What new feature would you like to see added?
#621
Posted 29 March 2009 - 01:11
#622
fs_jarlaxle27
Posted 29 March 2009 - 02:46
"Want to make PvP actually work in this game?
Not just talk a cheap game about it?
Here is a simple and effective fix to the problem with PvP.
Make it so you CANT bounty a bounty hit. So many people set up PvP wars and attacks by drawing in unsuspecting people into thier PvP world by attacking blindly any person in a guild they can and then when the guild steps up and protects thier mate on a bounty board they have thier guild and or allies mass attack those who were just protecting their mates and doing the "honorable" thing.
If you make it so you cant bounty back a bounty hit these PvP bullies will be much less likely to attack if they know the end result is them losing 5 levels for attacking someone.
In the end only true PvPers will still do it and the rest of us can go on playing the game how we enjoy it.
P.S. ever wonder why all the so called "true" PvPers in the game are allies and work together and never attack each other and only pick fights with non PvPers?"
#623
Posted 29 March 2009 - 02:49
Taken from someone else:
"Want to make PvP actually work in this game?
Not just talk a cheap game about it?
Here is a simple and effective fix to the problem with PvP.
Make it so you CANT bounty a 10 stamina bounty hit. So many people set up PvP wars and attacks by drawing in unsuspecting people into thier PvP world by attacking blindly any person in a guild they can and then when the guild steps up and protects thier mate on a bounty board they have thier guild and or allies mass attack those who were just protecting their mates and doing the "honorable" thing.
If you make it so you cant bounty back a bounty hit these PvP bullies will be much less likely to attack if they know the end result is them losing 5 levels for attacking someone.
In the end only true PvPers will still do it and the rest of us can go on playing the game how we enjoy it.
P.S. ever wonder why all the so called "true" PvPers in the game are allies and work together and never attack each other and only pick fights with non PvPers?"
Fixed. Good idea!
#624
Posted 29 March 2009 - 03:05
#625
Posted 29 March 2009 - 03:09
The fshelper might already them, but did you ever stop to wonder why Tangtop (co-author of said helper) has asked HCS to incorporate probably 90% of the stuff into the game code? Because the helper provides the functionality by calling (and calling and calling and calling) various pages, so in certain screens with certain preference settings, instead of calling ONE page ONE time, you are calling multiple pages to get the information. That's why if HCS incorporated these features into their server side code, it would reduce the load on the server by reducing the pages that get called unnecessarily. Plus then those features would be available to all users, not just those of us who use Firefox.all of these suggestions take about 5 seconds to do IF you dont use the helper that ALREADY has them.
#626
Posted 29 March 2009 - 03:21
I have made many suggestions in the past that I'm sure are collecting dust in the Suggestions forum. One of which recently made it into the FSHelper, but would be great if it made it into the game itself because the helper just makes things go slow since it loads after the page loads, so I don't use it all the time. Maybe I'll go look for my other suggestions later.
Anyway, I just wanted to post a small suggestion to tweak the "Available Actions" we see on other players' profiles.
Here's what it looks like currently:

Here's my [messy, I know] suggestion:

Change up the options a bit, and remove the extra cell padding/spacing.
Combine "Add as Friend" and "Add as Enemy" onto the same line, but separate out the hyperlinks as I've indicated above (you see underlines only under the words "Friend" and "Enemy", as those should link to that specific page as they do now; the rest of the line isn't hyperlinked).
Attack Player should only show up if player is within your attack range.
Invite to Guild should only show up if player is guildless.
Otherwise, those options are just taking up space, as they can't be used.
Also, push the bullet points underneath the header, instead of letting them hang out.
#627
Posted 29 March 2009 - 04:15
Because the non pvpers are the ones holding all the gold?P.S. ever wonder why all the so called "true" PvPers in the game are allies and work together and never attack each other and only pick fights with non PvPers?"
BTW i'm totally against not being able to counter bounty. All Pvp attacks should have the option to bounty the attacker, even when theyre on the BB.
#628
fs_ghosttown6
Posted 29 March 2009 - 10:39
I can only say that i 100% agree on them . w00tw00t
#629
Posted 29 March 2009 - 11:06
Because the non pvpers are the ones holding all the gold?
P.S. ever wonder why all the so called "true" PvPers in the game are allies and work together and never attack each other and only pick fights with non PvPers?"
BTW i'm totally against not being able to counter bounty. All Pvp attacks should have the option to bounty the attacker, even when theyre on the BB.
I don't completely agree with this, but that's probably because I have been the target of extremely vicious attacks while on the BB from counter bounties lately. But, I do understand Bleltch's point.
Just one old lady's opinion

~Love, Penny
Have you hugged your Quango lately?
#630
Posted 29 March 2009 - 14:31
#631
fs_deadlystrk
Posted 29 March 2009 - 14:48
Not really a 'new feature' but i'd like to see the guild structures looked at, once you get past a certain lvl the bonus's given by the armory and weaponsmith etc really do become kind of pointless... Perhaps upping their effectiveness based on your lvl or maybe just upping the by a smaller amount and having them actually count as base stats? (making the 'normally pointless defense buffs a bit more usefull) often wondered why some of the top guilds even bothered with these structures, take TEW for instance, what benefit do they get? Seem's a little stupid to me.
first of all 60 dmg do alot.. and do you call us stupid?
you could of end this msg here but no, we need to point fingers..why some of the top guilds even bothered with these structures
other then that.. i kinda agree structures should be looked at.
#632
Posted 29 March 2009 - 14:50
Price of fame my friendNot really a 'new feature' but i'd like to see the guild structures looked at, once you get past a certain lvl the bonus's given by the armory and weaponsmith etc really do become kind of pointless... Perhaps upping their effectiveness based on your lvl or maybe just upping the by a smaller amount and having them actually count as base stats? (making the 'normally pointless defense buffs a bit more usefull) often wondered why some of the top guilds even bothered with these structures, take TEW for instance, what benefit do they get? Seem's a little stupid to me.
first of all 60 dmg do alot.. and do you call us stupid?you could of end this msg here but no, we need to point fingers..why some of the top guilds even bothered with these structures
other then that.. i kinda agree structures should be looked at.
#633
fs_hugemedic
Posted 29 March 2009 - 14:53
This would prevent accidently dumping something important when clearing a pack of items when hunting and you need space fast.
#634
Posted 29 March 2009 - 14:59
Yeah yeah i second this! Almost dropped and destroyed a FF perf brides hand not long ago.. that wouldn't have been cool.. sometimes you don't wanna guild tag em either so it'd be cool if you could 'fool-proof' em...I was thinking the ability to toggle an item as do not drop or do not sell in your back pack would be cool.
This would prevent accidently dumping something important when clearing a pack of items when hunting and you need space fast.
#635
Posted 29 March 2009 - 17:14
#636
Posted 29 March 2009 - 17:53
change the way exp is taken on the Bounty Board.
It is much harder for a higher level to strip levels from a lower level than it is for a lower level to take a higher level persons levels.
All hits should take a percentage of the boutied persons exp.
Say I hit a LV160 person.
Right now I cause very little damage to them (most of them know this) However if they were to hit me I would lose a LOT
This isnt right IMHO.
My 100 stam de-level hit should take the same percentage of a level that thiers takes from me. THis would improve the bounty board even further.
#637
Posted 29 March 2009 - 18:07
In theory i think all taken EXP should be removed from all types of PvP, ok, look at it this way, when you crush a monster and earn that exp, are you actually meant to be taking experience from the creature? How about no exp gets taken from a PvP hit but small amounts of EXP are generated for the victor for every succesful battle? Getting beat and losing exp means your dumber (in a theoretical battle sense) any battle would leave you a little bit more 'streetwise' and better prepared for the next right? so why lose 'experience'Not a feature but
change the way exp is taken on the Bounty Board.
It is much harder for a higher level to strip levels from a lower level than it is for a lower level to take a higher level persons levels.
All hits should take a percentage of the boutied persons exp.
Say I hit a LV160 person.
Right now I cause very little damage to them (most of them know this) However if they were to hit me I would lose a LOT
This isnt right IMHO.
My 100 stam de-level hit should take the same percentage of a level that thiers takes from me. THis would improve the bounty board even further.
#638
Posted 29 March 2009 - 18:09
#639
Posted 29 March 2009 - 18:32
No, exp loss is part of the game, however it should be more unified between the high and lower players.In theory i think all taken EXP should be removed from all types of PvP, ok, look at it this way, when you crush a monster and earn that exp, are you actually meant to be taking experience from the creature? How about no exp gets taken from a PvP hit but small amounts of EXP are generated for the victor for every succesful battle? Getting beat and losing exp means your dumber (in a theoretical battle sense) any battle would leave you a little bit more 'streetwise' and better prepared for the next right? so why lose 'experience'Not a feature but
change the way exp is taken on the Bounty Board.
It is much harder for a higher level to strip levels from a lower level than it is for a lower level to take a higher level persons levels.
All hits should take a percentage of the boutied persons exp.
Say I hit a LV160 person.
Right now I cause very little damage to them (most of them know this) However if they were to hit me I would lose a LOT
This isnt right IMHO.
My 100 stam de-level hit should take the same percentage of a level that thiers takes from me. THis would improve the bounty board even further.
#640
fs_tangtop
Posted 29 March 2009 - 18:38
Implementation:
Change Allies/Enemies to "Contacts".
Pool the current allotment of allies and enemies together (so if you currently have 10 ally and 10 enemy slots, you end up with 20 "Contact" slots).
Pool the max of both Ally and Enemies (230)
Add a new upgrade called "Contact Type" (Gold/FSP sink). Players start with 2 and can upgrade to a max of 10 types. The two they start with are Allies and Enemies.
Allow players to name their new Contact Types (e.g. Friends, Buffers, Potion Sellers, Tools, etc) the same as you can with folders now. The default Allies/Enemies types can be renamed. To prevent abuse from players putting in derogatory names, have a predefined list that players can choose from (e.g. Allies, Enemies, Friends, People I don't like, Potion Sellers, Component Sellers, Buff Sellers, SE buyers, Bounty Hunters, People that payed me 5FSP just to be on my list, etc).
Allow players to move contacts between Contact types.
Remove the restriction that you have to get permission before adding a contact. Right now you can add an enemy without permission, all contacts should be like this.
Change Assist so it works with any "Contact" rather than any Ally.
Enable players to hide/show each type of contact on their profile.
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