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#286074 Official (Un-Official) Suggestions Thread

Posted by SDGR on 02 April 2013 - 21:15 in Suggestions

Ok, good to know it will be easier to track down quests in the future ;)




#286066 Official (Un-Official) Suggestions Thread

Posted by SDGR on 02 April 2013 - 20:03 in Suggestions

Type /where and you will find something like this:

The first number is on the X axe (West-East, right-left), and the second number is on the Y axe (Nord-South, up-down).

 

Huh :) Everyday I learn something new :) Tnx :)

But the issue remains, because if I give such coordinates to another player, it will be very difficult for him to find the exact locaion without an active location display... it would be better to have it displayed on the minimap.




#286037 Official (Un-Official) Suggestions Thread

Posted by SDGR on 02 April 2013 - 18:46 in Suggestions

It would be good to have the following ideas implemented (I've cheked the original list but I haven't seen 'em posted - in case I've missed it, sorry):

 

1. numeric coordinates for your character location; that way we'd be able for ex to accurately pinpoint resources, NPCs, etc. Saying "there's a bronze deposit at 308N - 90E" will help a lot more than just "go to X region and looks around Y building, down Z road".

 

2. a NPC or a feature (could be added either to the Bulletin Boards or directly to the Quest Log) that would show you all the available quests for your level, starting NPC and its location. It's a bit of a hassle to run all around Eldevin when you run out of quests in search of a new one. 




#285657 Official (Un-Official) Suggestions Thread

Posted by SDGR on 30 March 2013 - 23:58 in Suggestions

This is going in a "Runescape" direction, which I can't say is a bad idea.  (Higher tier material of tools are needed to prospect higher level nodes.)

 

I know it sounds like RS (and why not, if it's a good idea, right?), but it's kind of common sense if you think about it: you can make superior armors and weapons, but you can't craft a chopping axe or a pair of shears...I think this will be eventually added later on, but it's prolly not on the top of their priority list :)




#285645 Official (Un-Official) Suggestions Thread

Posted by SDGR on 30 March 2013 - 23:30 in Suggestions

It would be nice to be able in the future to craft better tools for gathering skills that would grant more items per use or maybe increased xp or something similar. Maybe with a requirement to have a minimum lvl in all the gathering skills that require using a tool.




#285592 Official (Un-Official) Suggestions Thread

Posted by SDGR on 30 March 2013 - 20:17 in Suggestions

Yeah, it feels a bit corky at first, but you'll soon get used to it :) I keep mine open all the time :)




#285244 Honoring the ancestors

Posted by SDGR on 29 March 2013 - 15:13 in Archived Bug Reports

The 5th tomb is marked, but it's just not visible. They should add about 5 more pixels to the top of the map, when you zoom it in. The marker is visible when you zoom out  :)

 

Ah, that must be the cas,'mine was zoomed in and only 4 markers were visible ;)

 

But it's strange that it bugged, I did it 2 days ago and worked just fine...




#285234 Official (Un-Official) Suggestions Thread

Posted by SDGR on 29 March 2013 - 14:57 in Suggestions

Here's the thing with the bels: they act like extra bags. So the items you put on them are not anymore in your inventory. This raises a couple of issues: 

- if you'd be allowed to equip belts without discarding the pots / food first, ppl would use them as extra storgae bags. And the higher lvl ones have more slots, so...

- in order for the items to auto return to your backpack you'd need to have enough free space for 'em...pretty much the same thing.

- now let's say you'd be able to switch belts and the items on the previous belt would be auto transfered on the new belts - but what if the belts have a different number of slots?

 

So it's not that simple to tweak them...




#285186 Official (Un-Official) Suggestions Thread

Posted by SDGR on 29 March 2013 - 11:44 in Suggestions

Yeah, that could work ;)




#285150 Official (Un-Official) Suggestions Thread

Posted by SDGR on 29 March 2013 - 06:13 in Suggestions

I agree on the outfit window on suggestion 2, but with option 3. Isnt it better just to put the item that you want for looks in your outfit slot, instead of destroying one of the items in the process?. Kind of like RIFT/LOTRO work which I think is a better system because imagine this: You have a helm that is very had to get and you want to use it because you like how it looks, so you transfer the stats from a stronger helm to this one, but you find a better one next lvl and you end up having to do the same again (IF you are able to), instead of just putting the helm in your outfit slot and not having to worry if you get a better one to transmutate and use it as long as you want.

 

Well that could work ONLY if whatever you put in the cosmetics slots will not add to your overall stats - even it that item has stats. The idea was was either having something useful for your lvl that would look cool or something that looks cool but has no impact on the stats. I've played MMOs with "cosmetics" that were in fact more powerful than the actual gear (ex: "Hero Online") and it was not fair.




#285097 Honoring the ancestors

Posted by SDGR on 28 March 2013 - 22:12 in Archived Bug Reports

I think I know what the issue might be: the map has only 4 tombs marked. The fith is in a niche in a corridor - you'll have to find it (I wasted 30 mins in there looking for it, heh).




#284880 Official (Un-Official) Suggestions Thread

Posted by SDGR on 28 March 2013 - 12:01 in Suggestions

Well, a rage player wants/need be at a decent distance of the mobs in order to avoid be hited (of course always will be hited by ranged mobs, but even so don't want be hited by melee mobs), this means take a position in order to be able to use his/her skills but no taking agro for several mobs at the same time (or at least this is my idea, other thing is if I'm able to do it as well as I would like :rolleyes:; but it is my goal  :P  ); this balance is hard to get, but it becomes harder if the char autoruns and ends into a group of mobs.

 

Just because your toon starts to run doesn't mean that you can't stop it - you are in control of your toon, not the other way round :) In time you will be able to tell what's the  max range distance so you'll be able to position your toon to hit from afar - and in Eldevin, the ranged distance allows you to land 4 - 5 hits before the mob reaches you (plenty of time to start running and keep sniping the critters).




#284546 Official (Un-Official) Suggestions Thread

Posted by SDGR on 27 March 2013 - 13:38 in Suggestions

Option to login invisible, or friend requests needing to be accepted

 

 

have to accept a friend request before you are listed on others friends lists

 

This ;)




#284482 Instance problem

Posted by SDGR on 27 March 2013 - 07:42 in Archived Bug Reports

Also, in "The Vault", sometimes one monster in a horde stop attacking when it is near a corner.

 

This is an issue I've found throughout all dungeons and whenever there's a wall around. I've noticed my char stops fighting and loses target focus. Strangely enough, mobs don't - if they've already attacked you, will keep hitting you, while your toon won't fight back. And sometimes it's the other way around...




#284332 Official (Un-Official) Suggestions Thread

Posted by SDGR on 26 March 2013 - 15:33 in Suggestions

1. Outfits / cosmetics may prolly be on the list, but the suggestion was referring to the way ppl would get them. Buying them from CS for ex is one thing, getting them as a sign of your achievements is another - IMO, of course.

 

2. There is no current way to use such items since there is no free space in the char gear window. 

 

3. I don't think everyone will look the same, ppl have different preferences :) I don't think it will hurt to have more options since the makeover ones (that might get implemented later on) will not be visible anyway due to the zoom / camera angle issue :)

 

Anyway, this is just a suggestion list...it's up to the devs :)  




#284317 Official (Un-Official) Suggestions Thread

Posted by SDGR on 26 March 2013 - 13:48 in Suggestions

My suggestions for the day - it's about cosmetics ;) :

 

1. I'll start by saying that I LOVE the quests ;) very in depth storyline, long chain quests, very diverse and dense content, special locations and even NPC animations, just superb. It's beyond my expectations to be honest and so far Eldevin seems to be the only game that was able to match (if not even top) RS's famous quests. During all that voyage in the world of Eldevin though, you get in contact with various NPCs, get hold of special items and even join various groups (from official to the more "obscure"). But nobody knows of your great adventures and you have nothing to show-off...so here comes my first suggestion: how about creating an Adventurers' Hall where ppl would be able to buy special cosmetics, such as an Eldevin Army suit, a Crimson Macabre full outfit or maybe a Racketeer one...or maybe a special cape that will show you've completed all quests in a certain map? ;) Which brings me to suggestion no. 2...

 

2. Implementing an additional / second character outfit window for cosmetics only. These will have no stats and their purpose will be either the one suggested at point 1 and / or costumising your toon so we won't all look the same and in the same time covering those hideous standard armors - especially considering that a lot of ppl are forced to walk around with mismatched parts for the sake of squeezing more points (and I'd love a cape) :) And finally...

 

3. how about those relic sets ppl worked so hard for, but unfortunately becoming obsolete because of higher armor sets having better stats? Wouldn't be neat to be able to transfer the stats of your current gear to a lower relic gear set? So this is my final proposal of the day: implementing a special NPC that will transfer the stats of your current lvl gear to relic sets for a fee. You would be required to have the complete rare set and a complete set of armor that can be crafted. The relic will inherit the new stats and loose the initial ones... a trade-off for the ones willing to sacrifice older rare gear for the sake of looking good ;)




#284074 Official (Un-Official) Suggestions Thread

Posted by SDGR on 25 March 2013 - 16:26 in Suggestions

Cooldown on pots should be reduced a bit.

 

Healing spells are weak if that is not your main class. Healers will always have an important role in parties, but for solo questing a tad more powerful healing spells and less cooldown on pots would help. And before someone starts that old argument about pot using in PvP, they could simply apply different rules for that (as many other MMOs did as well).




#283813 Official (Un-Official) Suggestions Thread

Posted by SDGR on 24 March 2013 - 10:45 in Suggestions

Anyway, I've got no immediate solution to this problem, and with the current system nothings springing to mind as a nice way around it, but its a problem that needs fixing for sure.

 

How about instead of fixing the belts you'd apply some sort of locking mechanism on the storage bags, so that no matter what you store in them, it won't add? ;)

 

 

@Killen4fun: I know most of the spawning spots in game (at least in the lvl 1 - 20 areas), but that's the actual issue - it takes time to find them and it will be a pain for the new players (especially since ftm you can't mark them on the map for future reference). CB testers will know where to go and will harvest them before the others and since the spawning rate is not very quick, it will become a problem. We need things that will make everybody's in game experience pleasant, not frustrating the heck out of them ;) And since the other gathering skills do have special harvesting locations, sounds logical tome to also have such spots for foaraging & foresting.




#283765 Official (Un-Official) Suggestions Thread

Posted by SDGR on 24 March 2013 - 02:10 in Suggestions

Farming is supposed to take awhile. Just like IRL farming is the slowest of ALL professions due to waiting for them to grow.

 

The farming skill is not that difficult to level up: shearing and textile cloth making boost it rather quick.

 

The issue is with plant seeding. It simply takes too much time due to multiple actions, each with its own duration. It's overkill. I haven't suggested faster growth rate for the plants, but rather speeding up the human actions a bit.

 

 

While we're at it, so far to me the slowest skill is Foraging, because the sources are few and scattered all over the place. IMO there should be at least one location with an orchard of something similar and also a place where ppl would find weeds, mushrooms and so on. We have farms for farming, multiple fishing spots for fishing, mines for mining, etc. IMO we also need a place where we'd be able to forage and cut some trees down ;) 




#283718 Official (Un-Official) Suggestions Thread

Posted by SDGR on 23 March 2013 - 22:48 in Suggestions

Yes, shearing will boost way faster the farming skill, but the issue of slow growing crops remains. And unfortunately, you do need to grow various plants...




#283704 Official (Un-Official) Suggestions Thread

Posted by SDGR on 23 March 2013 - 21:49 in Suggestions

If you're in a dungeon there are very few places where you can eat food to repenish your bars. IMO all jobs should be rewarding enough to push you into levelling them - right now cooking - at least for me - is not. 

 

As for belts, they're special...the game sees them as additional storage bags, that's why they won't go in the extra packs. I could be wrong but I think at some point a dev said they will fix this...




#283571 Official (Un-Official) Suggestions Thread

Posted by SDGR on 23 March 2013 - 14:06 in Suggestions

A couple of additional suggestions:

 

Farming

IMO farming is a pain to lvl up because it takes a long time to harvest a crop and there are multiple actions (while other gathering skills require just 1 click). So it might use a bit of tweaking:

- first of all, please modify the action window so it would stay open all the time (clicking over and over again is annoying).

- second, please increase the speed of raking, seeding, watering & pruning actions (growing plants takes too much time overall compared to other activities).

- third, IMO the harvesting animation is a bit off: it seems the char is using a knife or machete...it should be using a sickle instead, don't you think?

 

Shearing

- same as harvesting: please modify the action window so it would stay open until the source is depleted and only then auto close.

 

Cooking

- please allow the finished products (bread, meat, etc) to be consumed while in combat (like pots) and decrease the duration required to obtain the full effect from 15 seconds to 10 or less. Right now these are IMO of very little help during combat because you have to sit down to consume them.

 

Mob fighting

- it would be nice to benefit from a learning curve; what I mean is being able to make either more damage or getting hurt less when fighting the same type of mobs for extended periods of time (you learn more about your enemy, you understand how to take it down faster or how to protect better from it). Let's say a max of +5% more dmg or -5% dmg taken if you kill more than X ammount of mobs. 

 

Last, but not least: please fix the South Eldevin Gate because it often gets bugged when to try to exit the city & using continuous walking (pressing left mouse click). Either it doesn't allow you to exit so you have to stop and click again, or I get the rubber band effect for a few seconds.




#283559 Official (Un-Official) Suggestions Thread

Posted by SDGR on 23 March 2013 - 12:08 in Suggestions

Some players are pointing out the discrepancy between the advertised "classless" system of Eldevin and the reality (lvl and allocating points based). I have to agree, it tends to take away the freedom of playing a character the way you want it, especially since it was announced there will be not enough points to max all classes & talents. My main gripe with such a system is that "balancing" is the result of ppl juggling with various "unfinished" / "crippled" builds and has very little to do with player skills. On top of that, lvl makes a big difference simply because you have more points distributed in skills & talents.

 

Since a complete overhaul of the system is probably out of question, how about adding this feature: allowing class skill levelling based on skill usage? We'd still be limited by the lack of talent points, but at least this way we'd be able to pump some lower level skills and bring some unpredictability to the table ('cause you wouldn't know what specific skills the other guy decided to focus on)?




#283552 Official (Un-Official) Suggestions Thread

Posted by SDGR on 23 March 2013 - 08:49 in Suggestions

Yeah, that would be RS's gathering system (better resource gathering tools, better results).

 

But I think in Eldevin it's based on the skill's lvl. I'm lvl 14 prospecting and now the pure ores drop frequently. Either the rate was increased in the last patch, or the skill's lvl has something to do with it. 




#283289 Official (Un-Official) Suggestions Thread

Posted by SDGR on 22 March 2013 - 14:27 in Suggestions

It's tracked if you hover the mouse over it in the inventory. But the system dialogue does not indicate the specific ammount in the chat window, only that you've picked 1 item up. Since we're talking about quest items, it would be good to be able to see the progress without opening the inventory all the time.

 

 

On a different note: can you guys please modify the world map so that when you click on route points on map (the green ones) it will open the map for the next region / zone? I mean it should be called "world map" for a reason - right now it's just a "general region map". Tnx ;)





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