know I must have invited him last night or somthing...<div></div><p>Message Edited by SirRusseII on <span class="date_text">01-10-2006</span><span class="time_text">02:59 PM</span></p>

snipes
01-11-2006, 07:11 AM
<div>How about they fix the issure were people crash to the desktop a couple times a night. This is in the form of eq client errors and other issues ( the yellow boxes / loading screens go white).  This all came with the stupid xmas stuff and  apparently wasn't fixed when they took it out.</div><div> </div><div>Daedan</div><div>60 assassin unrest</div>

Zolg
01-11-2006, 08:58 AM
<div></div><div></div><blockquote><hr>Magus` wrote:<span><blockquote><hr>Zolg wrote:<p>1/2 No one asked you. You are not a developer. So shut your mouth! They have changed many things in game when people have asked for them. When you start working for SOE, well then you have a say in what they change and what they don't.</p><hr></blockquote><p>I never claimed to be a dev, or to be able to speak for them. However, anyone can see that this has been requested many, many, many times before, and they've never done it. Doesn't take a rocket scientist to guess that they won't be adding it anytime soon, if ever.<span><font color="#ffff00">No you never claimed to be a Dev, but seem to take it upon yourself to speak like you know what they are going to say. If something is asked for enough then they may consider it. No one need you in the forums giving negative feedback to ideas or wants people have. If you don't think that something is going to happen that is your thought and you should keep it to yourself. Peroid. End of Story.</font></p><blockquote><hr>Zolg wrote:<p>10. Who cares if the item is farmed or not. If I want to wear the item, then I cannot get another copy of it. If they don't want farming of that item, then they should offer other drops. There are a large number of mobs you can farm and their items are not LORE so why should this mob have only LORE items???</p><p>11/12 Your explaination doesn't make any sense. If it is in the shared or Guild bank, it does not count as LORE toward any character. If a character tries to remove the item, then it would check to see if you already had that LORE item or not. The same way it checks for LORE items when you try and loot it from a mob. Again, your explaination makes no sense.</p><hr></blockquote><p>10) Because you spawn him at will, it's not like you have to kill placeholders repeatedly or do anything all that challenging to get him. Plus you can do it quite fast, there's no 18hr lockout or anything.  You know what it drops, so you could sell your current item before you kill him in order to get the cash and another item.</p><p><font color="#ffff00">Why would I sell an item I am using? Is that your dumb work-around-logic to situations? I wouldn't care if they raised the lockout timer from 2 hours to 12 or 18 hours to keep farming down. But the items should not be lore.</font>11/12) My explanation makes perfect sense. By having another LORE item in your bank in addition to your character, you're breaking the "one copy of any LORE item per character" rule.</span><span><font color="#ffff00">No, it doesn't make sense. If it's in the bank, it is not tied to any character. If a character has a lore item of that type, then they cannot get another one no matter if they try and take it from a shared bank slot or try and take it from a guild bank. one is one. So, there is NO dupilcation of lore items. Which is why your examplation doesn't make any sense. I cannot have a second item if my character has one. If all of my same aligned characters all had a "Gnoll Eye" for example, that is 1 per character. In no way shape or form could any of those characters take a gnoll eye from a guild bank or a shared bank. So, where is this duplication you are taking about????? Where???</font></p><blockquote><hr>Zolg wrote:<p>Magus' go troll somewhere else.</p><hr></blockquote>It's not trolling to post my opinions of your ideas.</span></span><span></span><div></div><p> </p><p><font color="#ffff00">I don't want your opinions to my ideas...keep your negativity to yourself</font></p><hr></blockquote><p>Message Edited by Zolg on <span class="date_text">01-10-2006</span><span class="time_text">10:59 PM</span></p>

SirRusseII
01-11-2006, 01:50 PM
ya, hehe seems like theres been memory leak going on.  after zone a few times you will feel laggy most of the times, 1G memory just not enough for a while.<div></div>

dreadfa
01-11-2006, 02:40 PM
<div></div><p>Just a small request to have the vendors in adventuring zones sell throwing weapon ammo as well as arrows please. If you're going to make rogues use throwing weapons for our CAs, let us get our ammo at the zone like predators do.</p><p>On a similar note, please have throwing weapons that are the equivalent to ranger bow, and let tailors make imbued satchels and the like. Again, if you're going to make us rogues use throwing weapons for our CAs, we need decent ones please.</p><p>Maybe allow carpenters to make tradeskill benches? That might lessen (but probably not negate) the hate that carpenters feel.</p>

SirRusseII
01-12-2006, 04:06 AM
thats a reasonable thought.Is Dev ever gonna read this thread?<div></div>

graxnip
01-12-2006, 05:47 AM
<div></div>*not a 60 carpenter yet - 50 atm with no desire to level more since - well whats the pointso it would be nice if some thought was put into the class before the next adventure pack - er i mean expansion came out.*mob pathing in general. any given zone you can find a mob that fits into this. -from : oh look a pebble ! let me wig out and shake back an forth, to ok im going to run allllll the way over here and back as my strat to keelz and confuse you. - at least in eq2 it doesnt result in massive group wiping trains as it did in some zones in eq1 - so i suppose progress is being made.Was killing fish in EL with an alt for a quest last night - if the mob traveled 1 foot from the pull spot the encounter would break.Be nice if mobs didnt get stuck in walls with their leg sticking out - or at least if we cant see them - they cant see us. the you cant see your target message. - not a big deal - i have learned to live with it as instead of working as intended as - whatever at least it's working. - not very polished though - same with the above pathing.speaking of you cant see your target - and pebbles : there  is a pebble of magic blocking between me and the tank, I try to throw a heal out at him but alas - I cant because.. I cant see my target..  seriously.. come on now its a small rock  and I can clearly see him. you can subsitute oh a handrail, or any other small object.*nerf templar dps ! its funny to hear them scream ( i'm an inquisitor, so i enjoy things like that )*Only thing I would llike to see for the cleric line is the ability to use tower shields. At least a better selection of shields other than a dish plate..*fix griffs - I used to black screen occasionally when first getting on a griff - others in my guild had this issue as well, hadnt seen the problem crop up in ahwile - but now i see it has evolved into - get on a griff - griff takes off and hovers 5 feet above the platform and just flaps there. again others have had this issue.*lastly I agree with people who mentioned the ability to re-engineer existing equipment - ala the troll smith in eq1 - take an item - then combine it with other ingredients to produce a new item. I miss cultural tradeskilling - it was a great idea.*many of the recent changes have blurred the identities of the races and classes - Im not in favor of any race being any class for traditional reasons - But I appreciate the humor in seeing a halfling shadowknight - or some of the more twisted combos.Just everyone complaining about balance makes it to me seem like what is the point in having all the subclasses at all?everything is being smeared together for an "easier" experience. I guess I want to see more unbalancing lol, but i guess it is too late for this game.*I agree - up the hps on ^^ and ^^^I am very scared and wary of the new expansion - It is way too soon and soe's reputation in this area is on the notorious side -  they need to pack a whole ton of fixes into the next LU to prep for the next expansion to prevent us from paying for another beta.well i have babbled enough.CheersGrahsa GrumblebellyRunnyeyeedit: oh I would like to add - consideration for the EU servers when It comes to server downtime.  AS IN a consistent message an hour before the server goes down - that it is GOING DOWN..It has been months since I have seen such a message, and it is completely random as to whether or not the server will be down on any given day. It sucks to break up a very good group while crawling dungeon to gate back in anticipation of a server down that doesnt happen.<div></div><p>Message Edited by graxnip on <span class="date_text">01-11-2006</span><span class="time_text">04:53 PM</span></p>

Saavedra
01-12-2006, 07:31 AM
<div></div><blockquote><hr>dreadfang wrote:<div></div><p>Just a small request to have the vendors in adventuring zones sell throwing weapon ammo as well as arrows please. If you're going to make rogues use throwing weapons for our CAs, let us get our ammo at the zone like predators do.</p><p>On a similar note, please have throwing weapons that are the equivalent to ranger bow, and let tailors make imbued satchels and the like. Again, if you're going to make us rogues use throwing weapons for our CAs, we need decent ones please.</p><p>Maybe allow carpenters to make tradeskill benches? That might lessen (but probably not negate) the hate that carpenters feel.</p><hr></blockquote>Which zones do you think would benefit from having throwing weapon and arrow vendors most Dreadfang?

NoxTyr
01-12-2006, 07:51 AM
<div>I know you asked Dreadfang the question but I'd like to say Maj'Dul. I have never found a merchent selling throwing anthing there.</div>

Mascouti
01-12-2006, 07:53 AM
<div></div>Arrows are sold in quite a few zones, zek, ts, come to mind.  Yet shurikens are not sold there. 

RedRockCandy!
01-12-2006, 07:53 AM
<div></div>For me the number one update I would like in LU19 are my Conjurors pet models put back the way they were.<div></div>

Snarks
01-12-2006, 07:54 AM
Good spots for throwing ammo would be any of the NPCS that sell arrows...like distressed merchants, merchants at docks (and feerott camp)..basically any of those generic merchants that sell all the random stuff (like COTH pearls)<div></div>

Dazzler_Twodir
01-12-2006, 08:27 AM
<div></div>Fix the bug that makes 5 room houses eat chandoliers and paintings.

the flu
01-12-2006, 08:28 AM
<span><blockquote><hr>Saavedra wrote:<div></div><blockquote><hr>dreadfang wrote:<div></div><p>Just a small request to have the vendors in adventuring zones sell throwing weapon ammo as well as arrows please. If you're going to make rogues use throwing weapons for our CAs, let us get our ammo at the zone like predators do.</p><p>On a similar note, please have throwing weapons that are the equivalent to ranger bow, and let tailors make imbued satchels and the like. Again, if you're going to make us rogues use throwing weapons for our CAs, we need decent ones please.</p><p>Maybe allow carpenters to make tradeskill benches? That might lessen (but probably not negate) the hate that carpenters feel.</p><hr></blockquote>Which zones do you think would benefit from having throwing weapon and arrow vendors most Dreadfang?<hr></blockquote>Currently, the only place to get throwing ammunition is off of Bowyers, who only exist in Qeynos and Freeport. Arrows are available on all general merchandise merchants, of which there is one in all of the civilized zones (IE, all non dungeoun zones except Everfrost, lavastorm, and the Feerrott (though arrows may be availabel on the shady merchant outside of permafrost and on distressed merchants). Rouges would like to see some parity with arrow users in purchasing throwing ammo without having to gate home.Throwing weapons- the issue is not so much availabilty (though there do not seem to be fabled drops of these) so much as stat differences on the crafted ones. Example:Pristine Imbued Ironwood Bow:+14 agi +14 str +_15 sta +75 heralth +75 power (total: +42 stats, 150 hp/pp)level: 50, range 35 meters damage rating: 46.6Casts gleeming strike.Pristine Tailored Scale Sheath: (there is NO imbued version):+7 agi +7 str +7 sta +7 wis +60 Health +24 power (total: +28 stats, +84 hp/pp)Level: 45 (NOTE- this is the tier 6 rare sheath) range: 25 meters, damage rating: 41.37 of the stat points are a low priority for rouge classes.Most rogues do not mind needing to use the thrown weapons, but we lose approximatly half the stats that we would get if we used a bow, do less damage and have to be closer to our target than other classes if we wish to use our ranged ca's.</span><div></div>

purge3
01-12-2006, 08:44 AM
Add other stat info in your persona window such as current haste % from buffs, and if its at or over the cap for your level have it colored different. Also color stats such as INT if you have it capped for your current level.<div></div>

selch
01-12-2006, 09:05 AM
<div></div><div>1. All items that stack except Finish items for tradeskills up to 100.</div><div> </div><div>2. Trade instance on QH, EF</div><div> </div><div>3. Upgradable inn rooms (eg. Willow wood to have 2 rooms houses either with coins, or with status points as in QH. Won't be so much a bother since all rooms are "instance"</div><div> </div><div>4. Lower tier crafted Rare stats to be lower than upper tier casual gear or upper tier gear to be a bit more favor on that OR more rare chances on harvesting.</div><div> </div><div>5. "to check" what's wrong with Trade vitality compared to combat vitality (even on same level)</div><div> </div><p>Message Edited by selch on <span class="date_text">01-11-2006</span><span class="time_text">08:08 PM</span></p>

ArivenGemini
01-12-2006, 09:42 AM
<blockquote><hr>Saavedra wrote:<div></div><blockquote><hr>dreadfang wrote:<div></div><p>Just a small request to have the vendors in adventuring zones sell throwing weapon ammo as well as arrows please. If you're going to make rogues use throwing weapons for our CAs, let us get our ammo at the zone like predators do.</p><p>On a similar note, please have throwing weapons that are the equivalent to ranger bow, and let tailors make imbued satchels and the like. Again, if you're going to make us rogues use throwing weapons for our CAs, we need decent ones please.</p><p>Maybe allow carpenters to make tradeskill benches? That might lessen (but probably not negate) the hate that carpenters feel.</p><hr></blockquote>Which zones do you think would benefit from having throwing weapon and arrow vendors most Dreadfang?<hr></blockquote>Thundering Steppes, Nek Forest, Enchanted Lands, ZekIf we can, Everfrost, Lavastorm and Sinking Sandsbasically any high traffic hub point, or high activity large zone that has -any- vendors should have ranged weapon ammo.

AceMcVeer2
01-12-2006, 09:56 AM
<div></div><div><blockquote><font size="2"></font><hr>Magus` wrote:<span><blockquote><font size="2"></font><hr>SirRusseII wrote:<div></div><font size="2">there are some times when you searching who ever is LFG you see 60 carpenter doing there and that should be corrected.  I think when they are lfw and lfg at the same time this will happen.oh ya and I think we need to fix some problem with Heoric Oppertunity as well.  If theres no fighter present in the HO, you shouldnt need a fighter inorder to complete the HO.  some times when you have no fighter / mage in group and the HO ends up need a fighter or a mage to do a move to be able to advance or complete, thats just not right.  Some times is the other way arround, when HO started with a fighter and theres no mage lightning sign and when mage interact a new HO can be created and completed, we need to make the HO system easier for players to understand.  And we would like to see more HO combinations as well.</font><hr></blockquote><font size="2"><font color="#ffff00">First issue: That's the fault of the player. They need to turn off LFW if they're out adventuring.</font>Second issue: If you don't want to be blocked by a fighter icon, don't advance that HO. You have the choice of what HOs to trigger.</font></span><div><font size="2"></font></div><font size="2"></font><hr></blockquote>How is that my fault? I am both an adventurer and a crafter. When I am in my hometown sometimes I feel like doing either one. So I should be able to be LFW and LFG at the same time and be able to come up as such under the searches. Are you telling me that you think people should only be allowed to be looking for one type of thing to do at a time? Psshh...</div>

Dimgl
01-12-2006, 10:50 AM
<div></div><blockquote><hr>purge383 wrote:Add other stat info in your persona window such as current haste % from buffs, and if its at or over the cap for your level have it colored different. Also color stats such as INT if you have it capped for your current level.<div></div><hr></blockquote><p>Why not take this even further, and add in the tooltips for all stats and persona information a simple line like: "Your soft stat cap for STR at this level is ###, any points after ### will result in % effect. Your stat hard cap is ###." Do the same for skills as well please.</p><p>Just like haste, do +%DPS. For skills like Death March, Consecrated Aura, etc. I'm really curious if this has a cap as well.</p><p>Make it so that any time a weapon or ability is moused over it shows the correct damage range and effects listings to the current player stats. Currently if you buff up your +DPS or STR, and you mouse over a weapon you will see much much lower damage range than you're really doing. This can only be fixed by examining the weapon, at which time the weapon will again update a static damage range, which is displayed on mouseover, even if you no longer have the +DPS or STR. This happens for skills in some bizarre situations, especially when you are linked a book/essence/etc. You will always see 100-200 on the first link, even with 200 more stats than initial view. Link it again and you'll get a proper reading. Remove the stats, and the high reading will remain high.</p><p>Please add options to the user interface, or create separate windows, which contain buffs or debuffs. Trying to mouse over that 3 second duration debuff I have in the middle of 30 other buffs is almost impossible. Often times I need to be hit with it 3-4 times before I know exactly what negative effect I have on me.</p><p>Let weaponsmiths make more of the weapons available ingame. I like to role-play my character as using a heavy ball and chain. (Great Flail) But I was only able to find suitable items of this design twice through my career. (Ebon Great Flail then Royal Great Flail)</p><p>As a carpenter I am not requesting much, but please add "building blocks." I have built multiple second floors (tables), fireplaces(bookcases), and other item amalgamations. The Freeport counter is an excellent example of a building block. A few "floor planks" "wall panels" "wood blocks" "stone blocks" etc would put a lot into carpentry. I don't mind not having super-modern mirror polished furniture, or being able to create homes that look as if they belong to royalty, in fact I am glad most of carpentry is low-key, but please assist us by giving us a few more imaginative tools.</p><p>Let crafters assign stats on items so they will always have a niche in the market, and so that all classes have an equal oppurtunity to benefit from rares. Druids in leather, and clerics in plate suffer a lot from problems with this. Balance it through a point-cost method.</p>

SirRusseII
01-12-2006, 12:49 PM
ok, theres some rouge class thought I read:1: Rouge dont get imbued range throwing weapon and the Scaled Sath is much worse stats comparing Ironwood Bow.2: Rouge class dont have any CA that summons ranged throwing ammo and the cost of the ranged throwing ammo is higher than arrows.3: Rouge see stealth in stealth currently broken.am I missing any?<div></div>

BarryT
01-12-2006, 02:30 PM
<div></div><p>Universal /follow</p><p>After all you would normally be able to follow whom ever you wish IRL why not in Norrath?</p>

Shadowdragoon
01-12-2006, 03:30 PM
Berik's revenge quest startable by anny class, now that you can examin the furniture in a innroom, having a EBBC there are nicer than having a BBC.. <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" />(i still carry the sword of thunder, hope i sometime soon can do the quest) please..<div></div>

Tash 1
01-12-2006, 04:19 PM
<div><p><font color="#cccccc"><font size="2"><span><span>1)<span><font face="Arial">      </font></span></span></span><span>Social clothes. Make them buyable (not just a few guild) and also have tailor able to make them.</span></font></font><font color="#cccccc"><font size="2"><span><span>2)<span><font face="Arial">      </font></span></span></span><span>Interactive furniture. <span> </span>So I can sit in a chair cheer with an ale.</span></font></font><font color="#cccccc"><font size="2"><span><span>3)<span><font face="Arial">      </font></span></span></span><span>Interactive players. So I can hug my friend or shake hands and so on</span></font></font><font color="#cccccc"><font size="2"><span><span>4)<span><font face="Arial">      </font></span></span></span><span>More different types of look for armours so we don’t all look-alikes!</span></font></font><font color="#cccccc"><font size="2"><span><span>5)<span><font face="Arial">      </font></span></span></span><span>Bring back punishment for dying. Make me afraid for getting killed.</span></font></font><font color="#cccccc"><font size="2"><span><span>6)<span><font face="Arial">      </font></span></span></span><span>More brain activating quests. No more kill X of Ys.</span></font></font><font color="#cccccc"><font size="2"><span><span>7)<span><font face="Arial">      </font></span></span></span><span>Fix infravision so it is of some use!!</span></font></font><font color="#cccccc"><font size="2"><span><span><img src="/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" /><span><font face="Arial">      </font></span></span></span><span>Fix Templars so they are fun to play.</span></font></font><span><font color="#cccccc"><font size="2">Yours Tash</font></font></span></p></div>

BrickyardRac
01-12-2006, 05:16 PM
<div></div><p>I would like there to be upgrade homes in the hovels, such as Big Bend.</p><p>Either that, or add to zones such as South and North Freeport brokers, tradeskill instances, and banks.</p><p>Recently I had to move out of my home to accomodate all the items I've been collecting.  As I was technically over the 100, but only 100 were counting, I decided to skip a two-room house and move from a one-room house to a three-room house.  In Freeport, all three-room houses available were what I would consider a downgrade in terms of location.  But that's all there is, and it was either stop collecting stuff like books and legend and lore rewards and such (or stop putting them in my home and bank them, taking up lots of space unnecessarily), or move to a less convenient location.</p><p>Another choice might be to pay more to increase the house storage space in the starter Inn Rooms.  And I don't mean larger vaults (though that would be great), but the 100 item per room limit.  I would pay MORE to have a three room residence in Big Bend than in either North or South Freeport (the only choices ATM).  I would pay MORE to have a 300 item house limit in my one-room Inn Room than I would pay for a three-room place in either North or South Freeport.</p><p>Convenience is the number one factor in all of this.</p>

selch
01-12-2006, 05:23 PM
<div></div><div></div><blockquote><hr>BrickyardRacer wrote:<div></div><p><font color="#ffff00">I would like there to be upgrade homes in the hovels, such as Big Bend.</font></p><p>Either that, or add to zones such as South and North Freeport brokers, tradeskill instances, and banks.</p><p>Recently I had to move out of my home to accomodate all the items I've been collecting.  As I was technically over the 100, but only 100 were counting, I decided to skip a two-room house and move from a one-room house to a three-room house.  In Freeport, all three-room houses available were what I would consider a downgrade in terms of location.  But that's all there is, and it was either stop collecting stuff like books and legend and lore rewards and such (or stop putting them in my home and bank them, taking up lots of space unnecessarily), or move to a less convenient location.</p><p>Another choice might be to pay more to increase the house storage space in the starter Inn Rooms.  And I don't mean larger vaults (though that would be great), but the 100 item per room limit.  I would pay MORE to have a three room residence in Big Bend than in either North or South Freeport (the only choices ATM).  I would pay MORE to have a 300 item house limit in my one-room Inn Room than I would pay for a three-room place in either North or South Freeport.</p><p>Convenience is the number one factor in all of this.</p><hr></blockquote><div>Now that is my only wish after this patch, hovel rooms to have upgrade options up to 2-rooms with very same price options like other 2-rooms and either status points or just coins since they are all nothing but yet another instance <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></div><div> </div><div> </div><p>Message Edited by selch on <span class="date_text">01-12-2006</span><span class="time_text">04:24 AM</span></p>

tebion
01-12-2006, 06:03 PM
well, some gnomish or dwarvish moving service would rock, too, hardcore <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />i just dont manage to make space for the over 100 items i have in my 1-room flat to move to a larger room and collecting the items doesnt move them to the overflow slot <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /><div></div>

Pitt Hammerfi
01-12-2006, 06:17 PM
<div>i think DoF lacks solo content something like harclaves would been nice</div>

dreadfa
01-12-2006, 06:24 PM
<div></div><p>The same guys that sell arrows in adventure zones. Off the top of my head, it's TS and Nek Forest, the hidden camp vendor in feerott, the merchant on the dock at EL, antonica/commonlands (although these two might have throwing weapon merchants already, it's been a while), Zek, Pillar of Flames, Sinking Sands, unsure if there's throwing ammo available in Maj'Dul.</p><p>Maybe just adding throwing weapon ammo to the "Standard merchant" inventory (the ones that sell a level equivalent food and drink, arrows, potions, poisons, oddyssey stones, softly glowing pearls). This would probably be the easier way to do it, if you ask me, it would save the trouble of looking for or adding individual merchants.</p>

Kenazeer
01-12-2006, 06:49 PM
<div></div><blockquote><hr>Saavedra wrote:<div></div><blockquote><hr>dreadfang wrote:<div></div><p>Just a small request to have the vendors in adventuring zones sell throwing weapon ammo as well as arrows please. If you're going to make rogues use throwing weapons for our CAs, let us get our ammo at the zone like predators do.</p><p>On a similar note, please have throwing weapons that are the equivalent to ranger bow, and let tailors make imbued satchels and the like. Again, if you're going to make us rogues use throwing weapons for our CAs, we need decent ones please.</p><p>Maybe allow carpenters to make tradeskill benches? That might lessen (but probably not negate) the hate that carpenters feel.</p><hr></blockquote>Which zones do you think would benefit from having throwing weapon and arrow vendors most Dreadfang?<hr></blockquote><p>Just my 2 cp.....</p><p>At least four.....on the TS docks, Nek docks, SS Docks, and right inside the gates of Maj Dul. This should cover just aout everyone who isnt close to a city. </p>

Aethn
01-12-2006, 07:03 PM
<div></div><blockquote><hr>BarryT wrote:<div></div><p>Universal /follow</p><p>After all you would normally be able to follow whom ever you wish IRL why not in Norrath?</p><hr></blockquote>I am sorry but this is a TERRIBLE idea.  There are already plenty of ways to grief a player in this game.  I certainly dont want some jerk putting me on /follow thats not in my group and following me around until he forces me to zone.

Xxooo-Coav
01-12-2006, 07:32 PM
<div></div><blockquote><hr>Pitt Hammerfist wrote:<div>i think DoF lacks solo content something like harclaves would been nice</div><hr></blockquote><p>Are you serious?</p><p>Both my characters have been able to solo DoF consistently and easily... (monk and wizard)</p><p> </p>

ArivenGemini
01-12-2006, 07:48 PM
<blockquote><hr>Aethn wrote:<div></div><blockquote><hr>BarryT wrote:<div></div><p>Universal /follow</p><p>After all you would normally be able to follow whom ever you wish IRL why not in Norrath?</p><hr></blockquote>I am sorry but this is a TERRIBLE idea. There are already plenty of ways to grief a player in this game. I certainly dont want some jerk putting me on /follow thats not in my group and following me around until he forces me to zone.<hr></blockquote>Well after that incident where I killed a groupmate of mine who was afk on follow on the docks in TS... I can live with someone trying to grief me that way.. especially with the existance of cliffs as well<img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />

Vultan20
01-12-2006, 08:18 PM
<div>How about Poison and Potions stacking. Would not only be good for the users of these items but for the Alchemist who sells and crafts them as well.</div>

selch
01-12-2006, 09:11 PM
<div></div><div>While on broker items to "approve" before buying, why not same for selling items "<strong><em>to merchant NPCs</em></strong>" that are "NO-TRADE", "LEGENDARY" and "FABLED" marked?</div><div> </div><div>Client may take a message if they are sure to sell that item, so this will make accidental sales to "minimum" to merchants.</div><div> </div><p>Message Edited by selch on <span class="date_text">01-12-2006</span><span class="time_text">08:18 AM</span></p>

ZeroRavesOn
01-12-2006, 10:34 PM
<span><blockquote><hr>selch wrote:<div></div><div>While on broker items to "approve" before buying, why not same for selling items "<strong><em>to merchant NPCs</em></strong>" that are "NO-TRADE", "LEGENDARY" and "FABLED" marked?</div><div> </div><div>Client may take a message if they are sure to sell that item, so this will make accidental sales to "minimum" to merchants.</div><div> </div><p>Message Edited by selch on <span class="date_text">01-12-2006</span><span class="time_text">08:18 AM</span></p><hr></blockquote>I just wanted to echo this as its a great idea, and also to suggest "ATTUNED" as a tag to be able to flag for.</span><div></div>

Dejah
01-12-2006, 11:33 PM
<div></div><blockquote><hr>- For those who want to see shorter combat messages, there is now a Hits Mode option (similar to EverQuest) for your chat windows in Options -> User Interface -> Game Features -> Hits Mode. * Minimal: Shows just the damage numbers or in the case of a miss it shows miss/block/parry.  Heals will also just show as numbers. * Medium: Cuts down on the combat text a bit by removing the damage type and giving you strict basics. * Full: This is how it exists today. * Note: Full combat info will continue to be sent to your log file. The Hits Mode option only affects what you see in the Chat window.<hr></blockquote><p>I'm really happy this feature is coming.  But this option should really be chat window specific and not a global UI option.  When in a fight I want the basic information fast, but afterwards I often go to a different chat tab that has more of the combat information in there (and not just my own).  So if I want to get a better picture of the fight I can just switch tabs without having to go open the log file out of game.  Having Hits Mode be chat window specific is the #1 improvement I'd like to see with this feature.</p><p>My second requested addition is to allow the user to define the actual string used in hits mode.  I'd imagine that current strings are something like:</p><ul><li>Full:</li><ul><li>Melee Hit</li><ul><li>YOU hit %target for %damage %type damage.</li><ul><li>ex) YOU hit a snake for 6 crushing damage.</li></ul></ul><li>Melee Miss</li><ul><li>YOU try to hit a %t but miss!</li><ul><li>ex) YOU try to hit a snake but miss!</li></ul></ul><li>Ability Hit</li><ul><li>YOUR %skill hits a %target for %damage of %type damage.</li><ul><li>ex) YOUR Ice Comet hits a snake for 4321 cold damage.</li></ul></ul><li>Ability Miss</li><ul><li>YOUR %skill hits a %target but fails to inflict any damage.</li><ul><li>ex) YOUR Ball of Incineration hits Sunchild but fails to inflict any damage.</li></ul></ul></ul></ul><p>I think it would be cool if we could define our own strings to use, even if its not exposed in the UI and can only be set in a config file I'd love this ability.</p><p>- Dehah</p>

burningmonkey
01-12-2006, 11:54 PM
<div></div><font color="#66ff00">To be honest I don't know exactly what it should have, but I used to like it when each race had a slightly different looking pet, and you guys really screwed up the conjurers pets on the last update that you did...:smileymad: I think that when you do PvP, you should let us change our chars to that server free of charge because some of us have put a lot of work into them so it would be giving people who just joined the same as anyone who's been playing for longer.  It would be nice if that happened, or just one free character transfer whatever you guys are willing to do.  I think that also money should be a possible reward for those of us who have been playing for a while, some of use have not been able to play for days at a time but have remained loyal and paying customers.  Well thanks for listening to my suggestions, and if I have any more I'll make sure to post them.</font>

Dazzler_Twodir
01-13-2006, 12:37 AM
<div></div><p>Adjust the status prices for level 25+ guild rewards.</p><p> </p><p>As it stands you could buy TWO 5 room houses for the cost of one T4 machine or level 30 painting it's really ridiculous.</p>

erinn
01-13-2006, 12:53 AM
<div></div>I'd definitely take advantage of 2 and 3 room apartments or houses in our starting hamlets.  I'd love a much bigger place, but so far haven't moved because I just love Willow Woods.

Aggin
01-13-2006, 04:15 AM
<div></div><p><font color="#ff6600"><font color="#ff6633">I was hightly disapointed to see that no changes are yet planned to the mitigation vs. orange consider mobs.</font> </font></p><p><font color="#ffff33">Currently, mitigation is completely ignored when attacking orange con mobs. Basicly, this makes it pointless for Main Tanks's to buff their mitigation, since any orange con mob completly ignores mitigation. Please, Dev's, if your reading this, let us know if this is at least being looked into.</font></p><p><font color="#ff6633">Secondly, I would like to point out this thread. </font><a target="_blank" href="http://eqiiforums.station.sony.com/eq2/board/message?board.id=23&message.id=19897"><font color="#ff6633">http://eqiiforums.station.sony.com/eq2/board/message?board.id=23&message.id=19897</font></a> <font color="#ff6633">There are threads like this on every class discussion board.</font></p><p><font color="#ffff33">There is still a disparity between class discription and actual class performance. I still see warrior classes out dps'ing dps classes, I still see warrior classes that can barely tank, cleric classes out healed by shamans and druids. What's going on here? Why isn't this live update addressing this?</font></p><p><font color="#ffffcc">On a positive note, I like the class development changes, and the raid changes put a big smile on my face. Keep working hard, don't let me down.</font></p><p><font color="#ffffcc">Therin, 60 Wizard</font></p><p><font color="#ffffcc">Shadowed Strife</font></p>

Gwide
01-13-2006, 05:38 AM
<div>Gnomish Greetings!</div><div> </div><div>One thing I would have loved to see is the ability to keep inactive accounts guilded without suffering a divisor penalty.  It is obviously too late for LU19, but I hope they consider it for a future patch.</div>

selch
01-13-2006, 10:02 AM
<div></div><blockquote><hr>erinn wrote:<div></div>I'd definitely take advantage of 2 and 3 room apartments or houses in our starting hamlets.  I'd love a much bigger place, but so far haven't moved because I just love Willow Woods.<hr></blockquote><p>I second that <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /></p><p> </p>

SirRusseII
01-13-2006, 02:32 PM
jump off griffons gonna be buggy<div></div>

BarryT
01-13-2006, 06:42 PM
<div></div><div></div><blockquote><hr>Aethn wrote:<div></div><blockquote><hr>BarryT wrote:<div></div><p>Universal /follow</p><p>After all you would normally be able to follow whom ever you wish IRL why not in Norrath?</p><hr></blockquote>I am sorry but this is a TERRIBLE idea.  There are already plenty of ways to grief a player in this game.  I certainly dont want some jerk putting me on /follow thats not in my group and following me around until he forces me to zone.<hr></blockquote><p>True True. Well how about allowing /follow accross raid's... That would be useful, for me at least.</p><p>Another idea would be to add some damage to bare fist fighting. Hand to hand is fun <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p><p>EDIT: Addition</p><p>Message Edited by BarryT on <span class="date_text">01-13-2006</span><span class="time_text">01:44 PM</span></p>

Moriga
01-13-2006, 08:04 PM
<div></div><div>I would love to see poisons, potions and totems stack. It is rough for a player to keep so much bag space dedicated to these items and horrible for tradeskillers who also adventure.  I am constantly having to zone out from the tradeskill instance to bank these items so I can make more.</div><div> </div><div>Thanks,</div><div>Morgaine</div>

Teil
01-14-2006, 12:56 AM
<div></div><div></div><div>If put these a few times but hes some new and old ideas:</div><div> </div><div>1) Give Templars a self buff divine damage shield that requires a concentration spot. That would help there soloablity and stay in the flavor of templars.</div><div> </div><div>2) Reduct the amount of interupts and fizzles for plate wearing casters.</div><div> </div><div>3) Allow crafted items to be placed in a home so crafters can show off there wares.</div><div> </div><div>4) Give tites to crafters depending on level like apprentice, master, etc</div><div> </div><div>5) for pvp group duels.</div><div> </div><div>6) Armor and robe dyes</div><div> </div><div>7) Cultural armor like from EQ1</div><div> </div><div><img src="/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" /> A set all to sell button on merchant. when you have 6 x 28 slot boxes and have 168 times to click sell all really annoying.</div><div> </div><div>9) oh and I third having 2 and 3 bedroom housing avail in starting hamlets. I have never moved cause the house would be too far away from my crafting instance and would suck to walk 3 zones with 6 x 28 boxes to go sell lol</div><p>Message Edited by Teilan on <span class="date_text">01-13-2006</span><span class="time_text">11:59 AM</span></p><p>Message Edited by Teilan on <span class="date_text">01-13-2006</span><span class="time_text">12:00 PM</span></p>

SirRusseII
01-14-2006, 02:07 AM
Whats new about PvP is going to be on this update?<div></div>

SirRusseII
01-14-2006, 04:32 PM
To promote secondary crafting items such as scarps, ignots, loams, when you making a legendary jewery you should get a legendary loam also, not only from ink.  when you use legendary wood to make to lumber you should get legendary scarps also. Soe can add some legendary totems if needed.  and please make sure that legendary crafted ranged throwing ammo dont need a rare cluster but a ignot.<div></div>

Nepeta_Liss
01-14-2006, 11:29 PM
<div><em><u>Armor and robe tinting. So, characters can look different and not all look the same. Make sure the color pallet is limited so we don't get weird color choices, like hot pink or such.</u></em></div><div><em><u></u></em> </div><div>I've been saying this for ages although I dont agree with the limited pallet, we had a blast with our hot pink tanks taking on PoT mobs.. made it easy to pick them out of a group. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></div><div>Please add dyes into the game. It was such a thrill in EQ1 to be able to match all my gear (ahhh my druid looked so sweet in a nice cobalt blue) and everyone started to gain more individuality.</div><div> </div><div>I'm almost jumping up and down at the prospect of AA's being added in for the same reason. I want my character to be "my" character, individual, not like every other toon out there with the same level and gear.</div><div> </div><div>I think this would be a marvalous addition to the game, and some new recipes for the tradeskillers would be great as well.</div><div> </div>

Erurat
01-14-2006, 11:39 PM
<div></div><div></div><div></div><div>Wow, there are some really good suggestions posted here but I'm suprised at a couple that I really disagree with.  This is just my opinion but I wanted it known that I don't agree with the suggestions to:</div><div> </div><div>1) Add more bells all over the world.  In my opinion there are enough already, too many.  Travel was made ridiculously easy in this game.  I know...this isn't EQ1 but how I long for the days that a wizard or druid had to teleport me somewhere or else I could make the trek across the continents. Sure this was time consuming and I understand the purpose for making it easier, i.e. Plane of Knowlege but all these bells on the docks where boats should come just seems to make the geography and lore of the game irrelevant. </div><div> </div><div>2) More banks like in South Qeynos, etc.  I'd rather not.  Although I understand the request and why one might like it...again, banking encourages travel.  If we put banks in the sub zones of the cities then I don't see the need really to have those subzones there at all (aside from the size of the zone and the whole lag issue)</div><div> </div><div>3) Two and three bedroom houses in starting cities?  I would imagine there is a reason why they aren't there already.  I suspect that if they'd put 2 and 3 bedroom houses in say a starting zone that many people would leave their houses there for a long time, if not forever cause why move when your bank and house are right across the street from each other?  I suppose it's a population concern.  I would suspect that part of the reason is lore related too.  The starting cities are just that, starting places with starting quests.  I guess I'm old school again with my disagreement to this suggestion.  I personally like the fact I have to zone to Qeynos Harbor to bank now that I've bought my three bedroom house.  Now an instanced bank in the Courts in Maj'Dul?   Instanced bank just for me?  Doesn't make sense imo.  </div><p>Message Edited by Erurat on <span class="date_text">01-14-2006</span><span class="time_text">10:51 AM</span></p>

damahra
01-14-2006, 11:46 PM
<div></div>how about actually fixing ALL the T6 food and drink durations, crafting writs, and CARPENTERS, they need help badly.

Savanja
01-14-2006, 11:47 PM
From what I've heard..armor dyes aren't a consideration atm.  <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" />  But I do think that they would be a great idea.  But I'm also of the thought that outrageous colors shouldn't be made possible, mostly from an RP perspective.  I'd love to see basic colored armor tinting tho.<div></div>

OperationsX
01-14-2006, 11:58 PM
<div></div><p>At least Tier 6 Crafting writs/tasks - we will be infinately behind adventurers in money making per hour (after the craze for T7 stuff, which for most common products take eh 2 weeks) and espeically with these new 'rewards' they are gonna throw for adventure writ side it would be absolutely pointless doing writs as a crafter.</p><p>Ironwood use for Carpenters, At least advanced Tier 6 - those '30 new house items' I have a fear are just common T7, please do these guys a favor and get on the ball with legendary use.</p><p>Some class balance changes - this would be nice to see, seems like after the big combat revamp this has been shoved aside for massive quest crap. Wizards (and warlocks for that matter) are not where they should be in damage, <strong><em>ESPECIALLY</em></strong> Raid wise. A rework on some high level spells (besides focusing on those people that were so casual and fickle that they whined about the archtype system ) would be nice!</p>

SirRusseII
01-15-2006, 02:06 AM
Ya there are a lot of good ideas posted, but any one have any comments with the first message I posted?  /agree? /disagree?  devs all reading?<div></div>

WolfySi
01-16-2006, 08:05 PM
We need content that bridges the tier 6 gap. Raid content below lockjaw, maybe epic x2, that drops tier 6 legendary instead of tier 6 fabled. This would be the progression between tier 5 raiding and full tier 6 raiding.

WascalWabb
01-17-2006, 02:42 PM
<div></div>I just had a thought regarding the Armour Quests. How about when a character dings level 20 they get an email from the NPC who gives their AQ along the lines of:<blockquote>"I have heard of your prowess as an adventurer and believe you may be able to assist me with some tasks.These tasks will be difficult, and you need not assist me if this is your wish, but should you complete them you will be rewarded with some of the finest armour available in <insert city here>.Please come and see me in <insert zone here> should you wish to help me with these tasks."</blockquote>Anyway, just a thought and may be too much like "hand holding" for EQ2 but I thought it might be handy for people who don't know about or where to get their AQ's.<div></div>

BarryT
01-17-2006, 03:29 PM
<div></div>An auto decline loot option.

Lleinen
01-17-2006, 03:35 PM
<div><font size="1">Stop spawned group encounters from re-popping every 2 minutes on failed attempts!</font></div><div><font size="2">Stop spawned group encounters from re-popping every 2 minutes on failed attempts!</font></div><div><font size="3">Stop spawned group encounters from re-popping every 2 minutes on failed attempts!</font></div><div><font size="4">Stop spawned group encounters from re-popping every 2 minutes on failed attempts!</font></div><div><font size="5">Stop spawned group encounters from re-popping every 2 minutes on failed attempts!</font></div><div><font size="6">Stop spawned group encounters from re-popping every 2 minutes on failed attempts!</font></div><div><font size="7">Stop spawned group encounters from re-popping every 2 minutes on failed attempts!</font></div><div><font size="1"></font> </div><div><font size="1">This shoulda been the first thing to go MONTHS ago.</font></div>

Kenazeer
01-17-2006, 06:24 PM
<div></div><div></div><p>This hit me last night. How about a /message or /autoreply function that allows you set up a reply to tells with a message without having yout AFK tag up. Noticed this last night as I had put a bunch of items up for sale in my house vault and was getting tons of /tells while grouping. The only way to autoreply now is to use /afk....which leads to a lot of "Hey. You have AFK still up" followed by "Oh, nevermind I see why now." Don't know how hard this would be to add, but it would be a very nice addition for crafters and people who sell a lot, especially now that we are getting ready to enter a new expansion and all the TSers will be busy, busy, busy.</p><p> </p><p>Message Edited by Kenazeer on <span class="date_text">01-17-2006</span><span class="time_text">05:25 AM</span></p>

Rattfa
01-17-2006, 06:45 PM
<span><blockquote><hr>Lleinen wrote:<div><font size="3">Stop spawned group encounters from re-popping every 2 minutes on failed attempts!</font></div><div><font size="1"></font> </div><div><font size="1">This shoulda been the first thing to go MONTHS ago.</font></div><hr></blockquote>I agree, thats very annoying, but so is having my eyes [Removed for Content] by your post<span> :smileyindifferent:</span></span><div></div>

Pucswift
01-17-2006, 09:18 PM
<div></div><blockquote><hr>Mabes wrote:<div>Priest balance, t6 tradeskill writs, advanced t6 carpenter recipes, removal of frostfell, I'm sure there's others.</div><div> </div><div>But as far as PvP goes, I don't think that's coming out till KoS is released.</div><hr></blockquote>Priest are balanced

DavidSachs
01-17-2006, 10:00 PM
<div>Will existing characters get the large capacity bags that new Test server characters get?</div>

Sritt
01-17-2006, 11:33 PM
<div></div><blockquote><hr>Kenazeer wrote:<div></div><div></div><p>This hit me last night. How about a /message or /autoreply function that allows you set up a reply to tells with a message without having yout AFK tag up. Noticed this last night as I had put a bunch of items up for sale in my house vault and was getting tons of /tells while grouping. The only way to autoreply now is to use /afk....which leads to a lot of "Hey. You have AFK still up" followed by "Oh, nevermind I see why now." Don't know how hard this would be to add, but it would be a very nice addition for crafters and people who sell a lot, especially now that we are getting ready to enter a new expansion and all the TSers will be busy, busy, busy.</p><p> </p><p>Message Edited by Kenazeer on <span class="date_text">01-17-2006</span><span class="time_text">05:25 AM</span></p><hr></blockquote>This would be a nice feature, though I suspect its why so many crafters in my guild run around with their anonymous tag set, then they don't show up in /who lists and the broker will only show a seller as online if their in their home with the store open.

Liral
01-18-2006, 12:40 AM
<div></div><p>Made this post in the graphics forums but thought I'd include it here as well...</p><p> </p><div>I would like nothing more than to see Half Elves be able to have a beard and mustache. Whenever I think of Half Elves I can't help but think of Tanis Half-Elven from the Dragonlance series and his red hair and beard. It only seems natural that they be allowed to do so because it would more closely align with your description of not fitting in in either world. As it is now they really don't look altogether too different from the other elves enough to be able to make that disctinction ring true. They may look different to the human population but looks wise they fit right in with the other elves. Giving them the ability to have a beard and mustache would bring that point home that they truly don't fit in either world. Tanis wore the beard and referred to it disdainfully though he, at the same time, felt confortable with wearing it. It's that type of feeling that is missing from the look of the half elves.</div><p> </p>

msheaf
01-18-2006, 02:40 AM
<span><blockquote><hr>DavidSachs wrote:<div>Will existing characters get the large capacity bags that new Test server characters get?</div><hr></blockquote>I am playing on test and at least one existing toon has gotten it so far (haven't look at everyone yet).</span><div></div>

Sir Blig
01-18-2006, 05:02 PM
<div></div><div>about the- 2 and 3 bedroom houses in your starting hamlet (Castleview, Nettleville, etc..)</div><div> </div><div>I would like to see more than this,</div><div> </div><div>The reason being i play a Halfling, I want a big (5 room) place. but i dont want a house I want a halfling dwelling ie underground with nice round door to the outside, like you have in rivevale,</div><div> </div><div>Baubbleshire needs an overhall in this department.</div><div> </div><div>Otherwise were can i get a planning permit or hunting licence</div><div> </div><div>planning permit to rebuild baubleshire</div><div>hunting licence to once and for all clear out Rivervale and Enchanted land and turn it back into the halfling lands they should be</div><div> </div><div> </div>

SirRusseII
01-22-2006, 01:15 PM
Make the carpet able to float above water!!  FOR NOW, You fold your carpet and put it in your left pocket when you get in water and you swim faster or what?<div></div>

Thunderthyze
01-24-2006, 05:43 PM
<div></div><p>...Better dances.....more variation</p><p>...More emotes</p><p>Lead to....</p><p>BETTER VIDEOS!</p><p>woooooohoooooo!</p>

masterwho
01-25-2006, 01:16 AM
<div></div><p>First off, I am sorry if this has been posted, I skim though these post trying to look for this, and failed</p><p> </p><p> </p><p>Well.. I rolled up a new toon on the test, to try out the new changes to T1 and T2 and when I first got to the isle, I fell in love! Some how, SOE made T1-2 fun again, and not some boring way to hurry up and get to 20! However, there is one..and only one thing that I have to say that really...really upset me. As I was exploring the Isle (both QH and OO) I noticed alot of NPC that talk to the players telling them all about how to be a better adventurer, how this works, how that works... every little thing ya need to know from collections, to stats. I was so happy to see this, as I always see new players asking questions about this alot, and now they can learn from them on the Isle when 19 comes out! I was so happy, I decided to check on crafting, and was heartbroken!  Inside both Isle's crafting zone...there was only ONE npc.. and he just sold books/items to the players.. not ONE NPC telling new players what the heck crafting is about, and how to craft! Now.. I know. There IS some NPC outside the zone that talks about crafting, but he does not go into the fine details...</p><p> </p><p>As a 60 level crafter, I get ask ALOT of questions about crafting. The only way I learn how to craft was from playing beta and read a 3rd party website about crafting... I learn about the crafting spells, about State and Durability and  why the primary item is important to make pristine and the others ya could crude out if ya wish to. New players to the game do not have any idea what is going on with that strange blue and green bar, nor will they knew about which nodes to get which items from. Yes, I know alot of players say, DUH get wood from fallen wood, but trust me, some new players have no clue about nodes that change their looks in new teirs (like the fugi looks like roots in T1 and then like fungi in T2..etc) nor would new players know where to find nodes in the right area. Trust me, I have seen every tradeskill question asked in our crafting channel, from what do I do with <item> to how do I improve my tradeskill so I can craft? Yes.. even got a question about what rare do a person needs to make a pearl ring...</p><p> </p><p>So.. please GMs, coders and designers... let's come up with a few NPC to be in the crafting zones to teach new players the wonderful (and stressful and crazy and paininthe..er) world of crafting!!</p>

BryanDaM
01-25-2006, 03:16 AM
<div></div><p>SITABLE CHAIRS</p><p>LIEABLE BEDs</p>

Exili
01-25-2006, 03:34 AM
CONSISTENCY!!!I am not a minmaxxer like many people here are, but I am someone that appreciates aesthetics and consitency in visual elements. With that being said:1) Consistent icons for ALL spells and abilities. Icons should be unique the the spells that are being cast. There should be no confusion among classes or even within classes.2) Consitent naming for all spells...why does a name like Flame of blah blah...have no flame, or fire, or anything remotely hot-looking?3) Consistent spell effects. One of my favorite parts about EQ2 are the fantastic spell effects, but conversly, it is just as irritating to see spells that don't match up with their icon or their name.SOE, please make some Sr. Visual Designer, and change their title to Sr. Visual Designer In Charge Of Consistentcy So As Not To Make EQ2 Players Whine.<span>:smileyvery-happy:</span><div></div>

Igu
01-25-2006, 03:42 AM
<div></div><div></div><p>This is kind of cheezy, but I loved it in EQ1.</p><p>/mp3</p><p>EQ2 really does not like you tabbing out of fullscreen abd back. being able to play mp3s in the interface was very cool in EQ1.</p><p> </p><p>edit: I just read this and agree, The dance emote sux. Can there be one for each race/sex...like another game has. <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" /></p><p>Message Edited by Igu on <span class="date_text">01-24-2006</span><span class="time_text">02:44 PM</span></p>

Sritt
01-25-2006, 06:29 AM
<div></div><blockquote><hr>Master_Who wrote:<div></div><p>First off, I am sorry if this has been posted, I skim though these post trying to look for this, and failed</p><p> </p><p> </p><p>Well.. I rolled up a new toon on the test, to try out the new changes to T1 and T2 and when I first got to the isle, I fell in love! Some how, SOE made T1-2 fun again, and not some boring way to hurry up and get to 20! However, there is one..and only one thing that I have to say that really...really upset me. As I was exploring the Isle (both QH and OO) I noticed alot of NPC that talk to the players telling them all about how to be a better adventurer, how this works, how that works... every little thing ya need to know from collections, to stats. I was so happy to see this, as I always see new players asking questions about this alot, and now they can learn from them on the Isle when 19 comes out! I was so happy, I decided to check on crafting, and was heartbroken!  Inside both Isle's crafting zone...there was only ONE npc.. and he just sold books/items to the players.. not ONE NPC telling new players what the heck crafting is about, and how to craft! Now.. I know. There IS some NPC outside the zone that talks about crafting, but he does not go into the fine details...</p><p> </p><p>As a 60 level crafter, I get ask ALOT of questions about crafting. The only way I learn how to craft was from playing beta and read a 3rd party website about crafting... I learn about the crafting spells, about State and Durability and  why the primary item is important to make pristine and the others ya could crude out if ya wish to. New players to the game do not have any idea what is going on with that strange blue and green bar, nor will they knew about which nodes to get which items from. Yes, I know alot of players say, DUH get wood from fallen wood, but trust me, some new players have no clue about nodes that change their looks in new teirs (like the fugi looks like roots in T1 and then like fungi in T2..etc) nor would new players know where to find nodes in the right area. Trust me, I have seen every tradeskill question asked in our crafting channel, from what do I do with to how do I improve my tradeskill so I can craft? Yes.. even got a question about what rare do a person needs to make a pearl ring...</p><p> </p><p>So.. please GMs, coders and designers... let's come up with a few NPC to be in the crafting zones to teach new players the wonderful (and stressful and crazy and paininthe..er) world of crafting!!</p><hr></blockquote>The tradeskill stuff on the islands isn't finished yet. There's also more quests to be added (some of the old IoR ones are being split between teh two isles so neither island has the same quest). In the QC and OotO feedback threads there's suggestions and more information on the progress of the islands and what's still to come.

Kevlin
01-25-2006, 09:42 AM
<div></div><p>I think that /invite should be a double duty command</p><p> </p><p>Of course the first part is when trying to form a group it allows for the Group Leader to invite people as it currently does.</p><p> </p><p>However, if you are in a zone, and are ready to join a group already formed it pops a window up for the Group leader to to accept thus joining you into the group.</p><p>A third possibility would be that if you as the group leader invite someone who already is in a group it invites the entire group (of course you have to have the amount of group slots available)</p><p> </p>

SicSemp
01-25-2006, 06:58 PM
I would like to be able to try another crafting skill:when I was a young naiive player I went all around Freeport talking to every npc I could find.While doing so I spoke to the guy who assigned my crafting profession, and me not knowing what he was talking about (hadn't started crafting was level 2 or some) I selected scholarI didn't think more of it until I started crafting months later, wanting to be a Provisioner but when I hit lvl 10 I automatically became a scholar <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" />it would be great if you could change your profession like if you are a jeweler and want to be a weaponsmith then you would lose all your jeweler levels and go back to level 10 and start fresh.another example if you are an alchemist and want to be a sage then you would go back to level 20 and start from there...seems like a small change, but maybe it is harder to implement than it lookswannabe Provisioner Ximinez