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Neon

Member Since 06 Oct 2012
Offline Last Active Apr 11 2017 18:39

#899595 Packs + inventory

Posted by Neon on 10 November 2014 - 19:19

I'd like to suggest that the next packs you introduce have items that only take up one inventory slot.

 

I spent a good 10,000 ep on these Halloween packs just because I could and I know many others did, the amount of useless slots that the vanity takes up is frustrating.

 

I'd like you to consider thinking of reworking how you are introducing items and vanity, sure the vanity wardrobes are 'decent' but they are still a very temporary solution to frustration. All the useless gear/vanity that players have will be going straight into the auction house when it arrives (I assume).

 

I've only logged in briefly since the steam release, but I've seen players already complaining about space, and once players start getting into the higher levels and come into wealth they will notice how tedious it is keeping track and sorting items.

 

 

 

TL;DR

 

Think about reworking how the inventory size of items are, how item sorting works and change the way packs work so you don't end up with shit tons of useless, worthless vanity. (I suggested a token system before, feel free to find the thread).




#895257 [STEAM] related suggestion.

Posted by Neon on 18 October 2014 - 15:35

I'd be unhappy to see Eldevin on steam if at least half of these weren't already in the game, I'm all for trying Eldevin once it's "released".




#886060 make it so you cant see friends list or who logs in when at trappers atol.

Posted by Neon on 17 August 2014 - 19:51

Explain your reasons for this if you want to make your point. "Having a chance to fight back". Everyone can fight back? 

 

You also complained about losing stuff in TA. You do realize this game will never have a proper risk/reward pvp system if people keep complaining about losing materials which are literally worthless.

 

Finally did you even read my post? I was agreeing with you to some extent, a level restriction would generally make the pvp there more balanced, I'm not one to compare this game to Runescape but their wilderness system was on point, HCS should consider copying their wilderness design while adding in their own touch.




#883830 Jolt

Posted by Neon on 05 August 2014 - 17:26

The Jolt does need to be changed, I do remember mentioning this way back, possibly when me and a few others attempted to help with the balancing.

 

8.5s is way too long, especially for this game when fights don't last long at all. 

 

That's one of the priority things to be looked at when balancing, but for pvp to actually require skill and feature balance most talents and abilities are going to require rework/tweaks.




#879472 Suggestion regarding the achievements for mounts

Posted by Neon on 17 July 2014 - 19:11

I think you should remove the mount you get for obtaining 10 mounts and add a different reward. The reason being is that a good deal (not everyone) of players will collect vanity/achievements.. etc.. to show off. Having a mount that is achieved from learning a number of other mounts can devalue the "worth" that a player may feel when equipping their previous mounts.

 

My suggestion would be to change this reward to add a visual effect to existing mounts rather than giving a mount. More visual effects could be unlocked with more achievements that may be released (an improvement to an existing effect or effects that can be used in tandem with the others).

 

These effects could be things such as a "divine glow" allowing a mount to slightly glow with a yellowish light, any more can be thought up quite easily.

 

I understand this suggestion might hold not much value but it's just something I could make a valuable comment on regarding my experience in high-tier trading throughout a handful of games. 




#878523 Add Crafted Food back to Golden Tankard

Posted by Neon on 12 July 2014 - 00:29

The problem with this and any update resulted in the changing of npc shops is the lack of an auction house or any form of player market.




#878477 Summons

Posted by Neon on 11 July 2014 - 20:16

Summons for classes are being discussed more recently so I'd like to raise a suggestion that would add a player skill addition to pvp combat.

 

I couldn't think of a way to make this suggestion work for pve (mainly due to the open world of Eldevin, there are at least border restrictions in pvp zones), and since pve in Eldevin really doesn't require any thinking rather than just button mashing I don't think this would improve on it much if it could be added.

 

When in any pvp area allow player summons to be controlled by the player, allocate this use to a talent point that allows toggling between player controlled and auto controlled summon usage (or it could be a free addition without the investment of a talent point).

 

This would start separating the casual pvp player from advanced pvp players, microing in mmorpgs hasn't really ever been a thing and I believe it can be made to work here quite well.

 

Additional talent points could be added branching off from the summons allowing them to acquire abilities.

 

A standard set hotkey could be used to switch between summons and it could be changed at will in keybindings.




#877586 chat mods

Posted by Neon on 06 July 2014 - 15:00

Chat mods are just yet another waste of dev time, implementing and finding the right people for. That time could be spent on useful updates.

 

There is an ignore button.

 

There is a chat filter.

 

There is an off button on your computer if you intend on being butt-hurt by words written over the internet.




#877152 Kills Exploit In pvp

Posted by Neon on 03 July 2014 - 18:00

2) split TA give it its own kill rank wilderness kills
split DA= 1v1 player kills rank 
split pvp que and let it keep its current of player vs player kills.

I like this, but the "duel arena" wouldn't make sense since it's free for all not a 1v1 area. That place should just be removed from the game in my opinion, if I recall it was added for players to test pvp in beta. It really serves no purpose now and they could take a small amount of time to make a much better casual, dueling pvp system.




#876397 Unbinding fusion powder

Posted by Neon on 28 June 2014 - 23:33

I still disagree with this.

 

Having fusion powder as a bound material makes players who wants to create gems go out and grind for it themselves.

 

What this will happen if this is kept how it is, is that higher tier gems will be worth much more due to the fact they take a substantial amount of fusion powder to create.

 

If fusion powder is unbound it will lower the price of gems, add to the pay2win aspect of the game allowing people to now purchase powder/gems at a cheaper rate.




#874681 chat mods

Posted by Neon on 22 June 2014 - 00:22

The chat is the last thing that would turn players away from this game.

 

Even if there is arguing and consistent use of bad language it at-least shows that the chat is active and people are talking.

 

As for mods they will only bring power hunger, especially with such a small play-base.

 

If people are getting offended by the chat they can always ignore/use the swear filter.




#874264 Low Level Characters Need Bigger PvP Buff

Posted by Neon on 19 June 2014 - 21:19

Jesus, no. 

 

PvP in any game is a reflect or skill/gear/items. It is not about low levels being on par with higher levels.

 

The best possible thing they could do is create level restrictions for fighting (bad unless done right) or level brackets for qued pvp (Not enough players).

 

The game already requires 0 skill to do anything, it doesn't need low levels 1v1ing a much higher level because of some buffs.




#870888 Why I'm Upset About Templar Changes

Posted by Neon on 31 May 2014 - 00:17

Diffrence is i play and so know what happends ingame. Do you hear me moaning about anyone else? (moaning sexual content DELETE PLEAZE YOUNG PEOPLE PLAYING) 

You don't need to play the game to know whats happening, a simple 10 min log-on after every major update explains it fine.

 

The only thing I have no knowledge of is the 40-45 content (quest/mob wise).




#869279 New profession - Gem crafter

Posted by Neon on 18 May 2014 - 19:38

I've never understood why it costs the same to remove a cracked gem as a perfect one.  As suggested in another post (too tired to look for it), the cost should be tiered with only the best gems (defined and above?) requiring ep.

http://forums.hunted...268&hl=unsocket




#867132 Way to increase game population to MAX...

Posted by Neon on 06 May 2014 - 13:40

Facebook is one of the worst things to advertise an mmorpg on, the general "word on the internet" is that any games on facebook are cheap and terrible.

 

Even if this bought some new players to the game it would have a negative impact in the longrun.

 

However, it is never a bad idea to offer some sort of item or buff for liking or sharing the page on facebook, they could give out say a 24 hour buff that provides some minor stat (not combat related) for sharing the page on facebook.


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