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HuMoR

Member Since 16 Oct 2013
Offline Last Active Mar 03 2017 17:25

#842198 Just Few Ideas..

Posted by SnowStorys on 18 January 2014 - 20:15

Stalls..
A area where players can set up stalls to sell items at their own prices.. (Stall's may be active even when player is offline)

Auction Room..

Well you kind of get the idea from WoW

If not then, its just a place where your items can be bought or your may buy items for a certain amount or Bid on them until a certain time..

 

Mounts..
I feel there needs to be mount's (For Free), Walking is awfully long especially when questing..

Also 50% boost on free mounts and 50%+ cost money.. Guess you can do it that way if you MUST..
 

'SHOP'

More items in the 'SHOP' Ill leave that down to the creators..

 

Display Options..

I feel that you should put in display options as in removing 'Chat', 'Mini maps' Also the freedom to move everything around to the feel you need.. I prefer having Health and Mana bar on the top of the screen and Attack/Action Bar on the right side.. Free to move it around.. ( I sometime's want to enlarge my mini map but i cant.. Yes there is the big maps you can access 'M' but it gets annoying..

 

Also Please let the 'M' Map allow us to zoom in more

 

Choice of music..

Maybe you can upload your own music and listen to it on the game, Share it with people and eventually when 'construction' gets involved(if it does).. you have your own choice of music in the house..

*This is not necessary as it may be hard to manage*

 

Lastly of what i can think of so far is trading options and High risk area's that may make you loose your items/money..
I Think its a possibility that Scamming&Luring will happen sooner or later so just want to have a quick reminder of those thing's.. Ill leave it to you to think of it..

 

Thank you for reading

 

Leave your idea's below if you got any smile.png  




#842009 Vanity ideas

Posted by Crofil on 17 January 2014 - 23:16

i still want to see a Wizard Vanity :)




#841497 Dogma bugged with Aura of Tranquility, Intensify Spirit, Think Fast talents

Posted by Loaf on 16 January 2014 - 20:31

Re-did talents today and decided to keep Dogma on the off-chance this bug was fixed.  It persisted, and I found 2 more bugs:

 

*No proc for <Think Fast> on a critical heal while casting <Dogma>.

*Target is not gaining <Intensify Spirit> buff when being critically healed by <Dogma>.




#841243 Preventative measures against botting

Posted by Anakiro on 16 January 2014 - 13:18

Okay, this is a warning guys. No more sniping at each other and if you have anything to add to the original topic, then go right ahead. Otherwise I'll have to start locking threads. D:




#840896 Hey Guthix

Posted by ChelseaBrick on 15 January 2014 - 12:54

Who has two thumbs and gets free hugs?  This girl!  :D




#840773 [In Development] Friends List Increase

Posted by Mongo on 14 January 2014 - 23:50

Yes please to this, I have to remove someone now, everytime I want to add a new player :P




#840563 [In Development] Friends List Increase

Posted by ernzor on 14 January 2014 - 04:52

Can we please get an increase to friend list size.

 

Happy to even pay for more room if you think thats the way to go.

 

Also on the friends list. A while ago you guys mention an upgrade to it. Any more word on that?




#840726 Invites

Posted by ChelseaBrick on 14 January 2014 - 19:30

Now don't get me wrong, I'm friendly and always ready to help with someone, but...I'm ALWAYS inviting everyone to join my groups because I misclick when I intend to whisper someone. I can't handle anymore rejection of "i'm sorry, i'm in a group, can we just be friends" kinda thing.  I would be grateful if there were a confirmation so fewer people are confused by my random invites.  Thanks!  :D

 

(oh and my ballerina tutu with pink frilly sparkles that fall off when I run--don't forget.)  ;)  




#839020 New Vanity Idea - War Paint

Posted by Mongo on 09 January 2014 - 21:07

Seeing this in game gave me the idea, I think it might look kinda cool.

 

paint.jpg

 

War Paint Vanity.

 

To be worn in the vanity helmet slot, when equipped would render our equipped helmet invisible maybe? or if it can be seen clear enough with helmet equipped, there would be no need for invisible.

 

Could have many different designs to choose from, maybe even a new vanity layer completely? for war paint and tattoos.

 

I dunno if it would work, just throwing it out here!  :P




#838764 Quest bug: Curing/Culling the Plagued issue

Posted by ChrisD on 09 January 2014 - 09:16

Hey,

 

Thanks for reporting this.  We'll have a fix in the next build.




#838736 [Superthread] Eldevin Guilds - Features

Posted by Tiffy on 09 January 2014 - 05:16

I'd like to use this thread to discuss some things that I personally would want to find in a Guild system, including activities to do with your guild, guild interactivity, and guild features; as well as guild interface expectations that you have.

 

Interface:

  • General Information: The Guild Interface should definitely contain a member roster, guild name, "Leave Guild" button, a small area where a tiny message can be posted (many guilds will use this to post a message of the day, or their voip/forum information). If we end up doing a Guild System with a Guild Level system it should display the Guild Level and an XP bar for the guild.
  • Management Tools: It should be easy for the Guild Leader and respective authority positions in the guild to manage the guild. This means that first and foremost, the Guild Leader needs to be able to set rankings and permissions. This includes things like guild bank access (deposit/withdraw), and kick/invite access, and access to change other (lower ranking) permissions. Obviously it should be easy for the people with the proper authority to kick people from the guild, meaning a right click over someones name in the Member Roster would pull up the option to "Whisper/Kick/Invite to Party". The Guild Leader or qualifying ranked members should be able to edit the area for the tiny message. Additionally, if we have things like Guild Battles and such, there needs to be sufficient management tools to initiate and disengage them.
    • Something that many games tend to forget when they create a Guild System that utilizes Guild Banks is a proper documentation system for withdraws/deposits; and the ability to set different levels of permissions for withdraws/deposits. This would be important to have in my opinion, should we utilize a Guild Bank system.
  • Member Roster: I would love to see a member roster that is both intuitive and tidy. It should list several bits of information about each member, and you should be able to sort the list in descending or ascending order for each of these criteria. It would perhaps also be useful to have either scroll-over text for additional details about each member that is useful, but would clutter up the interface too much (an alternative to this is the check-box system for what you want displayed in the interface, with a scrolling sidebar).
    • Some of the important criteria include: Online/Offline, Character Name, Nickname*, Guild Ranking**, Character Level, Talent***.
      • *Nickname: This is a special assignable name that the guild leader may give to each member, almost like a notepad. For instance if the user CowMagel33t has 40 tailoring and is willing to make tailored items for the guild, the guild leader might tag him with the nickname "Guild Tailor".
      • **Guild Ranking: These can be present universal rankings decided by Hunted Cow, or for extra customization ability, you can allow the Guild Leader to create a set number of rankings themselves. Essentially this is your stereotypical "Guild Leader", "Captain", "Lieutenant", "Recruit", etc. The ability to customize your guild ranking names could even be sold via the Cash Shop, or be unlocked at a certain guild level.
      • ***Talent: It can list the talent of the person by using a small icon that corresponds to the 6 talent trees available - the shield, the axe, the mask, the paw, the fire, and the sun - If talent privacy is a concern it could just display the icon for the tree you have the most points invested into, otherwise I think it would be very neat to display an icon for each of the trees that a user has invested into, starting with the one that you have the most points in and descending from there; and if you scroll over each individual icon it tells you how many points are invested in that tree.
    • Some of the more debatable information that might be found on the scroll over menu could include: Date Last Active*, Date Joined**, Guild Experience Earned***, Money Donated****, Location*****. I'm sure there are many more!
      • *Date Last Active: When did the user last log in on this character?
      • **Date Joined: When did the user join the guild?
      • ***Guild Experience Earned: If we utilize a Guild Level system that has members contribute something that earns exp in one way shape or form, it'd be fun to see who contributes the most/least. Some guilds might even impose monthly experience contribution requirements. It could be all time or time-based (this week/month/year).
      • ****Money Donated: In the same realm as Guild Experience Earned, this would show the total amount of money donated by the user. It could be all time or time-based (this week/month/year).
      • *****Location: I have played a few games that will list the current region or map that the guild member is on. This can be highly useful, but not necessary.

Guild Levels:

  • Games that utilize a Guild Level system give guilds a common goal to work towards that improves the guild. Sometimes the Guild Level will provide increased member capacity, or unlock various features such as Guild Banks, Guild Housing, Guild Logos, and Guild Apparel, such as capes.
    • There are quite a few different takes on Guild Level Systems. The most basic system normally just involves unlocking guild levels through purchase (X Gold for Level 1, X Gold for Level 2, etc). I don't like these systems as they don't really add anything to the concept of being a Guild at all; they just add an additional monetary goal for you to reach.
      • My personal favorite type of guild level system normally involves an activity that can be done specifically only for the purpose of guild leveling, such as a battle arena where you fight players or monsters as a guild, or add points to your guild experience by giving some sort of item to the Guild Experience NPC.
    • Personally I'd like to see a system that incorporates and appeals to all of the major activities you can do in Eldevin. My concept for a Guild Leveling system would be an NPC that accepts special items that can only be found once you have joined a guild. These items will be found while gathering via your gathering professions, crafting via your crafting professions, killing monsters, and via some form of PvP/GvG mini-game; there could also be an item for dungeons. I'd prefer to have the items be incorporated into the lore, and for it to make sense that you'd get the items from each specific activity. Unfortunately I don't know enough about the lore of Eldevin yet! So for the sake of the suggestion, we'll call them Guild Tokens for now.
      • For example, when you are Prospecting and gathering coal, you will have a random chance as you partake in this activity to receive a "Guild Token - Gathering". This would be worth X experience points, or you would need X of them to level up the Guild. The item might really be called like... "Raw Orb Shard" to tie into the whole Orb theme in the lore. PvP might result in "Bloodied Orb Shard", crafting might result in "Splintered Orb Shard", killing monsters might result in "Pillaged Orb Shard", and dungeons might result in "Cryptic Orb Shard".
      • One of the reasons that I like this system is that even after a guild has reached maximum level, we could create a mini-game that expands upon the Guild System that requires these items for control of realms or some other "contest" system. Essentially there would be an NPC that collects these items and doing so adds points to your guild total for the contest. At the end of each cycle of the contest, the guild with the most points wins. This could mean control of a territory, or something similar. If we wanted to make the system truly fun, you could allow guilds to place these items into other guilds "chests", resulting in REMOVING points instead of adding them.

I hope to continue adding to this, and hopefully we'll have some constructive conversation on what your ideas for the Guild features are! Please pardon the dust as I expand upon it ^^


Reserved for future use ^_^




#838715 Make remnants bind on pickup

Posted by awollsd on 09 January 2014 - 01:53

yeah i get what you're saying..  just how do we know there will be more max level crafters that are not only max level but also WILLING TO spam these runs for the remenants for everyone that needs them..... 

 

how many max level tailors are there right now??  i know of 3 but lets say 5 ...   how many players are in game? over the three servers i never see less than 250 on at a time so a good guesstimate would be about 500 total players but lets call it 400....  lets say 1/4 of that are clothies..... so that be 100 CONSERVITIVE so them 5 people are going to have to not only craft and not only do all the tediousness it took to level but ALSO have to be willing to farm mats for 20 more people...  do you realy think EACH and EVERY one of them will be willing to do that? probably not so out of the 5 2 of them dont want to farm the remanants for others so that leaves 3 crafters and now they are having to farm mats for 33.3 people........  and to have to continualy do these every 5 levels for TR? for lvl 45 dng's? for lvl 50dng's? 

 

 

now you're saying there will be more max level crafters but there will also be more and more non crafting players.. and sense this is a thread of presumptions we could also say that as the population grows the ratio of crafters to no crafters also seperate as a much smaller percentage of the gaming population is as dedicated and/or interested in the grind for farming/gathering/crafting.. so now we could be getting into each crafter is having to gather remnants for 50, 60,.. 100.. helms of each 5th level.... 

 

 

sory i just dont see it.. .i mean i love the idea behind the sugestion just dont think this would actualy help in the long run just ask yourself if the game gets 10,000 players how many of them are going to actualy be max level crafters with todays gamers? 




#838711 Make group summon more level restricted

Posted by awollsd on 09 January 2014 - 01:41

yeah people should feel free to make any sugestions they think will help the game grow and retain players for sure people should never get upset because someone made a suggestion..... 

 

that said...

 

i dont really know how i feel about this... one hand you are correct the zones do have level requirments for a reason.. BUT i'm pretty sure its so people dont wounder off into a zone much higher than them and get screwed... not so much to completly limit the person from going...

 

i look at it like this...  if i'm 14 i cant drive but i certainly can get in a car with someone thats 30 and ride around... why couldn't someone capable of doing the zone escort me. and as far as playability i find it realy helpful and more comunity focused to allow it because if it was set in stone no summon no entrance at all untill you are this level then there is no more "cant find a healer but i have a friend thats only 2 levels too low we can go ahead and take him"  and no "hey we're 4 manning this dungeon any lower level want to tag along just for some free exp or to get a taste of the dungeon/zone" 

 

 

so yeah i think i perfer it how it is, lets us interact more freely with people of various levels. though i wouldn't yell and moan if they did change it i supose. cause it would make sense i guess.




#838625 Quest bug: Curing/Culling the Plagued issue

Posted by huhbum on 08 January 2014 - 21:16

(worded carefully to avoid main quest spoilers).

 

Currently, if you complete the available Curing the Plagued quests before starting the Culling the Plagued quests, you cannot complete the Culling the Plagued quests after (20)A Darker Threat.

 

This is because after completing (40)Cause and Effect of the Curing the Plagued quest book, you cannot interact with the necessary NPC you need to interact with for (20)A Darker Threat.

 

Edit: The workaround currently to this is to have someone who has not yet done the quest summon you to the necessary NPC.




#838518 Make remnants bind on pickup

Posted by Mongo on 08 January 2014 - 14:58

Hate this idea. I do not want to be forced to level up a prof to make my own helms for the sets.

 

I also do not want to have to pay en extortionate amount for one, as only the crazy grinders would ever be able to craft more than a few helms to sell. They could do 100 runs of tr and if unlucky still not get the 20 rems that is needed to make one helmet at lvl 40.

 

Even using their relics to buy rems, that is 80 runs per helm alone.

 

This would profit the players who are online loads and harm the enjoyment of casual players. Who may never be able to afford a helm. At least now, they can get their helms, even if they play casually and do a few runs each time they are free.

 

Just my opinion.






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