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Irradiated

Member Since 08 Apr 2013
Offline Last Active Feb 28 2024 20:55

#800239 Right Click - Destroy on useless drops

Posted by Irradiated on 11 July 2013 - 23:25

Might want to keep them for the very low levels, where a few copper actually makes a difference.  Also, as thickenergy mentioned, some drops might be useful as tutorial.

 

But there's certainly no point to them after level 10, or maybe 5.




#800212 [Implemented] Professions speeding up

Posted by Irradiated on 11 July 2013 - 18:10

I disagree.  Crafting is supposed to be painful, otherwise everyone would do it.  That's the nature of MMO crafting.  Reaching maximum in any profession should be a major achievement.

 

Once the game is released, you should be able to save time by buying the raw materials, rather then gathering everything yourself.  You could also select just 1 or 2 professions to concentrate on, and buy everything else.

 

What I would change is the 99 limit on purchasing mats or stacking the operation.  A limit of 999 would make life far easier.




#799965 More on comparisons

Posted by Irradiated on 10 July 2013 - 01:37

If I understand what you are saying, grimnok, it sounds like a bug.  Let me try and clarify:

Item 1:

  vitality 4

  energy 4

 

Item 2:

  vitality 3

  sorcery 8

  energy 6

 

Comparison will show as

  +3 vitality (-1)

  +8 sorcery

  +6 energy (+2)

 

I don't have items to test this myself, but if it is as I described, I'd call it an error.  Sorcery should show as (+8).  There is no way to tell looking at the comparison if the first item as a +8 to sorcery or not, without looking at item 1.

 

In fact, if item 1 had +8 ranged, it should still show as

  +3 vit (-1)

  +8 sorcery (+8)

  +6 energy (+2)

     ranged (-8)

just to be completely clear that the first item does not have any sorcery.




#797283 Repeatable Quests Excessive XP

Posted by Irradiated on 24 June 2013 - 10:07

I can't find it at the moment, but earlier someone posted an explanation of how leveling works for professions.  Essentially, the difficulty in reaching new levels increases exponentially.  So, while it is very easy to get the first few levels in a craft, when you start approaching 30, 40, and finally 50 in release, crafting becomes a real challenge.

 

Foraging/alchemy does seem a bit easier then other professions.  But this makes sense, given the amount of potions necessary.  And being stand alone professions, it's a good way for players to make some gold.

 

I'd like to hear from someone that has leveled multiple professions to or near cap.  Knowing 30 is not the true cap, how does the progression seem to be working?

 

One other thing to keep in mind.  As you level, the materials become more difficult to find.  Add a full player base, and the competition for resources may become intense.  This will make leveling any profession much more difficult/expensive.




#796120 [Implemented] Stopping "View Recipes" screens closing during crafting...

Posted by Irradiated on 17 June 2013 - 02:15

3)that processus is way too long. It takes more than a hour each time to makes bars when bp is full copper/bronze/coal etc

Think of the bright side.  A great time to catch up on e-mail, news, forums, and other sites, or in-game chat.  Or clean the kitchen, get some laundry done.  A person can keep very busy while making copper ingots :)




#793595 [Implemented] Whispers

Posted by Irradiated on 05 June 2013 - 22:47

I'd like to see a separate tab system messages.  Even if I'm in that window, it's almost impossible to keep track of general chat or whispers while crafting.




#793499 [Implemented] Suggestion=mass selling to npcs

Posted by Irradiated on 05 June 2013 - 09:52

Perhaps a control-click to shift items.  Or the ability to put a sack into the window, and have the empty sack returned.  Or a sack option to empty contents into alternate window.

 

And if this could also be done for the trade window.... :)




#287474 Official (Un-Official) Suggestions Thread

Posted by Irradiated on 11 April 2013 - 23:13

I haven't played very long yet, but I already have an initial set of suggestions.  I tried my best to eliminate any ideas that have already been addressed by HCS (based on the first two posts in this thread), and to separate out the suggestions that have already been made.  My apologies in advance for any errors.

1)  Options for modding.  Both user mods, and official HCS mods.
    I understand that there is only so much that can be done in a browser game, while still meeting the minimum requirements.  Some enhancements could be offered as mods, so only those that want them, and have a system that can support the extra load, take them.  Some of the suggestions below are perfect candidates for modding.

2)  Several enhancements to quest log and on screen quest display
a)  I'd like to see the type of quest in the quest log (group/elite/regular/story/side)
b )  Display more then one quest on screen
c)  Click on screen quest display to bring up quest log
d)  Ability to hide quests in the quest log.  Options, besides complete, should include:  Hide quests above level x, below level x, hide currently empty (for quest groups with no current quest), hide specific quest (along with an 'unhide all hidden' checkbox).  Or at least an option for modifying the order of quests.

3)  I enjoy questing.  Can subscribers disable/enable the experience bonus as desired?  Same with other potential exp bonuses.  Turn the bonus on only when I've done all the quests at a particular level.

4)  Reassigning of keys.  In particular, I'd like to switch the A and D keys.

5)  Main map, hide text.  Sometimes hard to see important points when hidden under text.

6)  Better display of object description, particularly on full screen.  Having it in the farthest corner is hard to read.

7)  Will there be multiple characters after the beta?  I love questing and leveling, and hope to do it more then once.  Especially to get all those quests I'm currently skipping.  Maybe you could have 2 or 3, with more purchased in the premium store, or as a subscription bonus.

8)  This seems very expensive for a f2p game.  I'm assuming the 10,000 free points is for the beta only.  I'm hoping it will work out like it did in Sigmastorm, where quite a few crystals could be purchased with in-game gold.  But as it stands, I'm looking at $7.50 a month, plus at least a couple of bags (probably more, I'm a packrat) for both my character and the bank, plus bags for extra characters.  Add in a couple of vanity items, and I could end up, in just a few months, spending more than a year in that really big MMO that has become so boring.  This could be greatly alleviated with bag crafting, or just make the bags cheaper.

 

If extra characters become premium items, that's even more money.

 

Another idea just occurred to me.  You could raise the amount of points awarded for the subscription.  At least 1000 to start, 100 extra per month continuous, cap at 2000.

9)  Mini-map arrow direction should be based on position the character is facing, not last moved.

10)  Attribute/talent reset.  As I posted in another thread, I see it being done with in-game gold.  Each successive reset would cost more (exact prices to be determined).  Not resetting for a given period of time (to be determined) would bring the cost back down.  The goal is to make constant respecs possible, but a real sink hole for gold.  While an occasional respec every few months is easily doable, keeping up interest in the game.

Some suggestions already made, that I would like to second

1)  Close all open windows key

2)  Open all bags key

3)  DPS counter.  I actually have mixed feelings on this one.  I've seen support classes abused do to these counters.  For example, if someone buffs the group for +10% damage, that is a major gain.  

But a DPS counter may show them as not keeping up their part.  All the extra DPS from the other players doesn't get transferred.  So it looks like the support class isn't doing his part.

4)  Markers for quest givers in map should use a different color for repeatable quests already done once.
 






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