[PVE] Mobs can knock back players off a cliff and players suffer fall damage (or even die). When a player knocks back a mob they just fall flat on their feet. Either implement full knock back on mobs or add a fatality for falling off a cliff/ledge.
[PVE] Mobs can knock back players off a cliff and players suffer fall damage (or even die). When a player knocks back a mob they just fall flat on their feet. Either implement full knock back on mobs or add a fatality for falling off a cliff/ledge.
[PVE]
Probably for the Nth time of asking, but please reduce quest cooldowns to 16hrs, nothing worse than logging early & waiting for ages to do your faction grind run.
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The world we know is cold and hard; the weak shall be trampled underfoot and the strong will march forward to glory.
[Misc] Character Appearance Change - add an specific NPC who will be able to change your looks, the same way the character creation is based on. It should be for Veteran Tokens/Cash Shop or a solid amount of in game gold.
Elleanorr - Stygian Demonologist"That which does not kill us makes us stronger"{Circle of Eternity}
[PvE] There should be MORE solo quests in each zone than are necessary to level up through the zone. There are currently not enough in most zones leaving the last few levels a bitter grind.
[PvP][PvE] Give single players and groups more to fight over. Allow players to build up to three buildings in the open world in any of the 3 resource zones. 1 that corresponds to their class that gives them a class bonus, and 2 that correspond to their chosen tradeskills and offer an xp bonus. These buildings should be attackable and have their own hit points, and be improvable. Higher level resources create higher level buildings with bonuses that scale accordingly. Top level buildings could include a convenience npc vendor for a related purpose. buildings should naturally degrade, so if a player does not repair the building and it is not destroyed by other players, it will eventually fall into ruin after a period of time and then disappear from the map. (I recommend 72 hours max). In theory, if enough players got together, they could build and maintain their own NON-guild villages.
[Guild] The siege system needs to be made with options to reduce the graphics quality so it can be playable by more people. Currently only those few players with TOP NOTCH systems can play it as intended. For everyone else it's a jagged, laggy, jumpy mess. Also, guild cities should require maintenance and have more functions. Adding the option of constructing dungeons and/or catacombs would add another element to guild cities. Giving guild officers the ability to construct their own estate within the walls would add another element.
[Crafting]There needs to be more items to craft, and those items need to be of greater value to the community in the game. Players should be able to potentially craft items that cannot be found ANYWHERE else in the game. The ability for crafters to construct epic items on par or exceeding the power and value of items that currently exist would re-ignite the crafting system and stimulate the in-game economy. Currently, the game consists of 6-man, raid, or faction grind for gear, and 90% of the fighting consists of players attempting to interrupt that grind for others. That is the primary activity because it is currently the ONLY way for a player to gear themselves competitively, or prevent players from doing so.
[Items/Pets]More items that actually have useful purpose, and more pets that have useful abilities.
[Interface]The more customizable the interface is, the easier it is for players to be comfortable playing the game. For instance, no where is there an option to adjust mouse sensitivity. I am certain other options could be included as well.
[Misc]In general I would say this game needs only more competitive content. Too many things are untradeable, to many crafted items aren't worth the trouble it takes to craft them and end up selling for little or nothing when they ARE deemed useful. The items in game for grinding 6 man dungeons and raids are too powerful and destroy the potential of the weapons, armors, rings, market.
[Misc] This maybe be posted elsewhere, but a central bank for each account would be useful rather than having cash spread around all your characters. This would remove the need to send money between characters and allow us to keep track of exactly how much we have instead of resorting to a spreadsheet as I do.
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The world we know is cold and hard; the weak shall be trampled underfoot and the strong will march forward to glory.
[MISC] Allow duplicate names: Give every character a unique address (or auto-assigned, account-based "family name") shown only on their character screen; then require right-clicking on a character or character name, or typing the address if known, to invite/friend/ignore/etc.
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.
[MISC] The new sprint system is insane (allows people to run more than 30 seconds.) Reduce the amount of energy by 50% and also reduce the energy regeneration in combat by 50%.
[MISC] Change the conqueror bubble(30s bubble against CaC it's just madness.) Make it 6s every 2 min with a yellow animation because it's an instant spell.
- 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.
[PvE/PvP]
Scrap the percentage drain and linear regen philosophy, because it is per definition NOT balanced. Either make drain linear and regen linear with caps or make both percental with caps.
[Bug]
Running out of energy creates lag spikes again.
[Bug]
On the dead mans isle final bossfight: sometimes no chest spawns, if both boss and player are killed. Might be a latency issue too.
[ITEMS] Allow tradeskill resources to be vendored. Not just because it makes managing inventory easier, and because it makes sense (why would a vendor buy a Broken Bear Kneecap and not Aqua Regia?), but so those of us with big crafting stashes get something back for all that gathering before the crafting system gets tossed.
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.