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WowRefugee

Member Since 13 Apr 2013
Offline Last Active Jun 16 2015 15:16

#909969 Talent Theory Calculator!

Posted by Irradiated on 16 December 2014 - 23:03

Sitting here with Eric (who is the original author, I've signed on recently to help out) now discussing the future of the Talent Planner.  There are a number of enhancements we'd love to see implemented.  Most important is a redesign of the URL format.

 

This idea is actually very similar to one we have logged in our Fossil CMS.  Although we were considering storing builds with comments, rather than individual talents (thank you Guthix for this suggestion).  Both are very involved, as they require implementation of back end data storage.

 

The problem is time.  We both have little time to play these days, much less enhance the planner (we get zero compensation for it).

 

Besides just waiting/hoping for more time, we've been considering a couple of options.  One is ads on the site, which immediately justifies more effort.  Another is going open source, exposing the repository and accepting patches.  Or both.

 

We'll keep everyone posted as we decide how to move forward.  And thank you for your interest!




#891722 Bring and Take

Posted by Bryn on 28 September 2014 - 23:10

Okay, I'll take a look through that quest book and see about correcting those. Thanks for bringing it to my attention. :)

 

I think he is taking it to your attention :P




#861476 Cauterize

Posted by Cygnus on 09 April 2014 - 14:57

Thanks for bringing this to our attention. The line of sight defaulting to the player is a flaw present in all single target healing validation.

At the moment healing spells check whether the target is valid (still exists, is alive, is in line of sight, not an enemy, etc) in one go. If it fails anything it defaults to targeting the player; great if your target is an enemy and you want to heal yourself between attacks, not so great for the blocked line of sight issue.

The line of sight check is getting separated out so that it doesn't default to the player and bails out instead with a "Target is not in line of sight". Healing "targeting an enemy actually targets yourself" behaviour will be preserved.

This change will likely go into the next update.




#859407 Transferring Bound Items Between Alts

Posted by Oops on 02 April 2014 - 15:28

I would love to see that I have a few small backpacks that I would send to alt if I could




#853108 A tweak on the Pass/Greed/Need system

Posted by Akadria on 04 March 2014 - 16:14

IMO, 'Need' should simply be disabled for Gems, Remnants and Flakes.  That would deal with 90% of the problem, not require a lot of talk-talk for random groups*, and it's easy to code.  If you want to give one of the above to a particular group member, then everybody else should "Pass" on it.

 

(*Or maybe disabled for LFG-mediated random groups only.)

Or this, yeah. Pass and want for gems, rems, and flakes; pass, want and need for equips.

Drop "greed", it's confusing to everyone who isn't familiar with the system.




#848781 Autofill sacks option

Posted by Lagenia on 13 February 2014 - 09:45

I would love a rightclick function on materials with the option "autofill in sack".

 

If this is toggled on, this material gets automatically filled into sacks, if toggled off it doesnt




#847730 Make Camping Areas Useful

Posted by Sage on 10 February 2014 - 15:51

The camping quest was nice but it led to nothing more to do with those areas other than stand in them or build a fire.

 

It would be nice if after completing the camping quest we were awarded a sleeping bag and tent so we could camp in the numberous campgrounds areas around Eldevin and receive our 'rested xp' while there.

 

Edit:  Another idea would be a mini-game where all who are there must do tasks to upkeep the camp area.  Like... cook for campers, gather, hunt, and fish for food, mine coal and clear trees for wood and have bins to store the wood and coal in for others to stoke the fires...  maybe even plundering other camps.

Rewards could be camping gear and/or camping vanity outfit pieces.

 

I'm sure others have ideas for the camping areas too...




#846175 [Implemented] Backpack position to stay the same on logout/login

Posted by ernzor on 04 February 2014 - 09:51

It was mentioned in your recent stream that you wanted someone to put up the suggestion (in the forum) to have backpacks stay in the same position on the screen when you logout/login.

 

Well heres the thread guys, would like to see this happen (and I think there have been threads about it before too)




#837698 Gathering Cast Time Reduction

Posted by Paulenski on 06 January 2014 - 07:49

I think offering reductions in gathering cast time as you level up would really give off the feeling of improvement and progression in your character.

 

Current cast time: 2.5 seconds (not actual)

Reduction cast time maximum: 1.25 seconds

 

This reduction would apply to materials that you are at least 1 level above the base requirement.

 

Example:
Skinning Level 15
Creature requirement level 14

 

1 level above gathering level requirement:

10% reduction in cast time
 

2 levels above:

20%

 

...5 levels above:

50% (maximum reduction possible)

 

The reduction in cast time should correlate with the reduction in XP gain as you level above the requirement. (diminishing return on all skills currently present)




#836052 The Talent solo dungeon.

Posted by Justme on 30 December 2013 - 16:04

First excuse my  English but it is not my language.

 I would like to see a dungeon that is specialized for a talent. 

Say Ranger  that goes all the way to end game level and gives the drops specific for that talent,

It has to be played solo.

 

Just an idea.




#835073 Glacial Essence is not showing special stat when equipped.

Posted by Alpion on 27 December 2013 - 13:59

This essence also doesn't show a durability while equipped.  I am currently using one and I never know what it's durability is until it tells me it's either damaged or completely busted.




#834264 Gathering/Crafting boredom dissolving.

Posted by Kaendor on 24 December 2013 - 02:41

Im posting this which is an old comment of mine which is situated in the official suggestions thread that seems no longer active. I am not sure if I´m allowed to do this, but im doing this because I firmly believe that gathering and crafting do NEED something to break the boredom of grinding. Im copying and pasting this old post of mine into its own thread because as Ive seen latelly, people are complaining of the boredom of grinding both crafting and gathering.

 

Random events would be nice to lower the repetitive boredom of crafting/gathering.

Basically:

A chance to find a small amout of money -coin pouch- randomly while doing Foraging, Prospecting, Fishing, Crystal Cutting and Forestry.

A very small chance to get hit by your own tool -lowers a bit your hp- this would be to wake up some people.

While doing Farming, Foraging and Forestry you might have a small chance to get stung by bees -lowers a bit your hp-.

A low chance to get a knowledge rush in both gathering/crafting so the next item that you gather/craft gives double exp.

A small chance to get a container during fishing that might give a random item or some money.

A chance to get seeds back after harvesting your plot (Farming).

An extremelly rare chance during gathering to get an egg of any kind that later on might be hatched to get a pet.

A low chance to critically craft a piece of gear -slightly increases the main stat of the crafted item-. (not like the current random stats in the rare crafted gear)

 

The whole point for this is to make gathering/crafting less repetitive and boring (as it can be at high levels), and to attract players further into these activities, as theres people that see crafting and gathering just as time wasters.

 

Ive just slightly adjusted my post, If you wanna see the original post:

http://forums.hunted...c=22922&page=13

 

 




#834396 Gathering/Crafting boredom dissolving.

Posted by Bryn on 24 December 2013 - 18:17

I still love this idea.  Going one step further, I'd like to see random critters spawn next to you to protect their nodes (nothing too dangerous, but not 1-hit either).  This would be a great anti-botting tool since you cannot gather while in combat.  And, if the critters drop mats, all the better. :D




#833244 Plasma Shield talent (public opinion needed)

Posted by RandomCitizen on 20 December 2013 - 18:24

Hi all.

I recently reported a "bug" with plasma shield (mage talent).

This skill does not consider your armor and acts a if your defences are 0. So it substracts 100 mana per 100 incoming damage when you are naked and does the same when you are dressed in lvl40 heavy set.

Developers replied that there is no description, considering armor in talent and this might be a matter of public discussion.

So.....

What do you guys think? Should that skill consider armor or not? Please note that in current state it is absolutely useless. It negates about 1-1.2 hit of same level creep and about 0.6-0.8 hits of same level player at the cost of 25% mana.

 

I personally think that there are 2 possible solutions

1) change the ratio of mana consuption to 0.5 per 1 damage

2) make PlasmaShield consider your armor, as it should actually be

 

Or both.




#828682 Your 5 most wanted things to add to Eldevin

Posted by Irradiated on 10 December 2013 - 11:13

Interesting that no one, including me, put 'more content' into their list.  This is also true in another thread, but that one was specifically aimed toward technical issues.  This thread does not have that limitation.

 

For me new content is obvious and automatic, so I never really think about it.  Kind of like a 'zeroth' law that does not need to be spoken.  But when all is said, it was the content that got me hooked and has me coming back.  The balance of professions to questing / farming to questing / whatever you enjoy to questing.

 

So to correct this situation, here is a content request.  I would love to see the remaining ten levels and the endgame.  Also, an entirely new ongoing storyline (eg lvl 20-49) for a new alt.  A plethora of interesting quest lines and side quests, so that doing them all is no longer an option.  Explore the depths of what can be done with quests.

 

New and unique group dungeons.  Perhaps some more solo instances with unique challenges.  Or even dungeons designed for small teams of two or three, like back in the Othalo prison.  Endgame 'raid' versions of dungeons, where Othalo Prison becomes Arkham Asylum.

 

Daily quests beyond the professions.  Class quests, where a player gains tokens toward class specific perks.  Puzzle quests.  And onward.

 

And can we have all this for the next major patch?  :wacko: :rolleyes: :lol:

 

Seriously though.  Short term I'm leveling very slowly so it doesn't matter, but medium/long term content really is my #1 priority.






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