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Unread 12-03-2008, 08:39 PM   #228
Kurindor_Mythecnea

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1.) For one, SOE's advertising department needs to get in contact with all the big technological, modern media retailers (Best Buy, EBGames/GameStop, Target, Walmart, Amazon, NewEgg) as well as all the contemporary publishers (PCWorld, CNet, PCMag, IGN, 1Up, GamesRadar, GamesCritic, GameTrailers, etc). A robust and solid offering needs to be pursued for the next expansion and it NEEDS to blow our and the video game industry's minds. With the latest introduction of in-game player surveys (<3 though I suggested this a long time ago I doubt it was me that contributed to its current inception), there is much to include for conversation with publication spots).

2.) For two, try to not let the lowest common denominators fall by the wayside. The PvP community drastically deserves something titillating and refreshing than 129 hours of writting for their gear. Quests for sabotage, defense, offense, or territorial capture can completely spice up and show a care for investing in the PvP realm. A player and developer collaborated tutorial for new PvP inductees would also show unmatched commitment to the futures of your consumer base.

Critically considering the adaptation of level-locking (your PvP community's highly cherished pastime) could be done in the ways I've considered in my post to December's "Dev Question of the Month".

Also, permanent immunity needs to be removed and people need to be given only 45 seconds of immunity after evacuating.

Manually respawning at a physical location (while your encounter is still engaged in PvP combat) NEEDS to be disabled. Your players have sought this for months or years and this still isn't a present feature. The only way players should be rescusitated is by Priests with in-combat resurrections. (Blitz)Krieging is a severely weak tactic that every adept players frowns upon.

Evacuation should also have a 30 minute reuse timer for all classes, and Scout evacuation shouldn't be only interruptible by fearing.

Truly consider re-itemizing Legendary and Fabled from levels 10-69. I completely mean it with utmost sincerity, please. Truly do it.

3.) Giving Mages a form of track, a la "Triangulate," would significantly balance the disparity in DPS class competence when it comes to utility in PvP.

3.5.) Making invisibility or stealthing actually utilitarian in PvP would be enjoyable. If Mages were to be fulfilled and receive their form of tracking, they should be the only class types able to triangulate invisible enemies and Scouts should be the only class types able to track stealthed enemies, regardless of totem usage (perusal of such sigh augmentation via totems should only enable targeting within maximal render range).

4.) Fourthly, targeting over inclines and declines has severe issues with functionality that shouldn't exist when invisible lines could be drawn from a character's eyes to even the foot of an enemy players' mount, let alone their head or whichever appendage. Please address this.

5.) Melee auto-attack damage, if not overall melee damage, likely needs to be scaled back by about 50% in PvP circumstances.

6.) Thirdly, aesthetics and personal image are something that should have implementation sought in the cleanest manner. The inability to stack particle effects severely limits the uniquity with which one pursues their own individuality in these populated realms. With such new liberty though ought come required optionality. I highly suggest being able to left mouse-click in a little box on your maintained effects and enter 1-12 for prioritizing which particle effect would show first, second, third, or whichever, depending upon how many personal particle effects players have opted to display in their personal display configurations (something that would also need to be added).

I truly feel that there's no reason players should be restricted from enjoying promotional and valid game content simply due to a lack of developer foresight for fluid inclusion. Why should I have to forego one of my signature Shadowknight effects (Hand of Lucan) to utilize my staple "Vision of the Deep," let alone the countless other, interesting offerings available throughout the game (i.e. the new 5-year veteran rewars, "Pixie on a String")?

Also, please heavily consider adding weapon, shield, and bow appearance slots.

7.) Being able to destroy enemy guild hall strategist flags would make the prospect of contesting mobs a lot fairer.

8.) Offering the ability to establish yourself with another race's traits (while replacing and completely forgetting your original set) would ignite a fluid equity among the PvP paradigm. These quest lines should be unbelievably extensive and should require the amount of time getting the new critical mitigation PvP token gear requires, which is 129 hours (775 tokens for a full set with 10 minutes per each token [775*10/60]) with NO interruptions. With races like Ratongas and Barbarians and Sarnaks and Kerras, many people enjoy exclusive advantages that others have no chance of topping.

9.) Guild hall permissions for amenities should be attached as a tab in the guild menu. The access menu should be left for houses and applying usability for guild halls to those out of guild. Being able to incentivize progress within a guild through additional unlocked freedoms would be an invaluable administrative resource.

10.) I would love if aerial mounts could be adopted and if the oversights on the extent of zone creation from high altitude perspectives could be addressed.

11.) If it could be possible, another thing that you developers or designers might seek to confront next is the lag in broker consignment transactions.

Gnome of Gnomes,

General Seliri Dar'Yanne, Legend of Norrath

65 Shadowknight/80 Armorer

(P.S. I totally still, vehemently support my "Player Highlighted, Functional Facets in Guild Halls - Overview Revisited, 3.0" posts. Totally a good idea to review my post history and consider those ideas! )

(P.P.S. Here's the list taken from the excel document with what I feel may or may not retain a need for review. Issues that don't have me noting lacking assurance or crossing them out are those I recognize as still requiring coverage.

Memory leaks [especially in Veeshan's Peak] <-- these still happen, dunno about VP in particularDisplay npc immunity messages in the chat window and not just overhead combat feedbackMake it easier to "visit" houses that you are a trustee of.Problems relogging into the game after going LinkdeadShould be able to store lore items in the guild bankAllow reordering of group membersSome raid zones send the raid group into separate instances. [Cauldron Hollow, Harla Dar]Should have the ability to prioritize illusions when multiple are up at the same time. <-- my idea covered this & included particle effectsAn option to turn off appearance items without having to unequip them.Shared house vaultClient sometimes things you're in a broker transaction after you've closed the window.Items with water/glass/reflections not being viewable in dressing room windowPlayers not appearing after CoH or some other type of teleport until they move or do something.Better LFW support for finding craftersMobs [and players] dying but not playing death animation / remaining standingFaster load times for housing zonesNo additional guild bank slots at level 50, 70 or 80Sell items from your bags while at a vendorThird-party UI's that have more features/functionality than the Default UI.Display racial abilities during character creationMap window bugged so that it can only be dragged by clicking on uncleared fog areas.Class grouping on character creation is misleading, making people think that betraying an Assassin you could become a Swashbuckler for example. Should sort by ArchetypeBetter bag/inventory management <-- maybe this has been implemented and Fetish Nightfall hasn't fully adopted it yet?Cannot equip and then use an item in the same macro if the item requires that it be equipped.Armor dyesSupport non-ascii characters in UI scriptingAllow raid leader to change group leaders between the other 3 groupsA solution for storing no-trade armor that we want to keep for appearance reasons <-- niftyAuto-follow non-group members <-- only if of the same faction and if they allow out of party auto-following (new persona option please)A log entry when someone visits your house <-- awesomeCrashing/hanging on "Receiving Zone Info"Connection stats window doesn't save visibility state <-- what's a visibility state?Player-controlled flying mountsMake "disarm" the default action when a chest hasn't been disarmed, then switch it to "open"Onscreen messages that get backed up, like when swapping AA specsMore accessibility options for players with disabilitiesDifficulty placing house items (Specifically in Kelethin houses with multiple floors) <-- dunno about thisAchievement XP bar not available without KoS although you can have achievements with EoF. <-- dunno if that's still an issueSelection in tracking window changing before you can click the OK button. <-- not sure if this is still an issueQuest Journal doesn't save settings properly between sessions. (Tab, sort order) <-- not sure if this is still an issueMake usable items queue if already casting. <-- not sure if this is still an issueMake "visit" the default action for inn rooms instead of "buy" if you already own a house <-- not sure if this is still an issueAllow buy requests through the broker <-- not sure what this is referring toThe ability to compress broker results into 1 line per item <-- not sure what this is referring toThe find players tab on the community window only goes to level 60 <-- not sure if this is still an issueServer-controlled mounts flying sideways <-- dunno about thisHaving to drop your mount to climb a wall or use a server-controlled mount, then recast it when done.Slow backup speeds on mountsBroken aqua visionMounts should jump when pressing the space bar <-- completely against this, I feel the idea just has no aesthetic flowSpeed up the delivery of coin and items sent through mail <-- why? adequate sense of "realism," is provided, imo!Problems with some sound cards [Creative EAX] especially when under water. <-- I have an X-Fi platinum and I've never experienced anything relative to thisRevamp Guild Recruiting window to show more guilds, allow searching, etc.Ability to display your bow instead of always showing sword/shield.Custom key settings constantly reset to defaultGet rid of grey-aggro.  Shouldn't be forced to fight mobs that don't give rewards <-- I disagree, grouping with red cons sometimes greys out mobs that would normally conCan't equip a cloak in an appearance slot via macro.Using "Force Looped Music" sometimes causes 2 music tracks to play at the same time when zoning. <-- never had this happenThe UI in general has too much of a performance impact <-- i disagreeAbility to swap bags and boxes from inventory and bank without having to empty them.Lock harvest nodes while harvestingBuilt-in voice chatDisplay the house address on the housing access windowSort broker results by stat values [str, sta, etc])

(P.P.P.S. Please try to include some of the threads in the Developer Roundtable [as well as other areas you feel critical game discussions are ongoing] in your Town Crier announcements on EQ2Players. Players need to involve themselves with this game and insight or conceptual support needs to be pushed by the developers and community managers as well. Looking to give unique or novel rewards off of points earned from moderators if players make significant and devoted contributions in the forums is something that would take people aback when it comes to player-developer involvement. That would be unbelievable and something seriously satisfying, let alone something that could stand as another talking point if you decide to seriously advertise this wonderful hobby, this product, of fantastic potential.

Appending this piece of advocacy to include communal points awarded by GMs to players who contribute on a consistent and positive basis while active on live servers would also be an enjoyably interactive engagement for all of the playerbase as well. However, the content that could be unlocked with communal points, I feel, would have to harbor some interesting offerings like those given from the D.I.R.T.Y. merchants, perhaps a list of exclusive content that could be updated on a monthly or bi-monthly period.)

(P.P.P.P.S.

Autenil wrote:

Pitt Hammerfist wrote:

So just how much processing power was animations taking up anyway ?

Hopefully you can get particles/lighting on the second core next time, or the GPU.

My highly technical answer is: Lots.As much as I'd love to push animation vertex transformation to the GPU, we wouldn't get the necessary vertex normal information back from the vertex shader that we need to feed into other systems like the particle system.  That's why it needs to stay on the CPU for now.  That's also why it was the first candidate for multicore support We're definitely looking into taking the remaining CPU-bound systems and threading them.  However, it's a major undertaking to consider what (and how) code uses data and ensure that multiple CPUs aren't going to, say, write to the same memory values at the same time (hence the term synchronization which also accompanies any dissertation on multi-threaded programming).  The current support that's on Test was started months ago...

Can or are particle effects eligible to be moved to the GPU? Cause if so, wouldn't it then be okay to move animations there? I have an ATI Radeon 4870 HD and I get abysmal framerates and it makes baby Gnomes combust at the thought of tinkering.) :[

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