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What new feature would you like to see added?


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#621 skepsis

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Posted 29 March 2009 - 01:11

all of these suggestions take about 5 seconds to do IF you dont use the helper that ALREADY has them.

#622 fs_jarlaxle27

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Posted 29 March 2009 - 02:46

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 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 BandLaw

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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 crazyhand

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Posted 29 March 2009 - 03:05

it be nice if u could put a feature where u can trade buffs for gold/fsp via ST, it help reduce the amount of thieves great buffers get and guarntees u get ur side of the bargin

#625 springbok7

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Posted 29 March 2009 - 03:09

all of these suggestions take about 5 seconds to do IF you dont use the helper that ALREADY has them.

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.

#626 cyrus7

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Posted 29 March 2009 - 03:21

Wow 70 pages... yeah I don't have the time (or patience!) to read all that. :oops:

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:
Posted Image

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

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 Bleltch

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Posted 29 March 2009 - 04:15

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?"

Because the non pvpers are the ones holding all the gold?

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

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Posted 29 March 2009 - 10:39

Big respect for Springbok7 to read all the pages and make a clear and really usefull list of preferable upgrades.
I can only say that i 100% agree on them . w00tw00t :lol:

#629 BadPenny

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Posted 29 March 2009 - 11:06


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?"

Because the non pvpers are the ones holding all the gold?

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.

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#630 Mister Doom

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Posted 29 March 2009 - 14:31

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.

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#631 fs_deadlystrk

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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?

why some of the top guilds even bothered with these structures

you could of end this msg here but no, we need to point fingers..

other then that.. i kinda agree structures should be looked at.

#632 Mister Doom

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Posted 29 March 2009 - 14:50

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?

why some of the top guilds even bothered with these structures

you could of end this msg here but no, we need to point fingers..

other then that.. i kinda agree structures should be looked at.

Price of fame my friend ;) If FFS or TEQ were top guilds i'd have mentioned them instead, so sorry, you gots to be the stupid ones ;)

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#633 fs_hugemedic

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Posted 29 March 2009 - 14:53

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.

#634 Mister Doom

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Posted 29 March 2009 - 14:59

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.

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...

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#635 winemaker

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Posted 29 March 2009 - 17:14

i would like to see merces changed up a bit...make it so u cant hire the same merc untill its been hired 3-4 times after the last time u got it...this would cut down on the same guilds getting all the good mercs...and or take all the mercs u have now and doubler or even triple em....that would give every guild that wants em and needs em a chanch go get some...and would be the best gold sink in the game as of now.....

#636 doa4life

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Posted 29 March 2009 - 17:53

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.

#637 Mister Doom

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Posted 29 March 2009 - 18:07

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.

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'

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#638 Mister Doom

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Posted 29 March 2009 - 18:09

Oh dear, thats three threads i've had this 'discussion' in now :S

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#639 doa4life

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Posted 29 March 2009 - 18:32

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.

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'

No, exp loss is part of the game, however it should be more unified between the high and lower players.

#640 fs_tangtop

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Posted 29 March 2009 - 18:38

Summary of idea: Change the current Allies and Enemies list so that you can have your own predefined lists of sorted players (e.g. I don't have any actual enemies, I want to sort my lists into Friends, Potion Sellers, and Buff Sellers). I imagine when players lists of allies get long, it would be useful to have a way of sorting them into catagories.

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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