[Interface]Please place a tiny lock icon on moveable target's target. This way when we move it somewhere we can lock it there and prevent accidentally moving it off screen or underneath chat boxes.
[Interface]Please place a tiny lock icon on moveable target's target. This way when we move it somewhere we can lock it there and prevent accidentally moving it off screen or underneath chat boxes.
[PVP] Remove cooldown from minigame quest or reduce it significantly and for long term plan revamp the whole minigame "quest/reward" system
[PvE]
- Amphitheatre of Karutonia unchained version : remove the lockout cooldown and/or increase the drop rate of the epic weapons dropping in there.
- Sepulcher of the Wyrm : Make the red orb kill the adds again (those spawning in the outer dark).
[PVE] Turan, Ardashir Fort, have the Boss fights in Ardashir Fort drop Simple Relic IV's, so we can buy T 3.5 armor with them, as no on does the 3.5 24 mans.
[PVE] Please put all vendors (ALL) in one market area. It does not make sense to have a vendor (ex. shadows of jade)in the middle of a forest at the end of a map in a tree house surrounded by killer animals. THIS DOES NOT MAKE RETAIL SENSE and does not help anyone.
[PvE] hard modes for low level 6 man instances that are actually Hard and provide good rewards Only if every player pulled their weight. Somewhere u should never take a New player even if he's full T4.
[PVE] Do not work on decreasing "the gap" between the fresh new 80s and veterans (as it says in the newsletter). There is no such thing as an AA gap in terms of PvE.
- 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.
[Interface] A better labeling system for dungeons -- specifically 6-mans -- to indicate their difficulty. For example, "Tier 2," stars, a number of heads between regular group quests and raid quests. Use something like Cins's breakdown.
[PVE] Dungeons that scaled automatically by player gear and AA.
Current HoX: Sandspice (Set) | Heralds of Xotli: LEVELING GUIDE | AA Guide | Faction Guide | Pekka's Gear List | Tafale's Raid Guide
Always up for grouping with other HoXes: grinding, quest assistance, new HoXes, etc.
*[PvE]
- Achievements: Major ones that rewards AA experience, minor ones that reward social clothing f.ex..
The goal would be to bring back some of the "geared veterans" back into dungeons (hopefully while helping new players)
-Alternatively to reach the same previous goal, give a incremental monetary gain after a player passed on every (blue and higher quality) item per boss fight.
That way, instead of grinding for gold some might help out others by running dungeons.
*[PvP]
-Focus on sieges, f.ex add a new siege mode where it's 1v1v1 battles.
-Add objectives like a forward camp that enables/disables the destruction of buildings.
One major goal need's to be reached with sieges:
Performance increase, make it so that staying together (creating a fps- and lagfest) is not (generally) the most effective way to fight by creating goals/objectives for players to spread.
*[Guild]
-Add more building's for guild cities, focus on "fun/events".
F.ex :
Gladiator arena with npc mobs from various difficulty and/or pvp arena pits.
Jousting "area"
[PVE] Introduce new gear sets and items to farms using rare tokens and MOA. We have been farming the same sets for a while. They are cool, but very old. This is good for solo players especially.