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Sephiro
11-10-2005, 12:19 AM
<DIV> <P><SPAN><FONT color=#ffcccc>Ok, so here are the rules I want feedback on the game; however here is the game part.</FONT></SPAN></P> <P><SPAN><FONT color=#ffcccc></FONT></SPAN> </P> <P><SPAN><FONT color=#ffcccc>First list Urgent/Important: these are things that you feel need immediate attention and are very important to you.</FONT></SPAN></P> <P><SPAN><FONT color=#ffcccc></FONT></SPAN> </P> <P><SPAN><FONT color=#ffcccc>Second Not Urgent/Important:  these are things which you feel are important but not urgent and you can live with.</FONT></SPAN></P> <P><SPAN><FONT color=#ffcccc></FONT></SPAN> </P> <P><SPAN><FONT color=#ffcccc>Third Not Urgent/Not Important: these are things that you feel are being worked on but don’t really matter to you.</FONT></SPAN></P> <P><SPAN><FONT color=#ffcccc></FONT></SPAN> </P> <P><SPAN><FONT color=#ffcccc>Finally things that you like/love and think are perfect. </FONT></SPAN></P> <P><SPAN><FONT color=#ffcccc></FONT></SPAN> </P> <P><SPAN><FONT color=#ffcccc>Thanks for your input .</FONT></SPAN></P> <P><SPAN><FONT color=#ffcccc></FONT></SPAN> </P></DIV> <P>Message Edited by SephiroQA on <SPAN class=date_text>11-09-2005</SPAN><SPAN class=time_text>11:22 AM</SPAN></P> <P>Message Edited by SephiroQA on <SPAN class=date_text>11-09-2005</SPAN> <SPAN class=time_text>11:23 AM</SPAN></P> <P>Message Edited by SephiroQA on <SPAN class=date_text>11-13-2005</SPAN> <SPAN class=time_text>01:42 PM</SPAN></P><p>Message Edited by SephiroQA on <span class=date_text>11-13-2005</span> <span class=time_text>01:42 PM</span>

Heiro
11-10-2005, 03:04 AM
bah now we gotta actually work to have fun <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" />

Kuulei
11-10-2005, 11:28 AM
<DIV>I'll compile a nice lil' list this weekend sephie</DIV> <DIV>/nibbles</DIV>

Torali
11-11-2005, 06:13 AM
<BR> <BLOCKQUOTE> <HR> SephiroQA wrote:<BR> <DIV> <P><SPAN><FONT color=#ffcccc>Ok, so here are the rules I want feedback on the game; however here is the game part.</FONT></SPAN></P> <P><SPAN><FONT color=#ffcccc></FONT></SPAN> </P> <P><SPAN><FONT color=#ffcccc>First list Urgent/Important: these are things that you feel need immediate attention and are very important to you.</FONT></SPAN></P> <P><SPAN><FONT color=#ff0033>Tier 6 Food and Drink. I think the durations need to be brought in line with the other 5 tiers, not the other way around. And if it's going to be insisted upon the silly durations that are in effect now, then batch combines needs to come out ASAP. I'd say in line with the Alchemist WORT's only for more than just tea leaves....There are only 2 items in provisioning that are refined, tea leaves and sweetener. Making batch "refines" for a provisioner will NOT make up for the current joke of tier 6 durations. Not trying to throw a fit here, I feel passionately about this. I've found it necessary to quit provisioning because of the current durations. I can't make myself spend 7 hours making one stack of drinks for one person that is only 2hr duration. It's horrid and cruel and feels like a punishment after a year of slaving already.</FONT></SPAN></P> <P><SPAN><FONT color=#ffcccc>Second Not Urgent/Important:  these are things which you feel are important but not urgent and you can live with.</FONT></SPAN></P> <P><SPAN><FONT color=#ff0033>Crafting buffs that don't overwrite, but cancel out and don't take when reacting to events. Currently, if you have a durability crafting buff active on your character and click a progress crafting before the durability one wears off, it cancels out and acts as if you never pushed anything to counter an event. BUT, it grays out the buffs and you're left with a reactive failure even though you did counter it. I can live with this one because I've learned to watch VERY VERY close to time it just right and get that button pushed in the split hair second you have before it poofs out the event and causes a failure. Annoying, but livable </FONT></SPAN></P> <P><SPAN><FONT color=#ffcccc>Third Not Urgent/Not Important: these are things that you feel are being worked on but don’t really matter to you.</FONT></SPAN></P> <P><SPAN><FONT color=#ff0033>Pattern recipes...what are they? At tier 1 and 2, they are at the scribing table. One takes incense and the other sandpaper. After that, they're in the weaving book...but not in the tailor essentials. So a tailor is forced to buy the weaving book to get the pattern recipe, thus doubling all the refining recipes they already have just to get the one WEAVING pattern recipe per tier. Most tailors don't mind, because the 2nd set of refines gives them extra bonus xp for making them. Once you hit 60 and no longer need bonus xp, however, those extra recipes are in the way. So, I'd like the option of not doubling my recipes. It just makes no sense to me the way pattern recipes are going...Scribing or Tailoring? And if tailoring, since it's in the weaving book, why not in the tailor essentials as well?</FONT></SPAN></P> <P><SPAN><FONT color=#ffcccc>Finally list the changes you like/love and think are perfect. </FONT></SPAN></P> <P><SPAN><FONT color=#ff0033>I'm going to have to edit this later...there's a lot that I think is perfect and love. I just can't think of anything at the moment because I just finished a crafter's tirade...lol. *More to come*</FONT></SPAN></P> <P><SPAN><FONT color=#ffcccc>Thanks for you input relax after patch 16 went live you all did a great job.</FONT></SPAN></P> <P><SPAN><FONT color=#ffcccc></FONT></SPAN> </P></DIV> <P>Message Edited by SephiroQA on <SPAN class=date_text>11-09-2005</SPAN><SPAN class=time_text>11:22 AM</SPAN></P> <P>Message Edited by SephiroQA on <SPAN class=date_text>11-09-2005</SPAN> <SPAN class=time_text>11:23 AM</SPAN><BR> <HR> </BLOCKQUOTE>P.S. I'm a major crafter...so most of my urgent problems are going to be centered on crafting. Sorry...heh<BR>

Sephiro
11-11-2005, 06:19 AM
Doing great guys, I was thinking about glaring issues big issues things that you have seen for a while but have set down. All this is good though.

EtoilePirate
11-11-2005, 09:05 AM
<span><blockquote><hr>SephiroQA wrote:<div></div> <div>  <p><font color="#ffffff"><span>First list Urgent/Important: these are things that you feel need immediate attention and are very important to you.</span></font></p> <p><font color="#ffffff"><span></span></font> <font color="#ffffff"><font color="#cc99ff">I would really like T6 writs in the game!  I can't imagine why they aren't already; whenever I go through the Pillars of Flame hunting sabertooths or something I think, "this'd make a perfect writ mob."  Unless there's a reason not to have them in, in which case I'd like to know what the equivalent is.  It's no fun tryong to level a guild past 30 with only greyed-out, low-yield ways to get status. </font></font></p> <p><font color="#ffffff"><font color="#cc99ff">Also: Crafting, in general... sucks.  A lot.  Despite the fact that I have a 29 tailor, I pay other people to craft T3 leather goods for me because it's just that awful.  The five levels in a tier where your older buffs are grey are just torture, and for pretty much everything exept provisioning, no-one wants anything that's not pristine.  Provisioning is entirely another set of problems but I'm sure you'll hear about those from more than just Tor, hehe.  I have a toon entering the profession just as everyone else is abandoning it, and that should say something. </font></font></p> <p><font color="#ffffff"><font color="#cc99ff">Crafting is placed in the game as analagous to adventuring, but it's not.  You only get six skills, essentially.  There's nothing special you can to do to increase your chance of success.  Depending on your profession, you may never be able to attempt a yellow item just for the sake of exp'ing (where I can kill a yellow mob whenever I want).   Refines, combines, and subcombines are tedious and unavoidable, and much of the process is counterintuitive.  Why aren't there cool crafting skills I can get?  Why is there no buff I can get (other than "[Profession] Insight") which will increase my abilities?  Why is it made absolutely arduous to put essential items into the game? </font></font></p> <p><font color="#ffffff"><font color="#cc99ff">I alone can't think of ways to improve the system much, but I know lots of people have had lots of good ideas, and I'd be interested to see if there's anything that can be done for the system. </font></font></p> <p><font color="#ffffff"><span>Second Not Urgent/Important:  these are things which you feel are important but not urgent and you can live with.</span></font></p> <p><font color="#ffffff"><span></span></font><font color="#ffffff"><font color="#cc99ff"> I feel like Assassins really need more tweaking.  It gets to be extraordinarily tedious fighting the way we do.  Although I think most of the "Current State of the Assassin" - type posts over on the Assassin class board is just whining and complaining for its own sake, there are really some valid concerns in there, and even a few tweaks of reuse timers would really help. </font></font></p> <p><font color="#ffffff"><font color="#cc99ff">In addition... I'm going broke playing my class!  This is driving me nuts, and I'm keenly aware of it because I'm desperately trying to save for either a New! Reduced! guild-30 carpet or a Maj'Dul horsie.  I have 5pp to my combined, toon total name (much of which is now being sunk into my crafter, 'cause books ain't cheap), and a 32% horse that the guild bought me.  I go through 6+ stacks of arrows A DAY if I'm playing heavily, and T5/T6 legendary poisons -- which account for OVER 50% of my not-that-high DPS -- do not come cheaply (even if you do have a crafter friend who sends all kinds of lovely samples your way).  When I'm out in the field working hard, I net maybe 5 gold a day after paying for arrows and repairs.  On a good day I get to keep 15 gold.  That's practically nothing in T6. </font></font></p> <p><font color="#ffffff"><font color="#cc99ff">I know there's a ton of money floating around among people who have been playing for a full year, and who had hit 50 before I even bought the game in February, and I know that there's more money on the live servers than on Test, but I should have to feel like paying for my DPS -- which is ALL my class does, period, in the game -- is a hardship and a burden.</font></font></p> <p><font color="#ffffff"><span>Third Not Urgent/Not Important: these are things that you feel are being worked on but don’t really matter to you.</span></font></p> <p><font color="#ffffff"><span></span></font><font color="#ffffff"><font color="#cc99ff"> UI.  I don't like using a custom UI, because I don't like screwing around with the game that way, but the default one just keeps annoying me more and more (although I love the blue).  I feel like it's unwieldy and impractical, and I'd love if there were in-game options for changing things -- or at least if the long-rumoured /loadui worked, hehe. </font></font></p> <p><font color="#ffffff"><font color="#cc99ff">Also, could there be a way to improve tracking?  In 90% of zones, someone on a hill can spot a target visually before I can even get it in tracking range.  It's a great idea with less-than-perfect implementation. </font></font></p> <p><font color="#ffffff"><font color="#cc99ff">Oh, and one more complaint (well, you did ask...): if I need to have my highest-level skills brought to the highest tiers (Adept III...) I can get them in in order to be effective against a mob... then how come a mob my level (53, at the moment) can use my level 30 skills to kick the crap out of me!?  I'm sorry but if I need to spend ages figuring out how to get behind a mob in order to hit it then the mob should darned well have to be behind me to use the same skill! </font></font></p> <p><font color="#ffffff"><font color="#cc99ff">Oh, and speaking of skills: I actually like the red-tinting for out-of-range, but it needs not to be red just because I'm using an implied target, please.  When I'm standing such that I appear to be *in* the mob, I promise I am not too far away. </font></font></p> <p><font color="#ffffff"><span>Finally list the changes you like/love and think are perfect. </span></font></p> <p><font color="#ffffff"><span></span></font><font color="#ffffff"><font color="#cc99ff"> I love the Griffon Tower construction project, and I would like to se more, larger-scale, world-changing Live Events in the future.  I think Maj'Dul and the Clefts of Rujark are two of my favorite zones in the game.  The Guild Bank was long overdue and much-appreciated (next: can we use boxes?).  Removing the movement penalty on stealth is a huge OMGTHANKYOU (although raising the number of see-stealth mobs to such a huge percentage is <font color="#cc99ff">a "grrrrrr"). </font></font><font color="#cc99ff"> </font><font color="#cc99ff"> </font></font></p> <p><font color="#ffffff"><font color="#cc99ff">All in all, what I love is that after being right on the verge of cancelling my account and just saying good-bye to Norrath around Thanksgiving, I remembered how fantastic and amazing I first thought it all was in February, and why I rushed out and spent two birthdays' worth of money on the game and the 6800GT on which to run it.  There have been a lot of really positive changes lately, and though I can't remember them to make a list, they've got me re-hooked.</font> </font></p> <p><font color="#ffffff"><span>Thanks for you input relax after patch 16 went live you all did a great job.</span></font></p> <p><font color="#ffffff"><span></span></font><font color="#ffffff"><font color="#cc99ff"> Thank you.  The increased, visible, and attentive QA/Dev presence on Test is much appreciated and makes me feel like everyone's working towards a better game.</font> </font></p></div> <hr></blockquote></span><div></div>

Silverdrop
11-11-2005, 06:07 PM
<div></div><span><blockquote><hr>SephiroQA wrote:<div></div> <div><p><span><font color="#ffcccc">First list Urgent/Important: these are things that you feel need immediate attention and are very important to you.</font></span></p> <p> Being a casual player and not too much bothers me to the point that it needs immediate attention unless it's something as glaringly as not being able to log in. </p> <p><span><font color="#ffcccc">Second Not Urgent/Important:  these are things which you feel are important but not urgent and you can live with.</font></span></p> <p> Crafting at this point is dull an for the most part unimaginative. Every tier after 2 is just a repeat of the previous tiers with slightly different names. There is no element of discovery there, in 10 levels from leve X I'll be making the same thing again just with a material name. Imagine if adventuring was this way. If at level 25 a nektulos spider is what I come across being equal level, then well at level 35 I'll be fighting enchanted lands spiders which take the exact same strategy to defeat. How much fun would that be. The same set of mobs every 10 levels. (more on this under the section of changes I love) </p> <p><span><font color="#ffcccc">Third Not Urgent/Not Important: these are things that you feel are being worked on but don’t really matter to you.</font></span></p> <p> Over the past months, ther have been quite a few UI changes. While a number of them were functional and serve to represent information more orderly of show information previously not shown, there's also a lot of changes that merely affect how the border or background looks. These to me don't matter. Sure I can like or dislike a new style, but it doen't do much for me in terms of the game itself. </p> <p><span><font color="#ffcccc">Finally list the changes you like/love and think are perfect. </font></span></p></div>Not sure if you mean changes that have been made so far that I like/love or changes that I'd love to see in the game in the future. I'll go with the latter for now. As said above I think crafting needs a good boost to break the tedium and bring it up to par with adventuring. I have some ideas on hopw this might be done. Dropped recipes: - Have recipe scrolls/books drop as gear does. With this I don't mean the advanced tradeskill books. these just follow the same templated recipe style that the normal recipes do. No have recipes drop that yield items appropriate to the area. In D'Morte's chambers drop recipe scrolls for D'Morte's Honour Guard Platemail or so. Just like different areas drop different gear, have them drop different recipes. Preferably scrolls or books would only have 1 or 2 recipes so to make a full set of this D'Morte's Honour Guard Platemail you'd need to find all 7 recipe scrolls. - Have these dropped recipes use other dropped components. Since by their nature recipes allow for more than 1 of the end-result to be made, you'll need a way to control the influx of these items into the economy. Easiest way is to have at least 1 component used in the recipe that's also a (body)drop. Already you have numerous body loot items both common and uncommon  that now merely serve to be sold to a merchant for money. It's easy to use these recipes. Even common body drops are harder to get by than regular common harvests. It might give reason to hunt mobs that otherwise would not be so interesting. Upgradable loot (you most likely will need the Dropped Recipes as a prerequisite for this): - Dropped gear doesn't need to be an end-station. Why not have recipes that allow crafters to upgrade dropped gear. Have a recipe for example that needs a usable dropped item and another component (Whether that's a craftable component, other dropped  usable item, body loot, common/rar harvest or otherwise) and create an improved version of it or different item. Say you have a recipe that takes a standard D'Morte's platemail helm and combines it with some other component (could be another drop in D'Morte's burial chambers) and yield an Enchanted D'Morte's Platemail Helm. The resulting item can have small or significantly better stats/added effects or just be different (add a proc but reduce armour value for example) depending on how easy or hard the other component(s) are to come by. One problem I could foresee with this is that not all artisan classes are equally suitable to benefit from this (Sages strike me as not benefitting much from it) Besides making crafting more fun, these two aspects will also introduce more dynamics into the crafter-adventurer interaction. Crafters will want to buy the dropped recipes from adventurers, as well as dropped loot that they can use as components. In turn adventurers will come to crafters to upgrade their gear. The concepts can be introduced at all levels through the game, You can have recipes that combine two legendary/fabled raid drops and create a mythical item, but also recipes that with relative small effort slightly improve a decent item. You can make recipes that drop as rare or common as you want just as is done now with regular dropped gear, Well that's all I got time for now. Have more ideas but need time to word them <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> <hr></blockquote></span><div></div><p>Message Edited by Silverdrop on <span class=date_text>11-11-2005</span> <span class=time_text>02:16 PM</span>

Fire&ice
11-11-2005, 07:47 PM
<DIV><SPAN><FONT color=#ffcccc><STRONG>Not Urgent/Important:</STRONG> I know alot of woodworkers in the past have asked as a class why we are given recipes for instruments when they are not usable as an equipable item. If they were intended to be placed in the hom for decoration (which is not possible either at this point) then I would think that should be give to carpenters...not that i really want to lose my meager recipes I have as is :smileywink:. Just thought it would be a good idea to make the instruments usable somehow either equipable or able to be placed so that it is not a waste of a recipe and resources (as it is now). So I guess it would be...Please at some point give the instruments a purpose in game :smileyhappy:, Not urgent but I would say it is something that should be important as  I would love for Bard-types to be able to use instruments as part of their class :smileywink:</FONT></SPAN></DIV> <DIV><SPAN><FONT color=#ffcccc></FONT></SPAN> </DIV> <DIV><SPAN><FONT color=#ffcccc>*Sorry I know I only picked one of the categories, but I tend to see things as I go so when I have more items I will let ya know! :smileytongue:</FONT></SPAN></DIV>

Grimsore
11-11-2005, 08:30 PM
I thought how EQ 1 did it was a very good idea. Playing an instraments would boost all of your songs but you had to play them for you to get the bonus. Thus, you were no longer doing melee damage or even had weapons equiped.Immediate (and something we won't beable to test on test since no is guild 30 plus yet)In Freeport the 60P spirit mounts do not sell back for 58P+ in the stables (or anywhere else), they sell back for 41.6666P (and they do not show the specified information upon examination of the summoning item).  As far as I know, they sell back for the correct amount in Qeynos, and the Maj'Dul carpets sell back for 58p, 33g, 33s, 31c in both cities.  Clearly there is no justification in the reduced sellback value for one subset of players - it must be an oversight which should be quickly corrected. A second problem in Freeport is that while the stable now sells a parade version of the spirit horse for ~10P, the vendor in the Temple of War still sells the non-parade spirit horse for 60P.  Again, I hope that this is an oversight, since I like many others prefer the non-parade version<p>Message Edited by Grimsore on <span class=date_text>11-11-2005</span> <span class=time_text>08:08 AM</span>

Sephiro
11-14-2005, 02:47 AM
<P>Some smart posts here.</P> <P>Nice job  please try to stay on track with the format .</P> <P> </P>

goboy
11-14-2005, 09:54 PM
<P><SPAN><FONT color=#ffcccc>First list Urgent/Important: these are things that you feel need immediate attention and are very important to you.</FONT></SPAN></P> <P><SPAN><FONT color=#66ccff>Maximum spell/ability damage calculation.  When they changed spells so they would not grow with levels, they also changed how they grow with the primary statistic.  Currently, to maintain relative damage when you level - you have to increase your primary stat (wizards would be intelligence) by 7.  The problem with this is a 50th level wizard at 350 intelligence has the same maximum spell damage as a wizard at 420 intelligence.  From every caster I have talked with, this just feels wrong.  Gaining levels should not increase your spell damage - but gaining intelligence should.  Right now, we have to increase our intelligence every level to maintain our spell damage.</FONT></SPAN></P> <P><SPAN><FONT color=#ffcccc>Second Not Urgent/Important:  these are things which you feel are important but not urgent and you can live with.</FONT></SPAN></P> <P><SPAN><FONT color=#66cccc>When sorted by zone, the journal does not automatically update when you zone.  Every time I zone, I have to reselect sort by zone to see which quests are active in the zone I am in.</FONT></SPAN></P> <P><SPAN><FONT color=#ffcccc>Third Not Urgent/Not Important: these are things that you feel are being worked on but don’t really matter to you.</FONT></SPAN></P> <P><SPAN><FONT color=#6699cc>Gnomes get a choice of sunglasses or facial hair with the original models.  With Soga models, the names are similar to the glasses options - but they change facial hair. </FONT></SPAN></P> <P><SPAN><FONT color=#ffcccc>Finally things that you like/love and think are perfect. </FONT></SPAN></P> <P><SPAN><FONT color=#669999>Lots of things, so many it is hard to actually identify them.  </FONT></SPAN></P>

imbitten
11-14-2005, 09:55 PM
<BR> <BLOCKQUOTE> <DIV> <P><SPAN><FONT color=#ffcccc>First list Urgent/Important: these are things that you feel need immediate attention and are very important to you.</FONT></SPAN></P> <P><SPAN><FONT color=#ffffff>Turn the slider up a little. One of the most infuriating things is getting stuck on the geometry of the world. When the game first started back in november if i ran into the wall it would still let me move forward. Now if there is a tiny outcropping from the wall I get stuck on it and have to face almost 90 degrees from wall or tree or rock or ... to be able to move. A good example would be running up titans tower in zek. You used to be able to angle inward toward the wall a small bit and run around the tower. Now you get stuck all the time on jags of rock sticking out and if you have sow or some speed buff going you can fall off by attempting to take one step out to unstick yourself.</FONT></SPAN></P> <P><SPAN></SPAN> </P> <P><SPAN><FONT color=#ffcccc>Second Not Urgent/Important:  these are things which you feel are important but not urgent and you can live with.</FONT></SPAN></P> <P><SPAN><FONT color=#ffffff>Mobs and geometry especially in tunnels/passages/dungeons.  When you pull a mob towards you it almost always circles around to the left of you and runs into the wall. You then get the "You can't see your target" message and have to back up while getting pounded on the whole time.</FONT></SPAN></P> <P><SPAN>Rather than having items no trade i would prefer if they were attunable so that i can pass quest items on to my alts or to guild members rather than just merchant fodder for the majority of stuff i can't use.</SPAN></P><SPAN> <P><SPAN>tailors making formal / informal wear, silk pants, eril flynn style stuff for the swashy's, pointy hats for the wizzies, bikinis for the high elfs (please not the trolls) my pally wants the thigh high boots an mini skirt that you see on the splash screen, more monk stuff so you can tell they're a monk in the distance, clothes clothes clothes</SPAN></P></SPAN> <P><SPAN><FONT color=#ffcccc>Third Not Urgent/Not Important: these are things that you feel are being worked on but don’t really matter to you.</FONT></SPAN></P> <P><SPAN><FONT color=#ffffff>sorry drawing a blank atm if its being worked on it might or might not be important because i won't know how it will effect me until a change has been implemented.</FONT></SPAN></P> <P><SPAN><FONT color=#ffcccc>Finally things that you like/love and think are perfect. </FONT></SPAN></P> <P><SPAN><FONT color=#ffffff>The fact that i no longer have to carry books around with me any more :smileyhappy:</FONT></SPAN></P> <P><SPAN>badger line no longer gives agro on itty bitty ward. my mystic and thousands others say thankyouthankyouthankyou</SPAN></P> <P><SPAN>the ability to change your appearance at any time.(which is temp)..... i would recomend a slight change to it though for permanence. put a beauty parlor / barber shop / stylist in north freeport & north qeynos payment to this person of a gold or 2 would allow you to change your hair style once a week.</SPAN></P> <P><SPAN><FONT color=#ffff33>Things i dont know if being worked on and would like seen too</FONT></SPAN></P> <P><SPAN><FONT color=#ffffff>The musical instruments listed above. If nothing else make them totem type items since woodworkers already are totem makers and introduce some new illusions. I'm always one for fluff even if there are no stat changes involved.</FONT></SPAN></P></DIV></BLOCKQUOTE><BR>

Heattanu
11-15-2005, 06:17 AM
<BR> <BLOCKQUOTE> <HR> <DIV> <P><SPAN><FONT color=#ffcccc><STRONG>First list Urgent/Important: these are things that you feel need immediate attention and are very important to you.</STRONG></FONT></SPAN></P> <P><SPAN><FONT color=#ffcccc>Tradeskills - Between my husband and myself, we have every type of tradeskiller from level 23 to 44. Tradeskill products are very necessary in this game - for equiping characters, minimizing downtime and great effects, and our major source of income - which is great, BUT tradeskilling is dead boring. The rythmic, repeatitive nature of the crafting process literally puts both my husband and myself to sleep in our chairs. The tradeskill system has great potential, but SOE needs to urgently put some resources both quantity and quality of developer time into this area of the game.</FONT></SPAN></P> <P><SPAN><FONT color=#ffcccc><STRONG>Second Not Urgent/Important:  these are things which you feel are important but not urgent and you can live with.</STRONG></FONT></SPAN></P> <P><SPAN><FONT color=#ffcccc>The broker/selling interface. I still find this system very cumbersome and inconvenient even compared to EQ1. Why do I have to price every one of the same item separately? Why can't it remember the price I set the last time I sold that item? Why does it unlist items when I put a box in the bank to go adventuring and then pull the box back out for selling overnight (and then I have to relist 48 x 4 items one at a time every night - very annoying). I still can't search on the right tier of food, or other consumables with level requirements on the broker. I can search but can't buy from my room, so I have to zone out run to broker and zone back to my room everytime I find a good buy on my merchant. I HATE the broker fee - it really bites when I am buying something expensive, the vast majority of players sell offline.</FONT></SPAN></P> <P><SPAN><FONT color=#ffcccc><STRONG>Third Not Urgent/Not Important: these are things that you feel are being worked on but don’t really matter to you.</STRONG></FONT></SPAN></P> <P><SPAN><FONT color=#ffcccc>The look of the UI. While I appreciate and like the new look, other changes are far more urgent, and the UI change is mostly visual only, not addressing the ease of use problems.</FONT></SPAN></P> <P><SPAN><FONT color=#ffcccc><STRONG>Finally things that you like/love and think are perfect. </STRONG></FONT></SPAN></P> <P><SPAN><FONT color=#ffcccc>Quests - I like the questing system - the quality and quantity of quests is great. Heritage quests are doable for the average player with some time and effort. The heritage quests give a nice sense of accomplishment and good reward. The reward for other quests are poor in both in level for use and quality of stats. Maybe you could try a point system that allows people to save up faction points for something nice appropriate to the level they are at, available from a faction vendor like the guild status vendor. Even as quests are now, they help keep me motivated more than experience grinding.</FONT></SPAN></P></DIV> <HR> </BLOCKQUOTE><BR> <p>Message Edited by Heattanu on <span class=date_text>11-14-2005</span> <span class=time_text>05:20 PM</span>

Evadne
11-16-2005, 01:14 AM
<div></div><p>Since this is a game, my list is based on Fun Quotient.</p><p><b> </b></p><p><b>First List: Urgent/Important</b></p><p><span> </span>The most unfun aspect.<span>  </span>Tradeskills, why are they so unfun?<span>  </span>Why are we pinned to a room? Why are the suppliers found only there?<span>  </span>Why can’t we carry something that allows us to sew on the road, or cook up some food and drink on the trail?<span>  </span>Why is there so much tedium?</p><p>Specifically, for me, it is provisioning.<span>  </span>Flat out, it is wrong that I cannot adventure and make food for at least 5 others.<span>  </span>I am asking for the ability to make enough food and drink for 6 people for 1 weeks play at least…in 6 hours of provisioning. That is more than one evenings play—adventuring that I would still be out.<span>  </span>I am a 60 provisioner, and most of the other provisioners I know are retired or quit.<span>  </span>I can’t sell this stuff….at 60 I can’t make enough food and drink for me and two others in one evening for a weeks worth of play….they get drink, I get food and drink…<span>  </span></p><p>I spent an entire evening last night provisioning, I made 20 Mental Core Breach.<span>  </span>I logged in around 5:30, and out at 11pm.<span>  </span>Now, I maybe could have made them faster, if I didn’t talk to a soul.<span>  </span>If I completely glued myself to the stove.<span>  </span>I’d have to kill myself if I didn’t at least talk to people while provisioning, there is 0 entertainment factor in the production itself.<span>  </span></p><p>I cannot say this any more plainly, this system is terrible.<span>  </span>Why is it this way? The system seems to have been designed to prevent some sort of bot production.<span>  </span>Stop designing to prevent abuse and start designing to encourage fun.<span>  </span></p><p>Why is T6 so completely borked?<span>  </span>Durations are just not logical.<span>  </span>It is as if t6 abandoned the other 5 tiers system of number of combines = specific durations.<span>  </span>The durations are far too low. In t5 you have an unusual recipe that is 3 combines for a 3+ hour drink.<span>  </span>Most of the others in t5 are 4 combines for 3+ hours.<span>  </span>In t6, it is 4 combines for 2hrs 15 min.<span>  </span>Some of the 3 combines in t6 last only 1 hour.<span>  </span>Then you have Mental Core Breach in t6, lets look at it.</p><p>Combine 1: Pear juice<span>   </span></p><p>1 pear used.</p><p>Combine 2: Pear Wine</p><p>Combine 3: refine clove</p><p>Combine 4: Clove Fizzlepop</p><p>Combine 5: Pear Cider</p><p>1 pear used:</p><p>Combine 6: Mental Core Breach</p><p>Duration: 5 hrs</p><p>If I made two Golden Monkeys in Tier 5, it would be 6 combines for 6.5 hours of drink.<span>  </span>And harvests are considerably more abundant.<span>  </span></p><p>Suggestions:</p><p>In mid tier add batch recipes. For example level 55. Keep the single refine recipes early in the tier.<span>  </span>Single combines are good xp early on. But mid tier, you should add recipes that create three refined items.</p><p>For example:</p><p>Darjeeling Tea Bundle</p><p>3 darjeeling tea leaves</p><p>3 aerated water</p><p>3 charcoal kindling</p><p>= 3 refined Refreshing Darjeeling Tea Leaves</p><p>But if it is not pristine, you get two.<span>  </span>You lose a tea leaf and the extra water and kindling if you don’t pay attention.<span>  </span></p><p>Now maybe 5 would be a good number too, but I think 3 is fair.</p><p>Batch combines are for refines.<span>  </span>Pitcher of Pear Juice, Rack of Sabretooth Meat, Pot of Coffee. Basket of Dried Cloves. But, you could also make these only usable in other recipes, and not for consumption.<span>  </span></p><p>When you finish a tier you are able to create more finished goods. Yes, a provisioner could theoretically prophet from increased sales, but I have to say, anyone who adventures won’t be making that much more.<span>  </span>Additionally, increased supply will decrease the price.</p><p>Get back to the original idea of crafted food and drink being the norm, not the exception.</p><p><b> </b></p><p><b>Important/Not Urgent</b></p><p>Armor styles.<span>  </span>The very best armor styles were tier 3.<span>  </span>How come?<span>  </span>Why is t6 armor exactly like t5 with a shade variation(chain).<span>  </span>In fact, I appreciate the blue shade, but t5 ebon has nice contrasting distinct trim.<span>  </span>But the design for chain, on a dark elf, in t3, no funky skirt thing on the pants, was fantastic.<span>  </span>Why did you reuse t5? Crafted pristine cobalt armor—well it should be sexy and it isn’t. There are much better styles in the game.<span>  </span>It is fantasy, let go of the chin to toe coverage.<span>  </span>Not saying I want bare cheeked greeves like in EQ1, but come on now, can’t we appreciate a little more blue skin?</p><p>Weapons: Why does the t5 rare crafted club look exactly like the newbie club for priests on the Isle of Refuge? Please.<span>  </span>And t6 sai looks exactly like the ones before it, with a shade of blue.<span>  </span>Glimmer?<span>  </span>Straps?<span>  </span>Studded guards?<span>  </span>Something!<span>  </span>Spend some time on the looks!<span>  </span>I really miss getting excited about a new look for my character.<span>  </span></p><p><b>T6 writs</b>!!<span>  </span>Wholesaler quests!....</p><p>Guild housing!<span>  </span>Guild only brokers!</p><p><b> </b></p><p><b>Not Urgent/Not Important</b></p><p>Quest journal.<span>  </span>Something about this is unwieldy.<span>  </span>Hard to read, hard to follow.<span>  </span>Create a place for notes.<span>  </span>Would be nice to edit my own journal.</p><p>Things I love:</p><p>I love the look, feel light and atmosphere of Desert of Flames.<span>  </span>Could be bigger<span><span>J</span></span></p><p>Quests.<span>  </span>I love the rewards, even if they are junk I cant use or trade. I really enjoy the stories and quest lines.<span>  </span></p><p>I love the orginal models!! I really do.<span>  </span>The art and animation of these is fabulous.<span>  </span>I identify with my character. I enjoy seeing her every day.<span>  </span></p><p>Housing for individuals.<span>  </span>I love the variety of stuff and I really love all the pets.</p><p>Guild UI.<span>  </span>More utility every day.<span>  </span>Fabulous.</p><p>Chat functionality. Created channels, officer channels.<span>  </span>All great.</p><p>Emotes!! Please please, put Rolling On the Floor Laughing back in on Test for a day or a week or forever, it was my favorite. You also shortened stretch, like to get it back<span><span>J</span></span></p><p>Vocal emotes, that was a brilliant idea.<span>  </span>Lots of fun.<span>  </span></p><p>Special events,holidays etc…great fun.</p><p>Collections, lord, these are fabulous. I love collecting.<span>  </span>More room items produced would be nifty.</p><p>Okay, that’s all for now, thanks for asking Sephiro.</p><p>~Eva</p><p><span> </span></p><div></div>

Agathorn
11-18-2005, 09:01 PM
I'm not going to do these all at once but rather as they come to me. I was going to wait until I could batch it all up in one post but theres always something more to add and I fugred its better to get SOMETHING out here than nothing at all.First list Urgent/Important: these are things that you feel need immediate attention and are very important to you.Crafting. Thats my pet peeve of the month. It isn't fun. It instead is a huge chore. Its like it was intentionally made to be unfun. This is a game! If it wasn't for the fact that crafting was useful I doubt many would do it.Provisioning: Gave it up completely because of how totally impracticle it is. The time to make food is so horribly long and the time the food lasts so horribly short. Why does it take me 100 times logner to make the food than it lasts? Spent a week making a stack of food that lasts 4 or 5 hours? No thank you. Making food items REALLY needs to be much faster.Woodworking: My latest craft attempt is woodworking, though i'm still only a craftsman at the moment. I'm intrigued by mnaking totems as well as nice heavy sticks for my monk to bash peoples brains in with. My complaint here is with Totems. A pristine run makes I think 4 totems. That DONT stack. Why not? This just adds yet more tedium, because now I can't even craft for very long before I run out of room. Its bad enough that all the various sub combines I need to do on different machines causes my to carry tons of materials, now I got these totems filling up my bags like its going out of style.Crafting Tiers: Each tier is the same thing you did before with different names. *yawn*. Theres SOME variety but there really should be more. I don't really feel like i'm doing anything but the same tier over and over.SOLO QUESTINGThe next topic i'd like to cover is questing, specificaly solo questing. Now to head off the arguments I am NOT looking for uber experience when soloing nor am I looking for uber items when soloing. Personally I don't care if the experience is low and the items below crafted level. What I do want is fun quests with s tory involved that when I finish it I feel like i've accomplished something. Something fun and neat, not neccesarily rewarding in the experience and monetary sense but rewarding in the fun and spiritual sense. When i'm logged on with none of my friends around or little time on my hands, i'd like to be able to pick up some cool and fun quest that I can solo just to go through the story and have some fun. Theres very few of these right now. Kill 10 plague bats of icey terror isn't a fun and rewarding quest story. Helping a local expert determine where those plague bats came from and how to stop them could be. Multi part quests with a story tying them together is what i'm looking for. Ones that require travel, adventure, and danger.

Zindicatt
11-20-2005, 01:47 PM
<P><SPAN><FONT color=#ffffff>I am going to be brief because I believe that gets a better reading =)</FONT></SPAN></P> <P><SPAN><FONT color=#ffffff>I am a level 56 defiler who chooses to not craft and I play consistently but casually.</FONT></SPAN></P> <P><SPAN><STRONG><FONT color=#ffcc66>First list Urgent/Important: these are things that you feel need immediate attention and are very important to you.</FONT></STRONG></SPAN></P> <P><SPAN><FONT color=#ffffff>After I spent three months doing lvl 50+ raiding, having defeated 30+ epic encounters, not one piece of FABLED chain armor dropped, neither did anything else dropped that is an upgrade to a casual Defiler with average equipment like me. </FONT></SPAN></P> <P><SPAN><STRONG><FONT color=#ffcc66>Second Not Urgent/Important:  these are things which you feel are important but not urgent and you can live with.</FONT></STRONG></SPAN></P> <P><SPAN><FONT color=#ffffff>Ever since I completed my 20+ Armor Quest, I have gotten excited about my armor look twice - once I turned red, the second time, I turned green.  They were both short-lived because the best armor out there always looks exactly the same as my lvl 20 Armor Quest armor.</FONT></SPAN></P> <P><SPAN><STRONG><FONT color=#ffcc66>Third Not Urgent/Not Important: these are things that you feel are being worked on but don’t really matter to you.</FONT></STRONG></SPAN></P> <P><SPAN><FONT color=#ffffff>Quests.  You are always fixing quests.  But it doesn't matter too much to me.  I simply have way too many quests to do, to track, and to clear (just so I can get more quests!).  Honestly, I wish there were much fewer quests out there so whenever I join a group, we don't get pulled all over the place because people always have different quests or on different stages of a quests.  My head hurts.  Can't we just hunt?</FONT></SPAN></P> <P><SPAN><STRONG><FONT color=#ffcc66>Finally things that you like/love and think are perfect. </FONT></STRONG></SPAN></P> <P><SPAN><FONT color=#ffffff>You QAs on test are perfect.  Run speed tonight is perfect.   Overall combat and grouping are fun.   </FONT></SPAN></P>

Tadok
11-28-2005, 08:44 PM
<DIV> <P>Thanks for asking for our feedback Seph. Makes us feel even more useful. Just felt like adding my 2cp so here goes.</P> <P>Urgent/Important</P> <P>Like everyone else here its tradeskilling. Its one of the most important parts of the game yet its also the most boring part of the game. On top of that my main is a carpenter. We carpenters are the 3rd world citizens of the tradeskilling world. As our items have no use in the adventuring aspect of the game we get little or no attention from the developers at all. We have had issue after issue go months before it has even gotten an acknowldgement from a dev that the problem exists. Yes they did take all those nice items off the NPC merchants and gave them to carpenters to make yet of those recipies we still dont have the couple most sought after by home decorators. We have continously asked for more decoration items vs more furniture and with DoF you have done that. But what of some of the other things we have asked for. There are a huge number of things that already exist around the world that people want to be able to add to their rooms and that carpenters would like to provide those customers. Smaller Lighting like candleaberas that can go on a table or lamps like found through out qeynos, smaller pottery and trinkets that can go on the bookshelves that books wont fit on. The Gaming tables like found in Irontoes Eats in North Qeynos and a lot of the furniture found in zones like RoV and Stormhold. It bothers me that one of the best roleplaying aspects this game has to offer is housing but so little time and attention is spent on helping carpenters make more and better options for people to have that roleplaying experience.</P> <P>Not Quite Urgent but Important</P> <P>Specificly for Test : It would be amazingly nice if the Tradeskill Merchants in the Courts of Maj'dul could add the lower tier advanced tradeskill books to their supplies. On Test it is very difficult to find and use the advanced books because of the size of the test population and the level of said population. All the 20 - 49 Advanced books are Chest drops from Mobs in the appropiate tier yet we on test have much fewer people hunting in those levels and zone so as is the availability of those books is limited. As changes are made both to adventuring/combat and to the tradeskills themselves having these books is very important. Having these books available on a merchant for testers only would be especialy handy for testing purposes.</P> <P>Overall : Better and more varied guild writs. I am really tired, especialy after dinging 50, of getting the same 4 writs from the Qeynos guards. Solo writs of some form, perhaps that give less status and faction, would be nice. As I dont have a lot of playtime it would be nice to help advance my guild in the few hours I have to play each day. </P> <P>Neither Urgent or Important</P> <P>Housing. Please increase the number of items you can place in all houses. I have a carpenter and I like to show off his new creations. I dont like having to put up his old creations to put new ones up. Yes I have a lot of junk up to get the desired effect in my room yet it looks good. But in order to get the look I am going for it takes a lot of stuff. That stuff eats my ability to place trophys and Heritages and books. I went to a three room house just to have the ability to place more stuff and now my home looks bear because my decorations have already eaten up my item count. </P> <P>Guild Housing. I cant wait untill my guild dings 30 and I can get a mansion. But the sad thing is I cant share that mansion with my wife, my guildmates, or my friends. It would be really nice to be able to get a mansion and have mutiple people be able to sell out of it. Along those lines I have a couple of other sugestions for guild housing. First let guilds hire NPC merchants to sell the guilds wares for them. Basicly the guild would buy one from a city merchant and just like a pet place it in the guild house. Players could then enter the guild house when it is excepting visitors and purchase items placed into the merchants vault (akin to the house vault). Money could then be collected by the guild leader. Second would be Guild tradeskill Merchants. Along the same line as the merchant who sells the guild wares this would be an NPC that can be purchased from a city merchant and placed in guild housing that would just sell tradeskill fuels and supplies. They would not sell books or anything other than the basics but they would allow people to tradeskill from guild homes without having to carry bags full of fuel for extended tradeskilling. </P> <P>Quests. More of them. Lots more. More solo quests. More quests with storyline beyond killing random mob 10 times for a drop. More heritage quests for old world items that can be used by casters priests and monks. There aught to be at least 5 or 6 of them in dof based on its old world location but theres currently only one. And they should be planed for in each new expansion based on the locations they are building on.</P> <P>Things I Like</P> <P>Let me get back to you on this one</P> <P> </P> <P> </P> <P>Thanks again for asking for our feedback. I for one am glad someone cares.</P> <P>Labb Accident</P> <P><Children of War></P></DIV>