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awollsd

Member Since 25 Jan 2013
Offline Last Active Jul 14 2021 00:55

#859526 One more account slot

Posted by awollsd on 02 April 2014 - 22:02

the loss of EP usage for purchasing extra character slots, the loss of EP purchases for Repsecing

 

they can be addressed with comments such as "happier players spend more money" or "people will buy exp pots to level the 2nd slot toon" but those are assumptions and the loss of the EP is a fact therefore must be listed as cons

 

overall i still feel the pro's outweigh the cons but they are there :P




#859478 Remove NPC Potions

Posted by awollsd on 02 April 2014 - 19:36

with npc potions and shop potions removed=more players making potions=more money spent on tonics=gold sink increasing+more benefits to people making the potions as they would finally get a decision in what they sell their pots for.

yeah that too but i was just replying to the person saying it wouldn't be a gold sink but only a transfer of gold. which in a sense is right, right now bying pots at a npc/shop the gold is gone buying from a player it just changes hands, but the more hands the gold gets transfered between the more gold is devided/spent

 

so that + what you point out here deffenently help in the gold sink department




#859473 Remove NPC Potions

Posted by awollsd on 02 April 2014 - 19:30

it will increase the gold sink tbh. All input is acknowledged so I shall accept thee two bronze!

i think so aswell, while not directly but keeping gold circulating will eventualy find a person who actualy needed that gold to spend on something, where as if it sat on the original player he'ld still be hording it.

 

 

[edit] and i really dont think it should just be 40+ pots thats not available at shops, i'ld vote for either NON in npc's/shops OR none above lvl 24 at most.




#859349 A list of suggestions i have. (some new some old)

Posted by awollsd on 02 April 2014 - 06:17

I decided i would just post a list of all suggestions i had good or bad take them or leave them hate on me or love on me what ever  :) but really i think they would all help the game a great deal..... these are listed in no perticular order i feel they should all be done none more important than the other.....

 

TLDR: 

pvp= more group size choises seperate quese, more maps, random locations for flags, resurect points.

Balance= increased cooldown doesn't = balance make tanks more fun.

Guilds = wars, guild levels, housing, buffs

ToC=cap 100 waves, make mobs smarter add more skills they use, have mirror match at end.

Combat pet= each boss very small chance to drop a BOUND ON PICK UP mini version of them, about half or less of the stats of an average player of that level

 

PvP

This needs some serious work....  first off you need to seperate the group and solo ques... 2nd you need more veriety in team sizes....  a 5 vrs 5 ALWAYS is just silly... it should have 2 vrs 2, 3 vrs 3, 5 vrs 5, and 10 vrs 10 (the 10 vrs 10 being a guild war que but more on that later)

 

Additionaly it should have larger maps with other battle formats... something like a trapper atoll map for a "capture the base" type of event, 1 base on each cornter with 1 base in center, it'ld be like domination is now but spread out harder to defend and more bases, each base in the corner would give half as much per second of control as the base in center.

 

 aswell as randomized locations for the flags/base points on the current maps....  and there should be multiple respawn locations so no one can "spawn camp" respawning after death should check distance of the enemy and put you in the one furthest from any enemy.

 

And lastly it should give everyone the amount of tallent points to spend + small time to spend before the fight that they would have if they was level capped.... a level 20 that enters would get 25 more talent points upon entering the pvp zone to assign as he saw fit and a level 40 would get 5 more points to spend and a level 45 would get 0 (untill the cap was raised again).... players would get a 30 second or 1 minute timer to spend these points and they will be removed once the pvp event ends...........

 

ToC

this needs a lot of work.. it feels like it was kinda tossed in as a place holder and then forgotten about... which several other things in game do aswell.... i know its a (somewhat) small company but yeah... things this incomplete shouldn't be in a game at launch...

 

What i would suggest is first dont let it continue forever if you do that it is impossible to scale its difficulty without making it simple redundent scalling like hp/damage increase on mobs.... so cap it at 100 waves... make the 100th wave be a mirror match where you fight AI controled versions of your team... these can even be boosted versions to make up for AI ignorance could give the AI versions something like 100% haste and 90% crit

 

also the levels between 25 and 100 need to continue to increase in difficulty aswell, again i'll stress giving mobs more hp/more dmg is not the way to increase difficulty... neither is simply increasing the number of mobs.... make them smarter, make them have more skills do things like  a boss with a special attack that chains one of the party members to the ground, you have X time to free him from those chains (any way the devs decide they want to do it) if he isn't freed in that time the player is killed and can not be resurected untill the wave is over...   or give bosses a type of charm ability to take control of a party member.... oorrr give bosses a "chaos" or "confuse" skill that gives players a % chance to hit their own party members or self with attacks just anything like that........

 

and lastly the loot.... this is a very difficult thing to do..... you have to make the loot useful or there's no point in doing the trials... but also cant make it too good or you'll have what we had with the gems...  so first we REALLY need more ways to get prestige/valor so giving a progressive amount of prestiege per wave completed as reward (something like 10 prestiege*number of waves + 10 + 5*number of waves) that way you cant just farm 10 waves drop out repeate 10 times doing 100 waves total and get the same amount of presteige as someone who completed 100 waves, but presteige alone wont be enough also give 1 rare or better equip per 10 or 20 waves completed. and for completing 100 waves you have a 1% chance to get a COMBAT PET not just a vanity one. (or not but i think it'ld be cool and more on this later)

 

Guilds

This is something thats seriously needed.... i mean SERIOUSLY!!!!!!!!!!

Guilds should have a max members but this should be able to be increased by donating "stock" to the guild donations can be gold or EP (both not one or the other)

Guild's should give buffs to all its members based on the level of the guild (stock increases the guilds level)

Guilds should have 10 vrs 10 guild pvp the winner of these wars steal a % of a companies stock. aswell as guild kills in open pvp area's such as trappers atoll

Guilds should have a seperate from pvp guild wars, i personaly would perfer this to tag all players from both guilds during a war as hostile and make completly open world pvp, war status must be aproved by both you can not reject a war status more than 5 times from the same guild or it auto goes to war (aslong as the guilds are withing 2 levels of each other)

Guilds should have guild lands, housing, and banks

 

Balance and hybrids

ok this is a very tricky situation i know... but in my not so humbel (hehe) opinion you have been going about balance updates all wrong... each update has restricted our freedoms more and more you advertise this game as a classless system then nerf and change things to the point where not only hybrids are virtualy impossible but you've also limited us to only one possible builds..... might aswelll make someone pick a class at level 6 and then auto assign talent points for them.......

 

What i would suggest is stop this "balancing a skill is increased its cooldown or increasing its mana cost or both" that simply isn't it.. adress the problems as they arise directly single out the specific problem then look at other situations the talent/skill is used and check if it is also op in those situations... THEN assess the best way to go about fixing them.... this post is already way tooo long for me to go threw each one now and offer my thoughts but if at all interested i'ld be more than happy to go over things with you maybe you'll like my idea maybe not...

 

but that doesn't end there.... with that last major patch you all the sudden decided you wanted to FORCE everyone to invest points into energy... why you would want to force anything on anyone is beyond me but thats what you decided... and thats just rediculous.... why not instead of raising the energy costs to try to force us to build how you want us to build adjust what bonus's we get from each atribute and make things more apealing and melee, ranged, and sorc less apealing (to a degree) i propose (you can adjust it how you see fit

 

  • Vit = Health + deffence increased per point spent here (adjust armor from equips proportionatly)
  • Energy = Mana max and mana regen rate increase + haste increase (close to how haste was before the nerf) + healing power (equal to % of what sorc would give....)
  • Focus = Crit chance + dodge chance
  • Melee = Melee dps 
  • Ranged = Randed dps
  • Sorc = Spell dps

Players would then chose to hit harder, crit and dodge more, OR cast faster.... this would make a lot more build options within the classes themselves aswell as open a lot of hybrids so you're problem of "no one is using these atributes" is solved while not only NOT forcing people into using them but also opening up a lot of posabilities what is wrong with that???

 

Lasly for balance templars/tanks seriously need some love... you have made them better tanks with the last patch the increased threat added to impale really helped. also tanks are learning to use empathy more but they still SUCK to level as and they are still boring as hell to play....... we need to make them more interesting and more fun.. i'ld suggest giving them 1 more aoe skill (make them a usable class in solo play) AND give them a late game active talent that gives them a castable SELF buff, this buff be something like "you lose 70% off each deffence and gain 20% of your health as melee attack power. since deffence caps at 86% losing 70% off that puts them at MOST at 16% deffence so thats a huge deffence loss for 3k attack power (about 300 melee dps) this would make them be able to switch between tank and dps class aswell as open more hybrid type builds toward end game.

 

 

Crafting

Again this seems another unfinished aspect of the game.. it is almost pointless aside from cooking/alchemy for the buffs and the helm/weapons every 5 levels...  so why not each tier have a whole crafting set (perferably with bonus's atuned to pvp and/or world boss fights) this would give 1st solo players a way to get decent armor, it would give crafting a longevity of usefullness that it's been needing since day one, and will help stabalize the market with more frequant transactions....and will increase the usefullness of gathering professions aswell because a lot more things will be needing to be crafted.....

 

Mentioned above Combat pets

This is just a nice little addition that would help making farming things more interesting... imagine a 1% or even a 0.5% chance to get a combat pet mini version of shade..... or kongar....... all world bosses should have a VERY small chance to drop one and they should be bound on pick up. they shouldn't be crazy strong or anyhting but say kongar be a tank type pet and have threat control skill and able to tank about 3-4 mobs of its level (its level would match the owners level) something that gives a nice assistance but doesn't make the player crazy OP so some pet specific ideas.....

 

Kongar = Tank pet, has impale, inciting cry, and empathy, at level 40 would have 10k hp, 30% deffence and 300 melee dps

Shade = Mage pet, Hase dragon breath, erupt, and ignite. at level 40 would have 4k hp, 10% deffences, and 500 spell dps 50% haste 30% crit

Defilier = assassin pet, Has leathal concoction, frozen spires, and blind, at level 40 has 4k hp, 10% deffences 600 melee dps 20% haste 50% crit

Amun = prophet pet, Has radiance, Crimson chain (fully talented), and revitalize, at level 40 has 3.5k hp, 20% deffences, 600 healing power, 40% haste, 20% crit.

Zorskabar = Ranger pet, Has explosive arrow, storm, and Envenom, at level 40 has 3.5k hp, 10% deffences, 550 ranged dps, 50% haste, 10% crit

 

and ToC pet = Hunted Cow or something special that you design.

 

 

well believe it or not i actualy had some more but i think i'll end it here........... this is already so long no one will read but eh atleast its posted  :)




#859290 Trapper Atoll

Posted by awollsd on 02 April 2014 - 00:08

i totaly agree, while i will welcome new content/level 45 content it doesn't make sense with sooo many other things needing attention........

 

fix crafting make it useful 

Fix pvp make it fun and end game players stay more active

Fix Trial of Champions make it worthwhile and fun past lvl 25 and more end game players stay active

Fix trappers atol give it a reason to be there + make it more usefull and more end game players stay active

Add guilds and guild functions like wars/housing and more end game players stay active AND more new registers stay in game

Add auction house and gathering becomes more usefull and more end game and new registeres stay in game....

 

(and a personal interest but i know many others feel the same just wouldn't want to speak for everyone)

Fix these bad balance changes you've made thats limited us soooo much try someone's suggestions other than that one person you've been listening to and open up more freedom in builds and more fun tank and healer type builds and guess waht...... once again more end game palyers and new registers stay active..........

 

logicaly speaking all that should come before a cap increase but ohwell i'll gladly take what i can get and hope it holds us over for a while :)




#859265 Remove NPC Potions

Posted by awollsd on 01 April 2014 - 21:35

should also remove them from the player shop....

 

i dont care if potions heal a bit less mana or hp...  i tend to care about availability.....  i'm running a dungeon i get down to 1-2 pots left i'll click that little shop button and buy 30-40 more and because of that i'll never buy any off a players....

 

while it would make getting potions less convenient for me i still support this fully they really should work on making ALL professions more usefull




#859048 I'm Sick n Tired of Bein Sick N Tired

Posted by awollsd on 01 April 2014 - 01:26

idk i think instead of making soloable dungeons for the same gear you get in group dungeons instead do what i have suggested MANY times.....

 

have different sets of armor instead of just 1.. 

Dungeons set we have now

Wold drop sets (very rare drops from random mobs will give bonus's like increase to aoe dmg OR increase to exp gained)

World boss drop sets (sets with the world boss skill bonus's like we have now, slow, snare, things like that)

Crafted Sets (sets that are crafted with rare mats, can have things like single target skill damage boosts)

 

Then tehre is veriety in the sets people are wearing there is sets for verious things.. pvp'ers can use crafted sets, boss raider can use crafted sets or world boss sets, dungeon and grinders cna use world drop sets and general all around players can use the current sets with bonus stat boosts.....

 

that solve everything solo+group players can get sets no dungeons have to be simplified it creates more use for crafting and gathering proffessions and creates variety with the gear peopel use aswell as possibly open up more hybrid builds something we have lost with all these SHITTY changes and restrictions..................




#859043 Questbook Help

Posted by awollsd on 01 April 2014 - 01:10

Really good job!  This should save several repeated questions.

lol you would think but most that ask the repeated questions tend to not even bother looking for answers first :) ;)




#858854 "Cause and Effect" Bugged

Posted by awollsd on 31 March 2014 - 07:43

aphrodite had the same problem the other night (i believe still does but can only vouch for the other night when i was in party while she was trying, she said she had the problem before then aswell)




#857531 Random Stat Crafting

Posted by awollsd on 26 March 2014 - 02:19

Would the be......LOL ahahahahah made my day +1 you earned it.

 

 

#DatGrammarTho

that amused because he forgot an "N" ? lol kk




#857285 Remove countdown from general chat in ToC

Posted by awollsd on 25 March 2014 - 03:29

personaly i'ld like an option to just disable the countdown between waves all together.... kill a wave let the next one come instantly... 




#857230 Eldevin Fountain Glitch

Posted by awollsd on 24 March 2014 - 18:49

i would soooooooooooooooooo start leveling up my fishing (and any other gathering skills you did this to) if you did this :) :) that would be awesome haha. infact it is probably the only thing to get me to stop being lvl 1 in proffessions hahaha :)




#856105 Ascended Secluded Valley

Posted by awollsd on 18 March 2014 - 01:51

well that IS what i said isn't it? except it shouldn't be from average to really hard... these are top tier dungeons so should be from hard to OMFG!!! :) ;) :P




#856037 Ascended Secluded Valley

Posted by awollsd on 17 March 2014 - 18:14

So you like to make it so hard that only hardcore players will have an chance of finishing? So Eldevin is just for the elite players and not for the casual (or handicapped) players. I don't want an easy win-button, but beatable by an team consisting of not-only hardcore players should be possible.

no that is incorrect, we think it should be hard but scaled per dungeon...  1st dungeon hard but doable by an average team (though with deaths so its not toooo easy) then the last of the ascended dungeons should be near impossible for everyone... 

 

so the average player will have the first couple of them that they can complete and if they work on their skill and party can eventualy do the others but the top tier players still have a challenge and something to conquer......

 

if they make everything in the game doable by the average player than there's nothing challenging to the top players and that isn't fair nor fun as tehy will get bored and leave then the average players will have few people to play with/help them....

 

but at the same time if they make things like this without concidering the average player it'ld be the same but reversed.... 

 

so yeah ascended dungeons are end game content and should be hard and equaly rewarding but it shouldn't instantly be insainly hard..... it should start hard but doable and then progress to OMFG HOW DO WE BEAT THIS...........  then after 10-20 tries ooohh wow i cant believe we finaly got it lets try again :)




#855267 Ascended Secluded Valley

Posted by awollsd on 14 March 2014 - 04:30

yeah like a charm ability so we're not just laying down we're fighting along side the boss (but AI controled) for a while.






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