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#31 |
Loremaster
Join Date: Nov 2004
Posts: 95
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![]() 1: mentoring to do writs with guild mates 2: "guild raid" zones drop gear thats better than tier 2 corpse drop loot... when i kill a level 40 epicX2 mob I don't expect to find a small wooden box with a pair of level 10 cloth sleeves with no stats... I DO expect some AA (first time) and a metal chest (legendary or master)... the zones have a 1 week lock out so no guilds will fully equip off these raids, BUT it will give uber-raid-guilds more places to go, AND it will give non-raid-guilds a few more non-contested raid targets to practice on that are worth doing. Besides other raid zones with week long lockouts have VERY high chances for metal chests on named, these should also. Adding the guild raid quests as the guild gain levels was a nifty idea, but it seems to have been forgotten and has become virtually obsolete... and the scaling to group members aspect is sometimes broken... we have zoned into a guild raid zone and had all the mobs red to us. Happily the one we did last weekend put most of the mobs at yellow, and the main boss of the zone at orange, so a couple people unmentored and I rementored to a higher level rementored. 3: make the rewards for crafting writs higher... as a level 64 adventurer I can accomplish writs that give me 6500 to 7500 status. Yet as a level 70 armorer my crafting writ gave me only 5200 status... and 50 gold. However as an adventerer i MAKE money while adventuring for the writs, as a crafter I have to either spend HOURS harvesting enough raw materials to do a single writ (far more efficient to do adv writs) and then I can make a 15 gold profit... (50 gold gained for 35g in fuel costs, all raws are free because I harvested them all afternoon) or i can buy the raws on the broker, and the writ costs me 75 gold to accomplish... so the end result is I don't do crafting writs, I can do 12 adventure writs in the same time it would take me to harvest and do one crafting writ!! 4: Armor dyes BUT only in a limited set of colors... NOT anything like eq1 had. Make it realistic... and make the dyeing have 2 options... a lot of armor has a primary color and has highlights, or at least some fine details on it even if they are not tinted differently... let us color just the highlights if we wish (this would make for some AWSOME looks) or color the background of the metal... highlight areas can be painted or enameled on real armor, thus color options are expanded (talking about real life armor now) but the back ground metal is a bit more limited... you can't cover the whole suit of armor in enamel... it would be heavy and crack and chip off the first time you got into a fight. So have a very limited color set for dyes that would actually stick to metal (maybe more for leather and cloth, since leather and cloth wearers should be able to be more colorful... and NO, I am not a cloth/leather wearer, I am an armor smith and a guardian)... but take level 20 crafted carbonite armor... it has a pretty cool looking tree on the chest plate, but the armor is all silver/grey... how about tinting the armor a little bit white and then enameling the tree green? that would look cool... or for the SKs out there... tint the armor black and the tree red... eventually... have patterns you could buy and put on armor... the sleeves my guardian currently wears have some celtic looking runes on them (they are legendary sleeves) that looks really nice if you turn up the graphics options... it would be cool to be able to buy rune kits to put runes on all my armor... or snakes or spiders or lightning bolts, etc... SOE can limit the craziness of the patters since they would be kits bought from NPCS or made by crafters. 5: Convert lower tiers of crafting to the new system BUT make crafted armor in t7 have more mitigation... the stats and saves on it are awsome now, very well balanced with dropped gear from the mobs... however the mitigation still needs to be increased. Add 25 points of mitigation to each piece... that way cobalt is 376/405 and xegonite is 401/431 and yet t7 legendary dropped is 430/490 and t7 fabled is much more (I am talking plate armor here, chain should get a similar boost). 6: betrayal quest... 7: let all procs scale down with you when you mentor... a few new ones do, but most do not, thus I carry multiple breastplates and weapons with me, since I mentor my guildies very often (I am higher level than all except one of them)... bag space is limited, I would like my imbued xeg BP to always proc... although admitedly if I wear BPs that are the proper level for what i am mentored to, I have MUCH higher mitigation than wearing the mentored down gear... so I might still carry it with me, oh, and the same for weapon damage ratings. The armor scaling is 4000% better than it used to be, and I do believe I still have an advantage when I am mentored to say level 30 than a player who is naturally level 30 (As I should!), it is just funny seeing my wife's shadowknight all in armor I crafted (feysteel) have 15% more mitigation than I do when I mentor her and I am wearing a mix of T7 xeg armor, legendary and fabled.
Quintin (lev 70 armorer) Solkarr (lev 64 guardian) |
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#32 |
Loremaster
Join Date: Nov 2004
Posts: 684
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![]() Lower the Cost of Arrows and other ammo !
Make crafted ammo a single combine that creates 99 at pristine !
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#33 |
Loremaster
Join Date: May 2005
Location: Montana
Posts: 105
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![]() 1. DYES!! 2. Guild Halls THANKS for the great updates in LU22! Yayy!! :smileyvery-happy:
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- Lady Pashta |
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#34 |
Loremaster
Join Date: Mar 2005
Posts: 126
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![]() Combat: -Ranged CAs that either always do damage equal to the auto attack damage from that number of arrows or reduce the CA arrow cost to a single arrow. This will help rangers primarily, but affects all scouts. It's stupid to waste several 7s arrows on a CA that does less damage than a single arrow's worth of auto-attack. If an adamatine arrow does, say, 400-1300 damage auto, then a bow attack that strikes 3 times for 150-300 should certainly not cost 3, or even 2, arrows. It should cost one arrow or do 400-1300 for every strike. (No idea if there is a T7 art that does this, just making numbers up. But this is the sort of discrepancy I see on both my dirge and brigand with their double-shot ranged CAs.) You should get 400-1300 damage out of EVERY SINGLE ARROW you successfully shoot if that's what you'd get by auto attacking. Additional effects (stuns, snares, knockdown, etc.) should be justified by power cost, like all other CA/spell additional effects. This would ensure that monetary expense constantly correlates to dps and yet maintain a steady rate of consumption for ammo. Legendary ammo could add a small bonus to CA damage as it already does for auto-attack. -An AE deaggro tool for sorcerers, especially warlocks. You could easily make Concussive's deaggro effect land on every mob hit with the spell cast after it. It wouldn't hurt to also make it maintained till the deaggro effect is used up (on at least one mob), make it instant casting and reduce the reuse timer by 1/3rd. Or give sorcerers a new spell that can be cast when they peel aggro off the tank. Even better, make it something you would use preemptively (like scouts can Evade) if you're smart, but can use to a reasonable effect in a pinch if you get unlucky or momentarily carried away. Chronically overnukers should still get squished on a regular basis, of course. Gear: -Definitely some armor dyes, and for looted as well as crafted. People against this say we'll get people running around in clownish color combinations. My reply: how will that be different than it is now? My 70 zerker main has a shiny dark-purple glass-textured butt and a matte blueish-white breastplate. I'm considering /lastname Uglypants, it's that bad. -This is a bit far out, but what if musical instruments (which currently do nothing) went in charm slots and acted as extra concentration bubbles for bard buffs? Instrument would have to be the same tier as the buff and could be limited depending on the instrument type (drum = single target stats buff, etc.). If this is still too overpowered, change instruments to rare wood only. -Wearable vendor trash jewelry given some lame stats or made non-wearable. I see too many low level people unwittingly wearing stat-free jewelry, not realizing that it gives 0 benefits and wastes their money every time they repair it. This jewelry used to offer mitigation. While mitigation doesn't make a whole lot of sense on jewelry, neither does it make sense to waste the money of players new to a game with an economy severely inflated at lower levels. -Imbued thrown weapon holders. (Sheaths, satchels, etc.) Why is this not in the game yet? Tradeskills: -The rest of the tradeskill revamp. Excuse me for getting impatient, but I cringe every time I start a tier and have to invest in 3-6 (increasingly expensive) cross-skills books that will be wasted money when the revamp finally goes live. I hate how confusing it is for new players who think isonoid loam is something you harvest. I hate not knowing what quantities of resources to keep for crafters (guild or my own) in upcoming tiers should the changes hit before they get there. -Entering a tradeskill instance for the first time dings you level 2. Or put Artisan Essentials Volume 1 on the wholesaler merchant and let people ding themselves. Do something to make it easy for people to start tradeskilling. The most common tradeskill questions I see are "how do I get to level 2" and "where do I buy Artisan Essentials Volume 1." It's stupid and pointless and confusing and I thought part of the point of the tradeskill revamp was to make them easier to get into? I see these questions asked by people with multiple high level crafting toons, no less. UI: -Put "inspect" above "tell" in the menu when you right click another player. Examining others is probably the most common function this menu is used for. Currently, I risk accidentally duelbetting, ignoring or inviting someone to group whenever I examine them, especially if they're moving. I've had people invite me or duelbet me by mistake, too. Keeping it at the top of the menu would prevent this and make examining people much easier and less unintentionally invasive. -A way to toggle bags and boxes so they stay closed or stay open unless opened/closed manually. I'd like to keep my ammo bag closed and my quick-change gear bag open and still be able to hit b to open and close the rest of them. Should work for bank boxes as well. -Actual damage numbers on weapons. Base damage doesn't mean anything to me. Damage rating might be fairly reliable, but there's a huge difference in the actual damage range on a lot of weapons. Staff of Enlightenment has a DR of 89.8, delay of 2.0 seconds and tends to hit for max in the low 500s (not counting crits). Kettleleader's Katana has a DR of 85.2, delay of 3.0 seconds and tends to hit for max 1000-1200! That's something I want to be able to see in the examine info for each weapon! -Under that should be the crit range. This should also be on spells, CAs and proc effects. I'm sure there's some math formula I could use to calculate it all out, but I want it more accessible, thanks. -The ability to assign colors to chat channels above 10. Bugs: -Fix the chat channels reassigning themselves bug! -Fix the clouds/carpets/griffins bug! Having to relog to get a cloud to work is ridiculous. -Fix housing collision issues! I'd like to be able to put a rug on the 2nd floor of my Qeynos 3-room house without the floor eating it. I'd also like to be able to put mirrors and pictures over the trim on my walls without getting a frame full of trim. I'd like to be able to put tapestries on the brick walls of my patio without the wall showing through. And so on. |
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#35 |
Loremaster
Join Date: Nov 2004
Posts: 3,313
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![]() New cleaned-up textues plus more lights in the Freeport newbie areas -- give them a unique look like you did in Qeynos. Also how about at least some 2 or 3 Br apartments in the Freeport newbie zone -- lots of empty places to put one!! |
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#36 |
General
Join Date: Nov 2004
Posts: 1,390
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/agree. |
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#37 |
General
Join Date: Nov 2004
Location: Ohio, USA
Posts: 368
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![]() HO revamp w/ new animations that reflected the HO name. Sky Cleave = Player jumps up and swings down at the enemy. ect... |
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#38 |
General
Join Date: Dec 2004
Posts: 81
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1. Add Vampires to the wanted posters in West Freeport and North Qeynos. It should be easy enough, as other new mob types have been added with expansions post Bloodline Chronicles.This has been requested before, numerous times...http://eqiiforums.station.sony.com/eq2/board/message?board.id=apbc&message.id=2519http://eqiiforums.station.sony.com/eq2/board/message?board.id=apbc&message.id=2998http://eqiiforums.station.sony.com/eq2/board/message?board.id=apbc&message.id=31582. Change the wizard relic chest piece to a robe, or at least give wizards the choice between a vest and a robe. Currently the Lunarspun Vest is well, a vest, and not a very attractive one at that.Thanks for your time Dev Team, and keep up the good work.
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#39 |
General
Join Date: Jan 2006
Posts: 5
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I would like to see a new kind of auction system where you could list a item you would like to buy and flag it so anytime that item where for sale ( for the price you would like to pay ) you would buy it offline or online ..Craftable items actully saying what kinds of things they can make when u examine em , ie a cobalt cluster saying it could be used to make cobalt armor etc Flying mounts , like a pegasusCarpets and flying mounts actully flying above water i can understand why levitation might cause trouble with the current system and might lead to exploits but i really do hope developers could take another look into thisWhen my carpets sinks everytime i move into some water i feel let down.Alternate xp differently speced ie the final aa abilities should not be the same for a paladin and a shadowknight just cause we are Crusaders ( something which has been since taken away ) to me it seems just lazyMore alternate xp abilities , 50 is just not enugh as it is right now. many have already maxed it outMore really hard content for the raiders, Quests with great reward both for the soloers as well as the raiders and ofcourse with great lore in it as welland finnaly while this has nothing to do with next Lu but something i miss i would like to see Gm events
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#40 |
Loremaster
Join Date: Nov 2004
Posts: 2,754
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The ability to email a guild. As in I, the individual not affiliated, can send an email not to a specific character but to #guildname.Instead of it spamming the whole guild, have it show up in something like an officer email where those with proper permissions can check it. Have the permissions on it be read, recieve and delete and have a running record kind of like the bank that shows who the email was from and what was attached if anything(doesn't need to hold the text). This can go along way from just communications to guild gifts.
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I will not let Domino break my doom and gloom. I will not let Domino break my doom and gloom.I will not let Domino break my doom and gloom.I will not let Domino break my doom and gloom.I will not let Domino break... |
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#41 |
Join Date: Jul 2005
Location: Nektulos
Posts: 7
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#42 |
Loremaster
Join Date: Nov 2004
Posts: 2,754
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A displayed/non-displayed toggle on house items. Add a list similar to the selling list that names off everything in your house and it's displayed/non displayed status.Also be able to enter a placement mode from it. Such a list would allow easier modification of room look, inventory and lag reduction by allowing things like torches to be turned off.
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I will not let Domino break my doom and gloom. I will not let Domino break my doom and gloom.I will not let Domino break my doom and gloom.I will not let Domino break my doom and gloom.I will not let Domino break... |
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#43 |
Loremaster
Join Date: Nov 2004
Posts: 144
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![]() Tradeskill changes please. Fix the pets in Majdul houses. Currently I am using two pets for bookeneds. Fix AA's At present they stink worse than a diaper. A Looking for Player window. So groups can put up a sign saying "Hey we need a healer level 64+ for a group" This would help immensly with setting up groups and or replacing leaving group members.
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#44 |
General
Join Date: Nov 2004
Posts: 74
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![]() Finish the tradeskill revamps. I have been a provisioner since launch and have finally ground my way to T7. I love it!!!!! I almost completely quit tradeskilling, when I could finally make a Mental Core Breach. I was so proud of the MCB that I showed it off to my guild. A guildie asked me to make some for her. Being a nice guildie, I said, "Sure, if you give me the supplies." I was given enough supplies for a couple stacks of them. Mind you, that is 6 combines (5 subs and final) per drink. It took me 7 1/2 hours to complete 40 of them. After that, I never wanted to enter the tradeskill instance again. I will take no more orders for MCB and only make a barest minimum for myself. The tedium of provisioning tiers 2-6 is absolutely ridiculous, dumb, assanine, stupid,etc etc etc....Tier 7 has been a blessing. I can not yet make anything with stats, but the first time I did a single combine and got back 2 fully made sandwiches in less than 2 minutes........I could have sang for joy! Other than that.....make me pretty. I want new looks for armor, dyes and sexier looking armor. I also want more hair style choices. I am a barbarian female and my choices are to either look like Heidi or look like a man.
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#45 |
Loremaster
Join Date: Oct 2005
Posts: 236
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raaaaanger fixing!! well for the one's who havent cancelled or quit yet anyhow! i still feel for the one's who are still playing! =p
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#46 |
Loremaster
Join Date: Nov 2004
Posts: 37
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I don't know if this has been touched or maybe it's an ingame feature I don't know about but I liked that in EQ1, you could find groups in need of members. It made finding groups so much easier.
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Myranda Rites - level 80 Pally Myriad Sparkles - Level 20 Wizard Myrci - Level 32 Templar Minuet - Level 80 Necromancer Waxon - Level 9 Monk "You Don't Just Kill me and Walk Away" |
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#47 |
Loremaster
Join Date: Apr 2005
Posts: 148
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![]() * fix the forum posts so if it says unacceptable html found, it wont wipe the message. I had a long post of good updates, guess you'll never know what they are now.
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#48 |
Join Date: Jan 2006
Posts: 12
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![]() PvP changes-
Added rez points in EL and Everfrost big time, rez camping in everfrost big problem, many other zones should be looked at, every zone need 2+ PvP damage scale back, damage outpaces HP and healing at all levels but more so at higher levels, needs to scale it down some Also I dont see hardly any city pvp, need more reasons to raid opposing cities |
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#49 |
Join Date: Mar 2006
Posts: 5
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![]() Some PvP quests would be great to get things started. Don't need a full blown system just yet, but give people something to do and time to kill on the PvP servers. World PvP is still great fun. But having some PvP quests (or bounty type of quests) would be awesome. Take a look at the current PvP reward system, it's not thought out well. It's hard to be at the level to benefit from PvP rewards because it's hard to not outlevel them. Damage in PvP be scaled down just a tad more. It'll help keep the fights last longer and thus more enjoyable for everybody. 1-2 shot kills while fun for the attacker, isn't fun for the receiver. If devs have time, a better PvP ranking system would be cool. The current system is sort of lacking.
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#50 |
Loremaster
Join Date: Mar 2005
Posts: 126
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![]() Ancient /master II spells that would only drop occasionaly off know raid x4 named mobs and the scroll/spell should be no trade. People that raid should be more rewarded then others that dont raid or dont work on tradeskills(to be able to complete T7 HQs). Just giving us new armor and weapons (from raid fights ) is not enough to pay for the pain(RISK VS REWARD) of some challenge raid encounter/zones. exemple of a maste II(ancient spell) For summoners can get an unique special pet for conjuror and other for necro class Maybe add another two or three ancient spells for each class but that depends on you. Allowen necromancer of MM server Lords of the triple moons 0
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#51 |
Loremaster
Join Date: Jan 2005
Posts: 197
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1. no new content or features 2. bugfixes for all past content so it is useable as it should be. 3. remove new tradeskill or make the 2 systems work together so we can work the old way or the new way (new with more costs and more raws) 4. goto point 1 and 2
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#52 |
General
Join Date: Nov 2004
Posts: 44
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![]() 1/ Instanced version of Harla'dar as it was mentionned on FR board by a community mod. 2/ addition of another instanced raid zone. 3/ addition of 2 or 3 contested x2 mob 4/ fix and addition to the recruiting system 5/ addition of new crafting recipe found in raid, for exemple master 3 or something else. |
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#53 |
Loremaster
Join Date: Dec 2004
Posts: 52
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#54 |
Loremaster
Join Date: Nov 2004
Posts: 258
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![]() /bark on /bark off for all these barking spirit dog pets .
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#55 |
Loremaster
Join Date: Nov 2004
Location: Massachusetts
Posts: 13
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![]() armor dyes the tradeskill changes finished and more housing items Goldie
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#56 |
Loremaster
Join Date: Nov 2004
Posts: 28
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I would like to have a recipe for carpenter added. it would be to create pannels that could be used to create fake walls or seperation in your house. You'd have the option to create it from wood or metal or stone, at each tier. Maybe come in a size or two.
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#57 |
Loremaster
Join Date: Dec 2004
Location: right behind you
Posts: 1,802
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![]() my list: Armor Dye (but only limited options, i dont want a Rainbow Tank) Guild halls guild lvl 50 mounts fix descriptions of troubadour AA's (especially the ones that say they increase attributes, but in fact make buffs more effective) finish Tradeskill revamp add lots more recipes for crafting, like lots of different plants for carpenters, class specific armor (example mystic and ranger both use chain armor but profit from different stats) mounts should not disapear if the water isnt too deep writs should give more faction the higher they are give us a warning again before the servers come down make temple of scale instanced decrease aoe aggro for warlocks, reduce their casting timers (even if its too late for me because i deleted mine after lu #13) HQ rewards should give status reduction when placed in a house interactive furniture (chairs you can sit in and so on) let us use mounts if we have a illusion of a playable race on let us share money through shared bank fix all bugs and ban all bots (i know they dont need a lu for that but it would be nice anyway) Message Edited by Killerbee3000 on 04-20-2006 05:58 AM |
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#58 |
Loremaster
Join Date: Apr 2005
Posts: 2
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![]() I like the post about giving Bards instruments to gain buffing capability. My Dirge has a nice self buff that is rendered useless to me since all of my concentration is set to predetermined buffs that the groups need. My normal buffing is like this: Harl's for the STR/AGI Screeching Illusion for Parry Percussion Rianas Noxious Dissertation (Due to the high number of SK mobs in KoS) Alt for ND is Brias Now if you can tell me that any of those can be sacrificed plz do. But like i said give me the instruments so i can self buff and add to my perfectly fine low scout DPS.
Also, Dirge and Troub are the opposites for Rianas I give DPS Mod while Troub gives the haste, which is fine but make and addition so that i add half of my DPS % is haste and the troub gains a DPS mod. Not to mention the scaling that has been done with that is pathetic, Increase the percentages into the 30% + range with the T7 version. |
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#59 |
Loremaster
Join Date: Nov 2004
Posts: 105
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![]() Dungeon for duo/trio group Guildhouse |
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#60 |
Loremaster
Join Date: Nov 2004
Posts: 22
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![]() Would like to see DPS teirs work... tired of seeing classes with utilites doing 3 times the dps then a class with no utilties... but i am sure i am asking WAY TOO MUCH!
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