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Thread: -=Suggestion Thread=-

  1. #361

    Default

    I've gone through this thread and edited a lot of posts. Before you post in this thread go to the beginning and read the guidelines that Tarib has laid out. This thread is about making suggestions not explaining why you think it's a good suggestion or supporting the suggestion made by someone else.

    If you want to discuss an idea from this thread, then please do a search for a thread already on that topic where you can post your comments in. If there is no thread for your topic, create a new one in the appropriate sub forum for discussion to occur. All discussions will be removed from this thread so that it remains on topic and continues to follow the guidelines set out by Tarib.
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    Note: The views expressed in this post are solely those of the author and do not necessarily reflect the views of Funcom or its management.

  2. #362

    Default

    [Suggestion] Revamp thrown weapons to do a lot more damage but with a higher miss chance (like having a -hit rating debuff when equipped).

  3. #363

    Default

    [Guild]Add a custom form of government to set up right more precisely (access to guild chest, invite, ban)

    [Craft]Add real auction on the trader, chests and traders in city craft building

    [PVE]for 6 man dungeon like future unchained version : adapt the number of mobs, their hp/damage to the number of players in the group. So we could do these dungeon with 3, 6 or 12 players.

    [PVE]Add solo boss to train player to the different mecanism of the game like TSW. Give a tag if succeed.

    [PVE]Add exploit to collect ingame : exploration, boss killed, number of mobs killed, raid advancement, etc... And make the visible in details for each player who try to see details on another one.

    [Interface]IF you're in a group or a raid, add the possibility for all members of the group/raid to see your stuff. Keep only the possibility to hide stuff where you're not in the group/raid.

    [Interface]Allow to consult player stuff without beeing near the player. Usefull for Pug.

    [Interface]Add the possibility to call/teleport people of the same group/raid. Teleport already exists, but when grouping or raiding, cooldowns on tp are just a waste of time.
    Last edited by Kesha; 6th June 2013 at 14:59.

  4. #364

    Default

    [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}

  5. #365

    Default

    [BUG] When being in a group with another player of a higher level tutoring you and entering the Blessed Caves, the monsters spawned inside reach your mentored level.

    [PVE/PVP] Owing to the granted AA points, increase difficulty of low-level encounters by adding protection, critigation chance, and damage to mobs outside and bosses in instances.
    The alternative advancement list should be expanded by adding more things to learn which would sacrifice one quality for another and demand constant attention and exchanging. Those are, roughly, "-1000 to healing rating, +10 to magic damage" things.

    [PVE/EVENT] Spawning bosses should be an event occuring only during holidays with rewards equal to the previous Halloween events. The bosses should be placed at the end of such instances as Imrian Ravine, Oasis, or Frost Swamp.

    [PVP/PVE in RESOURCE AREAS] Player housing, more resource types for more crafting. PVP "craters": areas where players can be attacked and the "King of the Hill" pyramid where players strive to hold the topmost position for a certain period of time for PVP XP equal to a few kills (as in Border to Kush).
    Make the new crafting system one that requires a lot of skill and learning, as Diplomacy in Vanguard: Saga of Heroes with all those cards, points, and balancing the opposites, and leave the old crafting system intact. Make the new system weaker or equal in the items' power to the current one. Add critigation to low-level crafted armor and increase low-level mobs critical hit chance.
    Last edited by LunaticAsylumLA; 6th June 2013 at 09:12.
    • 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. #366

    Default

    [Misc]-Moar voice acting

    [Misc]-Improved hand-to-hand combat with say, culture techniques (khitain, cimmerian etc)and fatalities

    [Interface]-Improved 1st person interface; like showing hands, weapons, camera following characters face

    [Pve]-Using old tradeskill zones for player housing and/or PVE sieges

    [Misc]-Little things like character interaction to environment such as; seeing breath in the cold, or sweating in the desert, footprints in the sand and snow (high quality graphics only) and actually getting wet from water

    [Misc]-Water should have weight value and be a separate entity from the playfield, so would be the end to hilariously swimming up waterfalls to navigate tough areas like Thunder River, and then armor could have weight value again by effectively making it harder to swim

    [Misc]-Ragdoll effects, which could possibly include stuff like characters dropping their weapons upon being killed, helmets flying off, of course they would respawn with everything intact again.

    [Pve]-The ability to knock mobs back off of cliffs, out windows, bosses resist knockback since their large size makes knockbacks look weird anyhow.

    Just some of my suggestions
    Last edited by gcustoms; 6th June 2013 at 21:49.

  7. #367

    Lightbulb

    [Guild] 1 extra guild bank page per guild city keep rank.

    No guild city keep = 1 Guild Bank page (permissions set for this page include cash inventory)

    Guild city keep teir 1 = 2 guild bank pages
    Guild city keep teir 2 = 3 guild bank pages
    Guild city keep teir 3 = 4 guild bank pages

    Each extra Guild bank page has its own permissions for access - with first page permission setting guild cash permissions only.

    Alternate implementation - A New crafted guild city item -> "Guild Vault " (tiers 1-3)
    This item must be crafted and added to keep (of same tier levelonly ) to add the extra bank page(s).
    Last edited by KingDreadwolf; 7th June 2013 at 15:40.

  8. #368

    Default

    [PvE] Player housing suggestions

    1. if the player is unguilded, using resource zones to actually have the location of that players housing would work. Maybe make different instances to separate the housing zone from the resource gathering zone in those areas. Player resourcing skills could also help make their housing units better or more decorative.

    2. if the player is guilded, have the housing sections tiered in reflection of what the players rank in guild is. Guild Leader could either enjoy a house of their own, with officers in smaller but private homes. where as all lower level guildies would stay in barracks or apartment type complexes.

    I haven't gone through the entire thread so if something similar has been suggested - whoops!

  9. #369

    Default

    [Misc] Improved fatalities and even more variety. Everyone loves fatalities. :0)
    Maybe even some more buffs, abilities, or gear that has fatality rating increases that's actually worth investing in.
    Perhaps rogues could all have a ability that enhances this without having to feat for it.

  10. #370

    Default

    [PVE, BUGS]
    I was forming a group for Cradle of Decay a couple of days ago (level-41-50 players were in the group).
    1. 6 players joined. We cleared the instance up to the boss.
    2. 2 left.
    3. I reinvited 2. One of them entered the instance, but a different one from ours.
    4. We go out, reform the group. Clear the instance again.
    5. 1 player leaves.
    6. I reinvite 1 more.
    7. The new player ends in a different instance.
    8. We go out, reform the group. Clear again.

    The same happens in raids like Jade Citadel. We have to put one of the bound members in the same group of the raid into the previous room so that the nonbound player ends up in the same instance. If a player dies and resurrects himself in the lobby before the Imp without a player in his group bound to the instance who resurrected himself before and stayed in the same lobby, he may end up in a different instance again.
    Last edited by LunaticAsylumLA; 7th June 2013 at 08:18.
    • 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.

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