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#201 Dradin

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Posted 03 October 2013 - 03:15

If there was a way were two guilds could merge together, with the founders still being in Founder positions.

But allow the 2nd founder of the guild merging into the larger or main guild  to retain ownership rights of that guilds gear. No one has to give up rights/ or ownership of gear they spent cash on. ( IE...  Guild Founder of Main Guild has rights to his guilds gear, and any future guild gear, Founder who merged his guild to the other guild has owner ship of his old guilds gear, but the whole guild can use any guild gear). I feel this would help the game in several ways.  

 

1. This would Foster more guilds to consider merger's.  The end result is there would be more guild activity.   Which leads to more players sticking to the game.

2. Better equiped guilds which will benefit the players more. 

3. No one has to give up rights/ or ownership of gear they spent cash on.

4. Would be less Guilds in the server to maintain stats for, thus streamlining the servers.

5. Less Guilds to select from when Joining for new players so they might be in a better environemnt when they do join a guild.

6. Stronger guilds equals more players in the game.

 

I am sure there are more benefits to this if allowed.

 

2nd topic   How can we stream line things to speed things up and help the game move faster.

 

Why can we not move dead guilds to a holding server?   If no active players then move then.  If one comes online move it back to active.    As well, Guilds that are Dead should be removed from the Rankings.

 

This could even be done with players who have went inactive.  It would give a more realistic view of were players/ and Guilds are ranked who are active.

 

3rd Topic  It would be nice if there were more chest.  With smaller "items Found",  such as maybe a potion that has several levels,  lvl 25, lvl 50, lvl 100, lvl 200    ( what ever level is found gives that many hit points to your stam. Only back up to your Max stam allowed.

 

4th Topic  GVG changes.    I think guilds that have 4 or 5 member teams  that do nothing but gvg have huge advantages over Guilds that Level.  I believe their are or can be changes made to level the playing field so to speak.  Maybe make it were small guilds can only fight gvg versus a small guild. Or set a required number of active players in order to a certain number in order to fight guilds of certain sizes.

 

B Why does there have to be a range level for hitting targets that are higher level.  I undrstand the down range for targets, But a fighter should be able to attack any player higher than their own level. 

 

Random Items,  I like the idea of the back pack displaying like the guild store.  

  

Make a time restraint for joining and leaving guilds.  

 

Composing should require a certain point cost,  with each type of item having a certain point value,  instead of needing certain item types to create a potion, you would only need a set amount of points.

 

 

I know that all of these will not be looked at in the same light, and this is fine.  Not looking for perfection, only ideas that we can discuss in order to help try to make the game better for everyone. 

 

I shall do my thing and you can do yours. As I am not here to live up to your expectations, and you are not here to live up to mine. As we would both fall short.

Thanks  Dradin



#202 Placeboo

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Posted 03 October 2013 - 04:09

In response to a few posts im seeing, I dont see a major problem with having + 4 + 5 epics , provided that they are expensive. Epics are silly to buy as a stamina bonus. If you have an epic that costs 500 fsp for +2 gain and another that costs 1500 fsp with +5, the difference is 1,000 or 25,000 stamina. The extra 3 stamina difference would take just under a year to break even if you were to just flat out buy stamina.

So, I dont really see a negative in having higher tier (more unique) epics. All it will do is spur sale prices of lower older epics which would encourage more gvging titan hunting etc (providing that the new epics are inventable (outside of invent 500 affect!))


Edited by Placeboo, 03 October 2013 - 04:12.


#203 evilbry

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Posted 03 October 2013 - 05:19

So I think I found hoof when he went through this thread replying to posts..

 

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#204 MSCruz

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Posted 03 October 2013 - 05:32

I would like to suggest some things and will be glad if some of them could be implemented.

 

1) Fast button to decompose from the world map window, just like the discard button. The autodiscard feature is not always a good option.

2) Creation of sets of items in order to sell, give, secure trade, etc. Sometimes a single piece does not worth a FSP, but together they would.

3) Hability to "wrap" potions in order to use them as a unique potion. For example, at lower levels we need to buy so many potions (bazaar or auction) and lost precious minutes using a potion at time, especially if we do not have backpack slots to transfer the potions from the mailbox.

4) Automatically naming, choosing bottle and color or potions of composing. I cannot see why I should define those things if the only person to use the potion would be me. At my level, I only care about the effect of the potion.

5) Creation of shortcuts to use on the world map window for discard and decompose actions, just like the R for repairing the gears.

6) Auction, Secure Trade and Send components because at lower levels the extraction fails a lot. It could be good for higher level players to make money

7) Better "manipulation" of messages. We should decide which messages we want to delete, instead of the automatic system. I don't remember the guys that helped me with the game and the invitations I received to join a guild because the system simply deleted the messages. I also have lots of messages from auctions and Arena I don't really need.

8) Improve the Guide in order to search for information more granularly. For example, I am on level ninety-something and I want to discover what creatures drop unique items (for example) at levels below and after me by 2 level. As the game must use databases, maybe an interface to make queries directly from the database.

9) Hability to change names, at least one time for free. After that, must be paid.

10) Reset skills charging skill points, not FSP.

11) Choosing better the partners that offer FSP. As I can see there are a lot of complaints about them. Maybe changing the way we get FSP, because is hard to play the game solo without FSP.

 

Here is a link I wrote when I started playing the game with some suggestions (for reference). Now, some of them seems silly (http://forums.hunted...topic=57334&hl=).

 

Thank you very much! The game is awesome and I spent at least 1 hour everyday playing the game.


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"There's no such thing as constructive criticism" by Tony Schwartz for Harvard Business Review


#205 gilby90813

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Posted 03 October 2013 - 05:49

how about allow people to give others presents like ill cost 1-xx fsp to wrap it into a box/present to give gift to other players ... people could then do fundraiser etc with that using the ah or whatever and they can have a message on them



#206 maf22

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Posted 03 October 2013 - 06:04

lots to read through, lots of great ideas...  players are closing in on 1800 and that means new buffs so how bout a buff for composing kinda like the inventor buffs where you have a chance to not use all the fragments needed



#207 kimbo

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Posted 03 October 2013 - 06:46

I think all of these would be nice, but i dont think they are impacting alone. I would like to see some major things done personally.

 

^ THIS, I hate GvG myself so trust me when I say, this is not even for my own benefit. But in all honesty GvG value has seemed to be a little low lately. I do not think it is anywhere where it should be.

 

-I think the chests as stated by others could use some revamping. The items in them are a bit weak and could use some value. Make them actually worth something. Idk how you would do that, maybe put a 1-3% chance of a titan drop, maybe keep some mediocre items in there, but make it sort of a grab bad. You could get ANY item in the bag, obviously the percentages would be different upon rarity of the item.

 

-Something little, but I would like to see an "invite to guild" button upon guildless players. Would make things a little quicker.

 

I think right now those personally should be the focus, obviously the GvG system and Chests would be a big implement and keep them on their toes for a while. Just my 2 cents ^_^

I agree with this comment about the CHEST..I'ts a fact that finding it is not easy and buying the key needs gold/tokens.. But somehow along the Line the reward sometimes is not worth the effort..So my personal view is put in there ," Something of Higher Value,whatever it maybe ".



#208 samy6671

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Posted 03 October 2013 - 07:57

I think all of these would be nice, but i dont think they are impacting alone. I would like to see some major things done personally.

 

^ THIS, I hate GvG myself so trust me when I say, this is not even for my own benefit. But in all honesty GvG value has seemed to be a little low lately. I do not think it is anywhere where it should be.

 

-I think the chests as stated by others could use some revamping. The items in them are a bit weak and could use some value. Make them actually worth something. Idk how you would do that, maybe put a 1-3% chance of a titan drop, maybe keep some mediocre items in there, but make it sort of a grab bad. You could get ANY item in the bag, obviously the percentages would be different upon rarity of the item.

 

-Something little, but I would like to see an "invite to guild" button upon guildless players. Would make things a little quicker.

 

I think right now those personally should be the focus, obviously the GvG system and Chests would be a big implement and keep them on their toes for a while. Just my 2 cents ^_^

 

 

In regards to possible upgrades to composing:

 

  • Change the default potion bottle/potion color to be randomly assigned every time you load the page, to add some variety
  • Adding an option to save your composed potion selections
  • An unlockable way to obtain multiple potions in a queue
  • Possibly the ability to make multiple potions simultaneously
  • Medal for the number of potions created, or some other form of public display of composing achievement

Not exactly an "new feature" but:

  • Composing event, in which xp is multiplied by some amount, or creation times are reduced, or fragments are increased, etc.

 

Also Would Like to add something Like from which we can also see at which level potion we make for that how much composing XP we will get .Like if u make AL 125 it will give u how much XP. Something Like That.



#209 Lahona

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Posted 03 October 2013 - 09:33

We could add it as an additional tutorial stage to check out the guide once they hit a certain level - when do you think would be best?

 

When I started this game there was a box top right titled 'Need Help' (or similar) with links to the wiki -- I think we lost this with the new map (?).

 

Just reintroduce this (including UFSG link) with a check box in preferences to hide it for the more experienced players.
 



#210 bofgi

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Posted 03 October 2013 - 09:41

would like to see different achievement medals for guild vs guild,  we have medals for just about everything else, why not gvg, i know i am not alone in wanting this,,,   im still old school gvg fan but new team style is fun too, why not reward those who actually do guild versus guild, instead of having to just keep it in our bio as a reminder,,,lol



#211 evilbry

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Posted 03 October 2013 - 11:17

copy pasta from a previous thread which was similar.

 

Regarding buffing:

What I would like to see is a function/feature where by you can choose an option to "sell buffs" and attach a price to them. They will be listed in your bio and people can select (tick boxes) the ones they want.
You can have an upgradable feature for buff packs
With that functionality there, you then can have a new page where you can search for buffers so you go to the page and can tick boxes to find people with the buffs you want (also listing their prices) with people only appear if they are online for ~15-30 mins for example.

 

 

You mean they have to be logged in for 'x' time to then allow the buffs to be sold for 'y' time?

 

 

I'll try to break down into steps to try make it a bit clearer.

 

1) Modify the way the bio works so that Buffs can be listed there (drawing straight from your skills page) and have a check box available on your bio with the price in gold or FS next to them. You would have the ability to choose the buffs you want to list.

1A) alternatively you could have a separate area on the profile page for Buffs to be listed if you didn't want to mangle the bio.

 

2) There would be the ability to sell buff packs. These can be defined in 1/1A.

 

3) There would be a link people can click from the actions menu for a Buff Marketplace. This would load a page where you can search for specific buffs and have the green light next to people who are online currently in the results. Results would include buff prices (set by 1/1A)

 

4) [optional] There could be a feature for secure trading of buffs. It's something people have asked for occasionally.

 

 

Players(buyer AND seller) would need to be online to complete the transaction. otherwise

 

You mean they have to be logged in for 'x' time to then allow the buffs to be sold for 'y' time?

people could sit on chat or auto refresh and roll in the purples.


Edited by evilbry, 03 October 2013 - 11:17.


#212 spyders

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Posted 03 October 2013 - 11:29

New RP rewards .. something that can be use only in guild 

 

RP potions - would be nice to transfer % stats to others in  guild   based on your lvl and other player lvl ..and max 1-5 players transfer ...stats can be recived from 1 player only



#213 MummRa

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Posted 03 October 2013 - 12:23

I would like to suggest some things and will be glad if some of them could be implemented.

 

1) Fast button to decompose from the world map window, just like the discard button. The autodiscard feature is not always a good option. 

 

2) Creation of sets of items in order to sell, give, secure trade, etc. Sometimes a single piece does not worth a FSP, but together they would.


5) Creation of shortcuts to use on the world map window for discard and decompose actions, just like the R for repairing the gears.

+1


Edited by MummRa, 03 October 2013 - 12:24.


#214 asterxemil

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Posted 03 October 2013 - 13:36

Idk if anyone has said it already on THIS thread (but I know I have in the past, and my idea was well liked but passed over)...

 

 

I would like to see a Secure trade option designed for item to item trades. My proposed idea before was something like a combination of the Shoutbox and the AH, whereas for a certain amount of time someone can post an item (or multiple at once with let's say FSP upgrades) for another item of their choosing, while leaving a small message. Or perhaps make it so that the person can put up an item, and search through a database for a certain item or item set (similar to perusing the FSG for items), and add on any FSP or gold extra. Then on the opposite end, players can look at the 'Wanted Ads' board to see the latest postings of items.



#215 grimnok

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Posted 03 October 2013 - 13:46

Can you let us know how you'd see this working? :)

I see 2 useful options, an in-realm teleport, and an out of realm teleport.

 

In-realm teleport

The teleport buff, at some moderate stamina cost, is cast on you.  Now, when you click on a square, you are instantly transported there for 10-15 stamina.  This could be set up to work, or not work, on titan maps.  There could be a chance of error.  The options/limitations would affect the initial cost.

 

Out-of-realm teleport

This could be implemented with 2 buffs, Mark and Teleport.

 

Mark would permanently mark your current location as your 'home' for Teleport.  This would probably need to be a large stamina cost.

 

If you have a 'home' set, then casting Teleport on you would transport you to your 'home'.  The 'home' square remains set, permanently, until a new 'home' is set.

 

Under this scenario, you could, potentially, have multiple 'home' squares for increasing stamina cost.

 

 

Both of these options have interesting use cases, and appeal to different styles of game play.



#216 asterxemil

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Posted 03 October 2013 - 13:50

I see 2 useful options, an in-realm teleport, and an out of realm teleport.

 

In-realm teleport

The teleport buff, at some moderate stamina cost, is cast on you.  Now, when you click on a square, you are instantly transported there for 10-15 stamina.  This could be set up to work, or not work, on titan maps.  There could be a chance of error.  The options/limitations would affect the initial cost.

 

Out-of-realm teleport

This could be implemented with 2 buffs, Mark and Teleport.

 

Mark would permanently mark your current location as your 'home' for Teleport.  This would probably need to be a large stamina cost.

 

If you have a 'home' set, then casting Teleport on you would transport you to your 'home'.  The 'home' square remains set, permanently, until a new 'home' is set.

 

Under this scenario, you could, potentially, have multiple 'home' squares for increasing stamina cost.

 

 

Both of these options have interesting use cases, and appeal to different styles of game play.

 

 

 

that chance of failure, imagine creating a new map with an annoying NPC with a portal next to him/her, just to troll players ;p It's about as annoying as that auto-fail when attacking creatures



#217 Subject

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Posted 03 October 2013 - 14:44

1. Arena Needs A Huge Change!

2. GvG needs a change. ( 1 person Conflicts 25/25 )
Worth maybe 5 RP Per Win.

3. Composing still needs some tweaks
Like the Idea of More than 1 potion created at a time
Maybe through upgrade section Max of 3 - 5.

4.Guild XP Lock
Dont Like that my guilds xp gets Froze because someone else decides they want to try something different!!! If they want to leave after putting in millions of xp they should be able to without it affecting my guild from growing levels

#218 rowbeth

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Posted 03 October 2013 - 15:10

Placeboo, on 02 Oct 2013 - 04:54, said:snapback.png

Another thought that can be voted on seperatly , lol, that could solve a part of the lack of content production is to make levels take more XP. A long time ago when HCS changed the XP forumla I think it made a lot of players happy that they could race to EOC. These days there is a massive bottle neck and with insane AL LIB CONS etc potions it makes it easy to get to EOC. With all these pots each level can only cost a couple hours worth of stamina. So how about adding some (dosent have to be all) levels much longer from an XP perspective. Maybe levels 1800-1830 take 5 times per level than levels 1830-1900. Something to this effect.

(or if this screws up the code just make a level 1800 monster, and the next zone /monster level 1805..forcing people to sublevel to advance)

 

Definitely something we could look at.

 

Definitely not something I'd value.  Firstly, not everyone at EOC rushes to the end of EOC as soon as it gets extended - some of us enjoy doing it at a more sedate rate. Secondly (and more importantly) this presupposes that spending longer pressing 123456... is actually enough fun to keep us entertained. If that were the case you could stop adding content and we could just wear out our keyboards. Its the looking for new monsters, finding their stats, checking that the gear is good enough to hunt them (which used to be much more of a challenge when you had to change gear each level, rather than each 250 levels) and the various non-trivial quests that keeps me coming back to hunting. Slower progress through the levels would be a definite turn-off.



#219 rowbeth

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Posted 03 October 2013 - 15:19

In-realm teleport

The teleport buff, at some moderate stamina cost, is cast on you.  Now, when you click on a square, you are instantly transported there for 10-15 stamina.  This could be set up to work, or not work, on titan maps.  There could be a chance of error.  The options/limitations would affect the initial cost.

 

Messing around with titan hunting sounds like a recipe for disaster. Its taken long enough to get some form of balance into that as it is (what with vastly different levels, and vastly different connection speeds). And I'd have thought it should cost more stamina to cast than it would take to walk there (so more like 30-40 stam to cover large maps), in which case there wouldn't be too many reasons for using an in-realm teleport.


Edited by rowbeth, 03 October 2013 - 15:28.


#220 rowbeth

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Posted 03 October 2013 - 15:26

Out-of-realm teleport

This could be implemented with 2 buffs, Mark and Teleport.

 

Mark would permanently mark your current location as your 'home' for Teleport.  This would probably need to be a large stamina cost.

 

If you have a 'home' set, then casting Teleport on you would transport you to your 'home'.  The 'home' square remains set, permanently, until a new 'home' is set.

 

Under this scenario, you could, potentially, have multiple 'home' squares for increasing stamina cost.

 

 

Both of these options have interesting use cases, and appeal to different styles of game play.

 

Out of realm has a lot going for it, and has been requested endlessly on previous threads over many years.

 

You could do it as a double-buff as above, though I don't see the need for a major stam cost on the home-square cast. Presumably it would be a high level buff, in which case one has earnt the ability to use it.

 

This could also be done as a single time-limited buff. The home-square then becomes the square you are on when you cast it, and at the end of the buff (including if you terminate it prematurely) you will return to that square. This would be useful for guilds defending relics, but also for people taking a diversion from hunting-at-level to hunt a titan, or hunt for fragments, or to do seasonal quests. In this case, this should have a relatively long duration (comparable to NMV?).




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