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#241 |
Loremaster
Join Date: Sep 2006
Posts: 70
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![]() LORE: - I can't emphasize this enough: LOSE THE ALIEN THEME. Noone likes it. We play a high-fantasy MMO, give us dragons, orcs, goblins, etc. If we wanted to fight aliens we'd play something else. PLEASE. DROP. THE. VOID. THEME. RAID: - Reactives off mobs... No other MMO has this, it's frustrating, makes you depend for DPS on other people, and combined with: - fail effects that can often depend on something completely random, it can create unhealthy atmospheres in raids and guilds, and crap atmosphere = less people raiding, less people playing the game. - use your imagination, mobs can be hard and challenging AND FUN at the same time, without reactives and with (much) less fail effects... Other games do it like this, and it's FUN.. EQ2 did it like this in KoS and EoF, and it was FUN, and a lot of EoF mobs were challenging... Right now, encounters are annoying, frustrating and repetative. CONTENT: - more variations... More open zones a la SoS, PoA, Sebillis, CMM, Runneye, Fallen Gate, Cazic Thule, RoV... Less instances that take you 9 hours to complete like Guk zones (which drop really mediocre loot to boot). Hell, if you need to, just remake CT, FG or something.... - make heritages worth doing... Like already suggested, insert upgrades for Manastone and JBoots (one of the best quests I've done in any MMO)... Weapons, etc., that are outshined by drops from beginner raid mobs really make no sense. - Balance content. Why make an expansion almost exclusively for soloers (RoK) and then one almost exclusively for groups (TSO) with ONE open zone??? I mean, doesn't it make more sense to just balance it? |
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#242 |
Server: Everfrost
Guild: Devecia
Rank: HMFIC
Loremaster
Join Date: Dec 2005
Posts: 343
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![]() First, I applaude the team at SOE for asking for feedback pretty much knowing you're going to be blasted out of the water. 1. Your encounter designer who hasn't designed a decent encounter since ROK and still has the gaul to state "Destroyer of groups" on his sig. It's the equivalent of me listing "Destroyer of companies" on my business card as I'm running the company I help lead into the ground. 2. The whackamole curing, over use of CC, The stuns, the stifles, every 5 seconds on everything. 3. Memory usage of the game - I hit 2 gigs last night. 4. The lack of "fun zones" - IE zones that are just fun to run and re-run. 5. The fact that most guilds have to plan a raid set up like planning a job instead of grabbing a bunch of friends and heading off to beat something up. 6. The fact the player base screams foul everytime a very needed fix is proposed. 7. The fact you ruined Guk, (or failed to meet the expectations of it). 8. The fact that some mobs in the game still require the use of exploits (or strats that are not intended to be used as the encounter is designed) to beat. Aiden for example is only supposed to require 2 people to get rocks to block portals and yet in order to succeed you need to exploit the wall geometry to send 4. And 2 of them have to pick up 2 rocks each. 9. The fact that it's ok for the playerbase to sell raid level equipment for plat, but scream foul if SOE even thinks about it. 10. The increased lack of player curtisey in level chat - and the need most players have to use foul language and the utter failure of SOE to police it. 11. The fact that EQ2 requires a 3rd party program and UI to even succeed at some encounters. 12 the fact that 90% of your playerbase relies on these programs and yet SOE STILL hasn't adopted any of the ideas. 13 There's no more zones that keep drawing you back IE EQ1's guk, Seb, NTOV, Mistmoore where it seemed everyone hung out in. |
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#243 |
Loremaster
Join Date: Nov 2004
Posts: 21
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![]() Harvesting rares....could you possibly change it a bit...instead of getting a rare when you harvest 10 of something could it be a combination that ADDS up to 10. For instance; you can harvest 1, 3, 5 or 8 of an item and you have three chances with each node. Without changing the ratio (not sure it that is the right word) if you harvest 5 of an item two of your three chances then you get a rare...or twice you harvest a single item and once you harvest 8. The chances are a bit better than harvesting 10 BUT still rare enough that you would not harvest a rare every time. Just a thought. |
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#244 |
Loremaster
Join Date: Feb 2005
Posts: 84
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![]() I don't get frustrated all that much in game, I realize this is a game and there are more important things to get "bugged" about... That being said, it seems like all of the freakin knockbacks on TSO raid mobs (trash & named) is out of hand. As a somewhat melee class, I have to time my spells/combat arts to my auto-attack for my best dps, yet every single time I get within melee range...BAM...knocked back. Last night in Palace was particularly bad, knocked back while being knocked back. Not sure if this mechanic was designed as a dps check, if so, there have to be more creative ways out there. Stop knockbacks in 2010
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#245 |
Loremaster
Join Date: Nov 2004
Posts: 17
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![]() Dumb as this may sound I really want the option to move people around in the list of group members to where I want them not where they end up. |
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#246 |
General
Join Date: Apr 2009
Posts: 18
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![]() Three more:
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#247 |
Huntress
Join Date: Nov 2004
Posts: 266
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#248 |
Tester
Join Date: Nov 2004
Posts: 7,842
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![]() I play a coercer, so this is from coercer perspective. Coercers have 2 ways they can make a "pet", Charm and (after level 65) Possess Essence. Thus, they are a pet-class. This post is about pets. basics to establish context: Charm costs 3 concentration. This means it generally cannot be used in a group since a coercer is also expected to buff other group members and each of those buffs requires concentration. Without the mythical, Possess Essence also takes 3 concentration with the same group limitation as charm. With the mythical, it uses no concentration but cannot be used with a Charm pet (yet a necromancer can have a summoned pet and a charmed undead pet at the same time). Charm pet always keeps the name and /consider of the original, and, visually only, the arrow rating as well (though if higher than a no arrow non-heroic, it will reduce to no arrow non-heroic, if below no arrow non-heroic it stays as is). Possess Essence, like any other summoned pet, can have the name changed with /pet name (not sure if that "sticks" as a default since I have mine in a macro pre-dating the ability to set defaults for summoners' pets). things that bug the snot out of me: With both Charm and Possess Essence, the pet is -always- established with 'protect me' and 'protect self' enabled and as /pet melee. EVERY time a coercer pet is created, the coercer has to change the settings if he/she needs something different (i.e. in raids, if an AE hits before the coercer can click those off the newly created PE pet, the pet goes a runnin' Arrows and 'heroic' displayed on a charm pet is VERY misleading, especially to new coercers, troubies, and those with a limited charm (necros, rangers, etc) who probably weren't around when the change to downgrade them when charmed came about. This might even effect pets charmed by an item. Charmed pets stay the /consider of the target, but become non-attackable (not considering PvP, I primarily play PvE) and without any other indicator they're charmed or by whom. This can be a problem in a group where the charming is done unexpectedly (i.e. by a troubie or a necro.. 'cause a coercer doesn't have available concentration anyway). Necros can have a summoned pet and a charmed pet at the same time. (even if they're limited in what they can charm, they can still have both.. in a group where a coercer without a mythical can't even have one) Possess Essence and Charm require the caster to have the same target through the duration of the cast with the target staying within range the whole time as well. Other spells, even those with a much shorter casting time, do their check for distance and target at the beginning. Possess Essence and Charm require a direct target and cannot, like any other hostile spell, be done with an implied target. Possess Esssence takes a LONG time to cast and, because it requires a target wihin 20m to cast, often requires being in combat to cast, unlike other summoned pets which can be cast out of combat while prepping. That's probably enough for now |
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#249 |
Loremaster
Join Date: May 2007
Location: Long Island NY!
Posts: 218
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![]() Yennik wrote:
how about chat channel consolidation... auction, general, newbie, crafter there is no reason i need to have 17 different chat channels its unbelieveable |
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#250 |
Loremaster
Join Date: Mar 2007
Posts: 23
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I hate that I can't buy a mailbox for my personal house unless I'm in a guild. This could be offered at the crafting faction merchants, if you don't want to make it available without a restriction.
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#251 |
Server: Valor
Guild: Argus
Rank: Gildentwink
General
Join Date: Sep 2006
Posts: 505
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![]() What bugs me most is that SOE does care for old raidcontent which is long done... leave it like it is and concentrate on newer one instead of listening to people which are not able to manage 2 year old content. Leave players actually something to do instead of making everything so easy. This comes from somone which is bored running with twinks the same raidcontent in RoK with 0 challenge anymore. Not mythicaled.. not t2, t3 or t4 armore wearing... these mobs should still be a challenge. |
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#252 |
Server: Unrest
Loremaster
Join Date: Nov 2006
Posts: 1
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![]() Loosing all masters when betraying while NOT changing class is pure evilness, not to mention it kills quite a bit of freedom and enjoyment for no good reason. |
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#253 |
Server: Antonia Bayle
Guild: Gorowyn Amenity Union
Rank: Leader
Loremaster
Join Date: Sep 2008
Posts: 30
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![]() 1. The fast mounts are all gaudy, ugly things. I don't like the look of mounts in general. /hidemount or a mount appearance slot would be nice. 2. Void-themed areas are also ugly. No more void plotline would be great. 3. I can't copy text out of in-game mail. 4. Sometimes after combat has ended I'm still stuck with my in-combat move speed. 5. Players are apparently expected to know the developers' intentions with regard to exile status despite these intentions not being communicated anywhere in game. The in-game warnings are inaccurate and incomplete. 6. Illusions such as those from the petrified eyes can be dispelled, wasting my bone fragments. |
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#254 |
Loremaster
Join Date: Dec 2008
Posts: 286
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![]() 1.) Provisioning : Let us make 5 of anything at a time. One of the reasons why our server has few provisioners is due to this... 2.) Tracking : If I start tracking someone, I dont want to lose their tracking marker when I open or close the tracking window. 3.) Give us full X-Y-Z sizing and placement on house items. What if I want to place a carpet on the ceiling? 4.) Make all house items tradable. 5.) On PVP, allow players to place bounties on players. |
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#255 |
Server: Guk
Loremaster
Join Date: Dec 2005
Posts: 1,360
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![]() Rijacki wrote:
#1 - My PE and charmies come out without protect me or protect self on, I recall changing it at one point when the change went live and never looked at it again. #2 - Charm checks for distance and target at the start of the spell being cast but not at the end. The mob can wander away just fine and you'll charm it. PE checks for distance and target at the start of the spell and at the completion of the cast, much more annoying.
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guk.Aule - 90 coercer | Troops of Doom | 90 bruiser - guk.Krindi |
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#256 |
Tester
Join Date: Jan 2007
Posts: 15
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![]() I agree with all of the following gripes: Kaisha@Permafrost wrote:
In addition: Not being able to choose between Test, Test Copy, and Live server toons on the startup select toon window. Collection items that are so rare they almost don't exist. Collections that are lore rather than heritage so we can't share them with our alts. Random number generators that spawn the same collectable over and over in a dungeon or zone so that after two hours of play you have 5 of the same colletable. The schizo game development that discourages alts. Alts keep players in the game longer and should always be encouraged. Houses with low ceilings. They make it really hard to decorate. Houses with floor or wall areas that won't let you lay a rug or hang a tapestry or picture. Houses with no ability to see how upgrades will look before you buy. Token-purchased mounts that dissapear when you have to dismount even though there is more time left on the mount. Making Sarnaks so large. We take up too much space in buildings making it hard for us and others to conduct business. Classes that don't provide spells for illusion forms that allow us to assume smaller or larger sizes for those time when we really want to be found or when we don't want to block the view of everyone in our group or guild hall. Too few instances that size to the groups class makeup, size, etc. DAoC is a great example of splendid use of instances to improve game play. Houses with no outdoor space to decorate. Gardens look dumb in rooms with regular ceilings. Even changing a room to have a windowed ceiling would help. Lack of paintings that could double as fake windows to brighten up a room. Houses that can't be reached by toons of a different faction/alliance. Provide porters to take us to safe housing in any city or get rid of the broker fee. A porter would be a great guild hall amenity. Items that don't count towards guild hall status reduction. Not every guild hall has players that are addicted to the 24/7 play style. Give us a break here. It is hard enough to come up with the money for outrageous rent. Chronomage plushies that cost a plat. This is one of those anti-alt decisions. I have 14 toons to support. I can't afford several plat a day for plushies. And, since when did we have to start paying for our rewards anyway? That's enough gripes for now but I'll be back |
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#257 |
Loremaster
Join Date: Jan 2006
Posts: 520
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![]() Rijacki wrote:
Sounds to me a lot of your "annoyances" would be solved by /reroll summoner tbh. You want all the functionality of the summoner (the TRUE pet class) then roll one. You want to be useful as a class and have a cool pet up all the time? I'm sure some mechanic tweaks could be used in charm and possess essence but asking for stuff just because a necro/summoner can do it isn't cool, summoners are the pet class and chanters are the utility class that just so happen to have a pet for soloing. They are different for a reason and thank god for that. The day chanters get the flexibility to work with pets to the degree a summoner can is the day the summoner class should just be /deleted.
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#258 |
Loremaster
Join Date: Mar 2007
Posts: 23
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![]() Something else that *really* bugs me is that the TSO AA spell Swift Strides does not stack with the fury speed buff attached to the Peerless Predator line. |
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#259 |
General
Join Date: Apr 2009
Posts: 18
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![]() I almost forgot this thorn in the side of dps classes:
Also:
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#260 |
Server: Butcherblock
Guild: Ronin
Rank: Officer
Loremaster
Join Date: Aug 2005
Location: Anchorage Alaska
Posts: 435
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![]() I want the guild ammenity call to player housing to give me a list of any house I am a trustee of and the choice to go to that house (make it like a bell or druid) this is my number one wish right now! I have many other issues I would like addressed but you can make me smile with this one small wish granted. please PM me to let me know my post is even being read and my voice is being heard. Thanks, Ambeco |
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#261 |
General
Join Date: Nov 2004
Posts: 189
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![]() my biggest annoyances relate to design 'features' which probably can't be fixed, but hopefully can be avoided in the future. zone design - this annoys the bejezus out of me, when you can be 10 feet from a place you want to be but have to run the equivalent of an in-game 1/2 mile just to get there. whether its a sunken river too wide to jump across and no bridges, angled rocks that you can't jump/climb up or invisible barriers to prevent you jumping to places that someone didn't want you jumping to, even if there is no reason why you shouldn't be able to. this also extends to other parts where you have to jump at exact correct stop just to be able to get past. the wasp tree hives are an example of this, they can be a nightmare to get back out of especially while mounted. mob design- i'm predominately a solo/small-group player and do most of the solo quest lines. i haven't noticed it in earlier tiers but t7 and t8 are filled with obnoxious solo mobs with over the top state affects. going through bonemire again recently with an alt, on over 3/4 of the fights on solo mobs i ended up rooted long after the mob was dead. stuns, stifles, knockbacks and especially roots are way out of control. there is simply no need for them on solo mobs, they don't add much of a challenge and only serve to annoy you when you have to stand around an extra 10-20 seconds after nearly every single fight just to be able to move. heroic content - just a reminder of what the text on heroic mobs says. "This heroic encounter is well-matched to a group of three or more." This no longer seems to be the case where you can get 3-4 moderately equipped people and have fun in dungeons. The trend now is that heroic content is aimed only at 6 person groups, and in some cases where a specific class/sub-class is essential. between solo quest lines and 6-person dungeons there is very little aimed at smaller non-perfect groups. the shard of love was stated to be for casual smaller groups when in reality it wasn't even close. for our group of 3 in shard armour had a hell of a time getting anywhere in the zone. every fight was very tough, and a single add meant certain death. you really need to rethink your definition of casual. mount jumping mechanics - getting around ledges, rocks and other objects that are necessary to be jumped is a pain on a mount. on foot you can jump and move forward while in the air, on a mount you can't - you don't even get off the floor. on a mount it seems you have to already be moving foward when you hit space, and have enough room infront of you to to get the jump to get off the ground. its fustrating when you try 5 or 6 times to time forward/space perfectly to get anywhere and give up and cancel your mount. item progression - it used to be a case that solo content was balanced around handcrafted equipment and app4 spells. it now seems that mastercrafted/adp3 is the basic requirement for a lot of it. this may or may not be a bad thing, but if this is the current aim, then the drop rate of harvesting rares needs to be increased. i don't buy into the arguments that a greater drop rare would mean mastercrafted needs to be nerfed for not being so 'rare'. it only needs to be 'rare' in comparison to handcrafted - how rare is rare is a matter of perception. you can now get legendary jewelry from solo quests better than mastercrafted t8 jewelry. given that you like to put harvesting nodes among aggressive mobs, harvesting for high tier rares is no simple matter. |
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#262 |
Loremaster
Join Date: Nov 2004
Location: NJ, USA
Posts: 355
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![]() - Lore items not being able to be stored in the shared bank bugs me. - A lot of the UI is far out-dated, non-customizable, and various "annoyances" have existed for years. The tradeskill window is one of the big ones, the overpopulated maintained window is another. - The UI is how we interact with the game, besides the mouse pointer itself. More UI possibilities should be a little on par with other games out there! - The inability to "tab target" through NPCs of one heroic encounter to another while in-combat. Cycle targets of one heroic encounter will just cyle through say 3 mobs. Any adds you have to manually target, making it hard to target things in the heat of battle. - Equiped items do not show "re-use" timers on Hotbars. Only bag items do =[ |
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#263 |
EQ2Achieve.com
Join Date: Nov 2004
Location: Phoenix, AZ
Posts: 5,895
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![]() I want some improvements to the training dummies: Ability to link multiple training dummies into the same encounter. Ability for a training dummy to "fight back". This way we can test defensive hit rates, skill up defensive skills, etc. Ability to give a training dummy infinite HP. Nothing bugs me more than a training dummy dying in a couple of seconds. |
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#264 |
Loremaster
Join Date: Jan 2005
Posts: 1,036
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![]() Every time I try the Haunted Mansion or Hallow Hedge, my computer always messes up right when I'm about to finish the last person off. My monitor goes to sleep, and whatever the last sound playing was repeats rapidly in my headphones. This has happened every time I nearly kill Altius Volfban, and since I've only done the Mansion once, once when I just about finish off Sarkon. Any fix to this? |
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#265 |
Loremaster
Join Date: Nov 2004
Posts: 131
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#266 |
Loremaster
Join Date: Nov 2004
Posts: 131
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![]() feldon30 wrote:
Wow, who said you have to go back? Why not go forward? Why not go with somebody who is good at customer service. I have horrible patience, but that's why i didn't choose a career where i had to deal with customers. |
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#267 |
General
Join Date: Apr 2009
Posts: 18
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![]() There are additional annoying and severe art/performance bugs I am seeing often while boxing: These are NOT things you wait for an LU to release a fix for.
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#268 |
Loremaster
Join Date: Dec 2004
Posts: 1,171
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![]() Lag, and all the associated problems with it. Completed section of Quest Journal can't be sorted, and the display doesn't follow any logical pattern that I can discern. Makes finding quests to share them kind of a bear when you've done around 2k quests. Important cast animations for raid mobs can't be seen without turning on spell results/particles for everyone. This is particularly important for interruptable effects (Gynok and Ykesha's touch, AEs that are crucial to cure quickly, etc). Incurable arcane effects are somewhat difficult to see in the raid window now that all detrimentals display faintly. Incurable arcanes tend to be used for raidwipe effects. A way to mute the sound of some [Removed for Content] chain-jumping without turning off player voices/sound entirely. Lack of moderator functionality for channels. A lot of content/class/item gripes which are really my biggest complaints, but those aren't really on-topic for what this thread is about. |
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#269 |
Server: Nagafen
Guild: Illuminati
Rank: Juror Number 9
Loremaster
Join Date: Jul 2005
Posts: 57
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![]() 1. Currently our guild has adopted all of the new tools such as voice chat, raid points, the soe website and forums. But we still feel it is lacking one major thing a useable calander for the guild. This would be used to plan events, being able to sign up for events, such as raids or like the annirversary party we just had, planning our trips to fan fair,etc. I know there are alot of sites that we could do this with but its just not the same as having it all in one place. My idea would be to have it also be accesable from in game like what has been done with lon but including the forums,website and the hopefull calendar.
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Right now I'm having amnesia and deja vu at the same time - I think I've forgotten this before... Someone sent me a postcard picture of the earth. On the back it said, "Wish you were here." Stephen Wright |
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#270 |
Loremaster
Join Date: Aug 2007
Posts: 1,028
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![]() Moralpanic wrote: Wow, who said you have to go back? Why not go forward? Why not go with somebody who is good at customer service. I have horrible patience, but that's why i didn't choose a career where i had to deal with customers. Because like everyone else that works for a company, Kiara takes orders from those above her. As it happens, the person above her is none other than that same person that used to delete posts/threads containing even a hint of negativity, and ban people for practcally nothing. Kiara is what is stopping that becoming the status quo once again. |
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