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Thread: -=Suggestion Thread=-

  1. #621

    Exclamation relase it it??

    [crafting] give the work for pvper in new sistem and relase it plz!
    [pvp] new mini unchained 2vs2 4vs4 6vs6 12vs12 , delete casual sign
    [pve] give more solo daugeon unchained
    [pvp] in new mini give recipes for do new armor/weapon with new sistem crafting
    (funcom) we stay waith it .......
    Last edited by legionarium; 6th January 2014 at 22:25.

  2. #622

    Default

    Quote Originally Posted by Xularianne View Post
    It would be neat to allow better organization of inventory items such as what goes on head or what is cloth armor or what has been bound to character and thus can only be sold or worn and sort by item value.
    And an auto stack button, because sometimes I struggle with space, only to discover later that I could have stacked a few things.
    Water is my bubble
    __________________________________________________ ____
    Religolibri (10) Ranger, trying something else
    Amtihotep (10) Hox, Using copy paste poss/gen feat

  3. #623

    Default

    [misc]: Enable offline levels and free level 50 character creation on Rage.
    [pve]: more unchained dungeons such as burning sanctum or black castle.

  4. #624

    Default

    [pvp] When someone log'off in a minigame, he should be instantly kicked. ( currently the dude who log'off take a spot during 5 min )

  5. #625

    Default

    [PVE] Reassess the Soldier's Haversack and Commander's Haversack. Maybe 85 slots and 90 slots, respectively, should be fine.
    • Remove daily rewards and the raid finder;
    • remove membership bonuses;
    • disable PVE XP for daily challenges;
    • remove WBs forever on Crom;
    • slow down the AA gain;
    • lower the PVP XP gain or remove the streak system;
    • remove AoE looting;
    • add the missing mobs back to Khesh., F. of the Dead, and Eigl. Mount.;
    • fix the 250+ms ping;
    • take the key away from Saddur;
    • revert T3, T3.5 (10.21.15), T4 (10.21.15), and GGG changes;
    • remove energy and add skills (like taunt) back.

  6. #626

    Default

    [PvP] What to do with the siege war PvP zones (CE, AE, K).

    Remove any claim any guild currently has to the battle keep cities currently there. Rebuild the guild cities to be a neutral faction and captureable by guilds/aliances. Make it a 24/7 365 experience, not by appointment. Once captured, a guild/alliance can upgrade/rebuild their captured city they control. Attackers can use siege weapons to destroy all constructs. If no one owns that battle keep, a default NPC faction holds it and rebuilds it to T1 status.

    Create a companion website that shows what guild/alliance owns what territory.

    Dark Age of Camelot has a similar system with their frontiers zones.

    Give PvP players meaningful, captureable, military objectives.

  7. #627

    Default

    [PVE] Create more dungeons with the difficulty of Coils of Ubah Khan and Sepulcher of the Wyrm, and keep those two unchanged, as they are exemplary now!
    • Remove daily rewards and the raid finder;
    • remove membership bonuses;
    • disable PVE XP for daily challenges;
    • remove WBs forever on Crom;
    • slow down the AA gain;
    • lower the PVP XP gain or remove the streak system;
    • remove AoE looting;
    • add the missing mobs back to Khesh., F. of the Dead, and Eigl. Mount.;
    • fix the 250+ms ping;
    • take the key away from Saddur;
    • revert T3, T3.5 (10.21.15), T4 (10.21.15), and GGG changes;
    • remove energy and add skills (like taunt) back.

  8. #628

    Default AOC Should Think About Adding More...

    I would like to see more variety and choices in various features.

    Create new maps (as suggested already, such as turan, black kingdoms,Zingara, Argos, Brythunia, and so on). Among the ones that might be added: Numalia, Polopponi, Shadizar, Messantia, Kordava, and Khorbsun.

    They should add some new archetypes, classes, and races. I seen some in game or suggested in game already.

    Archetypes:

    Raider: Part marine, part warrior, and part rogue, they are at home on the water and coastal raids.

    Mariner: Trained soldiers who man and operate ships who carry good armor but lighter more mobile weapons than their land based brethren. They are also known for carrying thrown weapons.

    Warrior: Somewhere between a rogue type and a soldier type are the warriors who fight with unnatural courage and strength. They have good tribal based training mostly honed from survival skills but lack the same degree of discipline and precise regimental training as the soldier classes.

    Merchant: access to good gear but less effective training however they make better deals in shops. These are sort of weekend warriors of the rich. Nobles and wealthy middle class merchants who can afford good weapons and armor and act like soldiers but lack the years of soldier training and discipline common in most other classes. They do make up for this some what in their ability to find more money, and earn greater income from selling items or buying items for far cheaper than any other class. They can use shields, one handed weapons and crossbows among their class types. They could be made to level up faster but at a cost of lesser improvements as they advance in level. They could get more upfront abilities and then gain more abilities in level groups comparable to the trade craft leveling as a penalty to getting more abilities sooner, so that their new abilities come in clumps stretched over a longer time frame than other archetypes. This would therefore make a good starter class or new player class to quickly get into the game with less hassle and time needed to learn the character.

    Giant: They use little to no armor, have powerful melee attacks and some missile ability in the sense of throwing holders or trees, but are very slow and have low dexterity. No magical ability whatsoever.

    Classes:

    Astromancer - This class could have powers such as meteor shower, astral projection summons, bad omens, bad moon (causes nocturnal animals to frenzy), and so on.

    Witch (or Witch of Louhi) - powers to transform enemies into insects or small animals for a short time, curse spells,

    Sorcerer - focuses on elemental magic such as earthquakes

    Summoner - summons 1-4 strong beings but sacrifices some of their total health and mana per summoned being unlike other summoner spell casters.
    (possible summonings: scorpions, sand demons, minotaurs, giants, spiders, or imps or all of the above.)

    Pirate - swift moving fighter focuses on 1 handed weapons, no shields, and thrown weapons, can duel wield swords or sword and dagger perhaps or both.

    Marine - at least up to medium armor, and 1 handed edged and shields, and thrown

    Thief - daggers, thrown, improved lockpicking, capable of seeing or disarming traps, increased loot reward bonus

    Tribesman or clansman (or one of each)- ability to get members of same culture to aid them in battle, weapon damage boost from using native type weapons

    Tribal Shaman - ability to perhaps summon friends or allies,

    Seer - spells might include forecast disaster, able to locate quests more easily, predict path of enemies so evasion bonus spell, improve critical chance with like a combat technique spell on self and allies,

    Hurler (giant missile class) - able to hurl huge boulders, stones, trees, or so on at enemies for massive AOE damage attacks yet at a slower rate than all other missile user classes.

    Monster Tamer (giant pet handler class) - Giants that can tame large creatures to serve them in combat. They can only have one monster pet at a time and it can be trained and leveled up with the Monster Tamer's skill tree.

    Brute (giant melee class) - This is a slow moving, slow attacking but wide reaching AOE damage melee attacking giant class. They use blunt instruments or their hands in attacks. They have no shields.

    Guild Cities:

    Provide more information on things like how to set out decorations and where you can. It is near impossible to find any hints on how many things in aoc work.

    It would be nice if elements within a player city worked as well as they do in other game cities such as benches to sit on.

    Player homes with in cities might be a nice touch to have some day. I have seen it in a few games in the past, so it must be possible to some extent.

    Recipes:
    Please provide information on what recipes do what. I do not mean skills recipes you learn from a trainer but ones you find or buy. If players have no idea what they are or how to use them then few if any will.

    New craft and gathering skills:

    Tailor - makes social clothing

    Baker - makes foods, shift some from alchemist and add potions (perhaps add consumable potions that grant temporary experience boosts?) to alchemist
    perhaps to make up the difference.

    Ship builder - builds ships, sea navigation gear, oars, etc (Pending introducing ships and boats as another vehicle or mount type for the sea)

    Jeweler - makes rings, necklaces, crowns

    Tamer - trains social and combat pets players can acquire.

    Cartographer - makes maps like the map vendors sell (could be available only for those in a guild too, to make it more even with respect to the npc vendors)

    Farmer - (new type of resource map for renewable resources or small farms constructed outside of guild cities)

    Mystic Enhancer - a skill that can add magical qualities to gear and weapons such as a electrical damage modifier.

    Scholar - Collects, writes, and copies skill books, and recipies that can add temporary or permanent new combos, spells, or passives to characters.

    Fisherman - catches unique seafood and sometimes treasure lost at sea.

    Hunter - a skill that significantly raises chances to acquire all kinds of meats, skins, bones, horns, tusks, and so on with out damage and raises their value slightly.

    Towncrier: grants the player the ability within guild cities to post announcements on boards, events, or wanted quests (such as materials needs as seen in Ymir), each one has an limited duration however.

    New Constructions for guild cities:

    Arena - where player cities can hold events such as horse racing or allow sparing with other players or npcs or beasts. Anyone can participate whether in guild or not if invited.

    Licensed Vendors - stores that can sell items at a discount to players within the guild that owns the city or sell items for split profit that the players make and wish to sell with out the hassle of the trader market. Items sold here also submit a small percent profit to the guild itself.

    You could add more gathering skills too and parcel out ones you may learn earlier that benefit only lower level players or add more higher levels but still only pick 6 from them all but offer more choices what gathering skills you can acquire.

  9. #629

    Default

    [PVP] Upon adding new-tier PVP gear, please keep the current PVP level, increase the PVP-level cap to 12, and add two more levels without readjusting everyone's levels so that the progression remains smooth (i.e. people get to level 10 at the same speed as nowadays, and it takes a bit longer to get to level 12).

    [PVP] Unchained minigames should not give any gear, PVE or PVP experience to players: the target audience there is PVP players who detest any PVE elements, including level progression.
    Normal minigames should keep PVP levels, gear, tokens, and campaign badges: they are for those who love mixing PVP and PVE.
    Tournament minigames should allow groups of 2-6 people joining (almost like the old minigame queue rules).

    [PVE] Add more use to active blocking and shield placement in future unchained dungeons. (For example, avoid boulders dashed with active blocking, and place one shield up, two to the right for a fight on the boss, and quickly set it up to "all forward" to fight the same boss in another phase).
    Last edited by LunaticAsylumLA; 14th January 2014 at 06:24.
    • Remove daily rewards and the raid finder;
    • remove membership bonuses;
    • disable PVE XP for daily challenges;
    • remove WBs forever on Crom;
    • slow down the AA gain;
    • lower the PVP XP gain or remove the streak system;
    • remove AoE looting;
    • add the missing mobs back to Khesh., F. of the Dead, and Eigl. Mount.;
    • fix the 250+ms ping;
    • take the key away from Saddur;
    • revert T3, T3.5 (10.21.15), T4 (10.21.15), and GGG changes;
    • remove energy and add skills (like taunt) back.

  10. #630

    Default

    [PvE] - enable choosing between entering the dungeons in "Epic" or "Normal" mode for: CISTERN, MAIN SYSTEM and ONYX CHAMBERS (specially hakar tep quest area "The Den of Perversions")
    Why i play AoC:
    Barb for Lore;
    HoX for challenge;
    BS for fun;
    Ranger to annoy;

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