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Susej

Member Since 23 Nov 2013
Offline Last Active Jul 23 2016 12:46

#871055 New Loyalty Point Items - Shrines (mini obelisks)

Posted by ernzor on 31 May 2014 - 20:52

Add these to the LP shop for some price, would just be a convenience.

 

Basically just a version of each obelisk you can carry around in your BP so you dont have to travel to the middle of nowhere for the buff.

 

Buffs would work in the same way, you could not have obelisk and shrine buff as they give the same thing, and they do not stack.

 

Would just be a convenience thing.

 

Set price at 1k LP or something per shrine...




#870956 Exploit : instant node in trapper's

Posted by Cult on 31 May 2014 - 13:44

It made gathering in general so much more fun to do it in trappers atol. The risk of gathering, and willing to survive made a boring Job exciting again.

Before the 1.13a update, with the quickspawn nodes, it made trappers atol attractive to go to. Now I had a good reason to go to TA. It was well worth the risk.

I never been there before.

So us pve players had a good reason to go there. With all the easy preys, pvp players do get their statisfaction too! Because there is more to kill, and more to do pvp wise.

I found it a very very clever way from you Hcs, to make both pvp players and pve players happy.

Now, with the 1.13a it's all ruined again. It's not worth the risk anymore.

With all the risk and hunting around you, the quickspawn nodes are FAR from overpowered like the TS stated. You have to stay alert as a lowlevel pve player(actualy everyone Has to stay alert), and run when someone gets close ... This stops us from gathering anyway! Heck, I believe if you use the quickier nodes outside TA your overall gathering would be higher (Because you dont have to find savespots every 5 min)

Your argument about botters exploiting the Quick nodes at Ta are invalid. Kill them to stop them. It's THAT easy!! So in my opinion, thats a rediciolous argument...


#870857 Why I'm Upset About Templar Changes

Posted by Dasan on 30 May 2014 - 20:45

I agree with this, with good and geared dps it will be unable to hold aggro now, cause tank is getting problems with his threat which he generate compared to all dpses now. I've got to spam empathy on war/sins, and all aggro buttons to hold aggro on them <wont give nicknames> and still was getting problems even I got high dps templar build. Now we just lost 1 tool which could save others in case of lag, missclick and others things like adds. Templars are hard to play, have high repairs compared to others classes, but what they get for all their hard work? Weak bonus set in fabled wepons(why should i need more 2% def if i have about 80%+ now?). Im sure im quitting from tanking now and never will back into it cause it will be too frustrating to let all good dpses die, just in case of lack of threat. Its just my opinion, im not whining, cause i can switch to dps and play alone as well.




#870854 Why I'm Upset About Templar Changes

Posted by Alphamale on 30 May 2014 - 20:26

W/e all reroll dps templar not needed/respected here 




#870396 right click> duel

Posted by xpwaste on 28 May 2014 - 15:08

something i read about in the suggestion section of forums and thought it should be put up as a seperate suggestion cuz it's good.

 

Rlick click>duel. takes you to arena + have the option for having wages. in gold or ep or items.

Both accept and are teleported there to fight till death

 

might also include a 5 second timer before the fight goes on/starts :)




#870361 [Under Review] Solo ToC

Posted by ComradeLewis on 28 May 2014 - 04:55

I think a solo version of Trials of Champions would be a very good idea. I would rather do that than solo dungeons, or arenas.

 

Of course there would need to be a reduction in mob count or they would need to be more staggered. The loot already decreases for the number of players, so that needs no changing.

 

Would that really be that hard to implement? People are crying out for solo content, all you would have to do is allow entry for 1 individual and reduce the monster count for each wave (which it might already do, because there is less mobs for 2 players than 5).

 

So, it just needs coding to allow solo entry! Surely that won't take months, or days, or even hours, right? So, minutes of coding to make people stop crying about solo content. Sounds like a reasonable suggestion to me.




#870114 Weapon upgrade!! ? :D

Posted by Kenchirou on 25 May 2014 - 18:08

I was thinking that it would be great if there's a weapon upgrade shop that has many stuff that you can buy or you can edit your weapon too, change colour and stuff like that ! 

 

The weapon upgrade shop has : add new gem slot for a price (2 gem slots at max),, or reset ur roll '' try different rolls '' and the weapon upgrade shop needs 30days cool down

 

Weapon upgrade shop also got weapons list that players put a weapon they dont want or they want to sell , The weapon upgrade shop will  auto-price it for a higher price from vendor price just a bit 

I really think it would be helpfull cus alot of players hate their rolls or need an extra gem slot and they dont have the time to hunt for the right roll 

:) I hope you like my idea everyone! :D 

 

 

 

love ya all =DD 

 

 

                                                                                                            ~(^-^~) (~^-^)~ Kenchirou




#869999 GLADIATOR - A PvP Oriented Career Path

Posted by EJK on 24 May 2014 - 10:43

Xp waste suggested something similar here:

http://forums.hunted...showtopic=65100




#869922 "Yes, and I already have it." button for skill dailies.

Posted by WowRefugee on 23 May 2014 - 16:11

Yet another small UI suggestion.

 

Often, I pre-make the items I need for dailies before I even take the quest.  (In the case of potions, and other small-inventory items, I may pre-make many of them in a single crafting session.) Also, gathering dailies simply serve items up from your inventory.

 

So when I talk to the trainer, I likely already have the turn-in.  But I have to go through a lot of dialog boxes to complete the transaction.   First one or more to get to the "accept quest" page, and then another set to get to the turn-in screen.   I am suggesting another button on the "accept quest" page saying "Yes, and I already have it." or something similar.  (Text altered to fit the particular quest dialog narrative, I suppose.) Select that button, and the turn-in page pops up right away, skipping everything in-between.

 

 




#869872 New Potion Idea

Posted by ChelseaBrick on 23 May 2014 - 00:30

How about a movement speed potion?  It could start out at 2% and then go up by 2% each potion tier.  

 

the_flash__dc_comics____running_animatio




#869754 Move ARG portal to the other side of Tower

Posted by ernzor on 22 May 2014 - 00:09

Whenever you enter when facing portal you have to do full 180 to keep moving forward or you just exit again.

 

Please change, lol




#869623 New Emote: PvP Taunt

Posted by ernzor on 21 May 2014 - 00:06

Sometimes its too busy in a pvp and you just want to get a quick one line taunt in at your enemy. Would be nice if we could set a catch phrase or something, and have it linked to an emote icon. So its just one click away :)

 

Even have a few of them would be nice...




#869532 On stat allocation preferences: A primer

Posted by huhbum on 20 May 2014 - 04:54

Had some time to sit down and type for a bit this evening, so I thought I'd tackle one of the more interesting game mechanics issues from the past few months.

 

The topic for this post is attribute diversity and how it can be improved in Eldevin!

 

Currently, there is very little incentive to invest attribute points in certain attributes, depending on class:

 

-Only Tank builds invest any significant points in Vitality

-Only Rangers(and some Mage builds) have any reason to invest any points in Focus

 

At level 45 (with 2 points in wild instincts, 3 in marksman, 3 in sleight of hand, 10% attack power buff, 10% attack potion)

 

pure 6/0 ranged -> +207.24 dps, 5.544% ranged haste, 6.16% ranged dodge -> more than 0/6 pure focus

pure 0/6 focus -> +31.944% crit chance, +59.268% accuracy -> more than 6/0 pure ranged

 

 

I found that the damage is almost the same, just either higher base damage, or more reliable crit. With full items, end game crit gear, talent bonuses to crit, crit buff, and 2 points into torrent talent, can get over 85% crit rate 50% of the time.

 

-Almost all DPS builds are forced to go 5/1 or 6/0 in their primary damage attribute to remain competitive

-Energy is almost never invested in, for any build, for any class

 

HCS has acknowledged the issue about stat allocation diversity in previous patches, including the haste/dodge nerf and the attack power scaling nerf in previous updates. Additional nerfs, however, would be most unwelcome. The general sentiment in previous months of the developers would suggest that making stats like Vitality and Energy more attractive, would be preferable:

 

PvE Balance

We're working towards a big game balance patch. This will be aimed at leveling the playing field between a number of classes. We're also looking to seriously reduce the amount of haste and dodge you gain from your primary attribute (melee / ranged / sorcery). We're also looking at mana costs and cooldowns for all high level abilities (15+) with a view to improving balance of these before we release the new content. We are currently looking at ways of making energy and vitality more valuable. We will be aiming to do this patch sometime next week and everyone's respec cooldown will be reset. 

 

 

The question is, what can be done to buff Vitality, Focus and Energy in a balanced way to make them more attractive to invest in, rather than seeing only one viable stat allocation for each class?

 

A few major points to consider:

 

Enrage Timers / Rumble-style DPS race mechanics are extremely limiting, in that they punish lower DPS builds to the point where only glass-cannon builds are viable for the content. HCS staff have mentioned before that they disliked players investing no points in vitality; however, implementing DPS race mechanics on boss fights and in dungeons reinforces the need to min-max DPS and reinforces a desire to make glass-cannon builds. I have always been against the notion of enrage timers for this reason; players are already punished for playing slowly(since it takes more time to complete things). They should not be double-punished.

 

Additional nerfs to Melee/Ranged/Sorcery are not a viable option because the primary damage attributes have already been severely watered-down from their original incarnation, and will continue to scale poorly to level 50(with attack power scaling less well with each character level). Rather than nerf the damage attributes more, I highly suggest buffing the other attributes to make them more competitive.

 

Synergies with talents and builds should be considered in that buffing Focus or Vitality too much without considering game balance could end up making Templars and Rangers too powerful. Rangers already get a competitive DPS build by using a Focus-oriented build, so tweaks to Focus should bear that in mind. Vitality, as the bread-and-butter survivability stat, is used almost exclusively by Templars, so any additional defensive power bonuses to Vitality may make Templars too tanky(as well as still not being attractive for DPS classes to invest in).

 

Energy needs a significant buff. This cannot be stressed enough. Even with the severe nerf to Enlighten in a previous patch, there is absolutely no reason for anyone to invest in Energy(in fact, the nerf to Enlighten made it even less viable to invest in Energy, as Enlighten is the only max mana percentage-based regeneration talent that requires no combat action).

 

Attribute allocation and itemization go hand in hand. It cannot be stressed enough that a large part of attribute allocation is tied to the stats players receive on gears. Having more diverse gear options opens up the possibility for more diverse stat allocation builds(for example, if I had a custom chestpiece with +Melee, +Vitality, +Vitality, it might make me consider investing in Focus or Energy to compensate). Equipment creativity is something that Eldevin has great potential for, and the opportunities to improve itemization are endless! This has already been discussed in several other threads, but it is essential to mention it again, as the two issues are very closely related.

 

 

So, what now?

 

Fortunately, the developers are receptive to suggestions and ideas, and there are certainly a few avenues for improvement. Some possibilities:

 

-Giving the non-damage stats damage. This is the simplest and possibly most useful fix. Give a certain amount of attack power(less than the primary stat, but enough to be useful) for investing in Vitality, Energy, or Focus. This gives more incentive for DPS classes to actually invest some points in something other than their primary stat, buffs Templar DPS(since they almost always must invest in Vitality for survivability) and makes Focus Ranger builds even more attractive(borderline overpowered). The downside to this is that it's difficult to determine how much attack power(and which attack power) to allocate to each stat.

 

-Giving the non-damage stats additional defensive ability(defense, dodge, status resistance). These would certainly help tanks out, and make investment more attractive. The obvious downside is that there's no damage(which is currently priority 1-A in the current game world) so all DPS classes will still give the stats little to no consideration.

 

-Adding talents that synergize with non-damage stats. This already exists to a minor extent with the Ranger talent Wild Instincts(and is a big reason why heavy Focus investment is only really viable with Ranger builds) and seeing more talents like this could make some builds opt for a different stat setup.

 

-Buff the heck out of Energy. Seriously this stat needs some love: you could honestly double or triple the mana increase from each point in Energy and it still might not be worth the points(although it could potentially open up some very interesting max mana builds).

 

Anyway, food for thought! Improving stat allocation diversity could really add an additional level of intrigue and customization to the current game system.




#869480 Why I did not rush off to test the new PvP changes > option for 2 loadouts?

Posted by awollsd on 19 May 2014 - 19:52

personaly i still think upon entering pvp it should give an option to reset talents, atribs, or both.

 

and it should give all players atribs/talent points = to level cap

 

this would be a temporary reset and would be reset to your original build once pvp had ended

 

then not only do people get to stop worring about having a pvp or pve build it also further balances pvp as the largest problem is capped players have the end game talents while early/mid game players do not. and with this change they would (but only during pvp)

 

also could have option to save your "temporary" pvp build so players wouldn't have to reassign it each and every time.




#869458 Quest Inventory & other quest suggestions

Posted by TakeTwo on 19 May 2014 - 18:28

This probably has been suggested in the past but my search string for 'quest inventory' didn't yield anything. If this is a duplicate thread please merge.

 

Primary Suggestion

A separate 10-20 slot inventory for quest items that is available to all players at level 1. It could be accessed through a button on your inventory (like toggling between vanity/armor views), could be a few "locked" lines at the bottom of the inventory, or a separate tab on the inventory window.

 

Rules

  • All items picked up from a quest automatically get placed in quest inventory.
  • Items cannot be manually placed in or removed from quest inventory (but can be deleted)
  • All quest items take up 1 slot. Eg. the daily sv/gc that tells your to collect 3 slot swords would take up 1 slot instead.
  • Only quest-specific items that have no other purpose in game get placed (not daily quests, not equippable quest items like crimson macabre shit)
  • All items in quest inventory are bound/ non-tradeable
  • Quest items are stackable past their quest limit (eg. if you need 25 of the item, you can still collect 999 - see Tertiary suggestion)
  • Maximum 20 slots (2 rows) so people can have multiple active quests, but not infinite amount of incomplete quests

 

Secondary Suggestions

Starting quests at step 2-3. Some quests involve you talk to person X, and then going to kill mob Y. This suggestion is that as soon as you start killing mob Y you automatically accept the quest at step 2. This way if you are exploring and grinding in an area, you still get the quest item that drops, or you fulfull the requirement of "killing 20 mobs". Later on when you happen to pass by the npc, you can turn it in. 

Restriction*: The npc will only let you turn the quest in if you are at quest level or higher. This way you can't party with a level 45, get level 45 quest items and turn it in and go from level 3 --> 20 in one shot. When you mouseover the quest item, it tells you the name of the quest it's for, as well as the level of the quest. This way if you are level 40 and get level 10 quest items, you'll be confident deleting them

 

Tertiary Suggestion

Repeatable Quests. There are many quests that involve thinning the number of some bad creature that is causing some guy problem. You kill 20, turn in the quest and are done. My suggestion is that once you finish the quest once, you can do it again for less rewards.

Eg. First time you kill 20 --> reward: get some gear item + 1000 exp + 50 silver (or whatever)

Realize you want to work on skinning so you kill 200 more later --> reward: 1000 exp, 50 silver (no gear item)

Eg. Collect 12 eggs from dead krokasaurs, get 1000 exp + 50 silver

Turn in 12 eggs and collect another 960 (12x80), get (100 exp + 5 silver) x80

 

Quaternary Suggestion

 

level 1 quest gatherables and craftables (not dailies). Rather than requiring lith logs and tuna, perhaps the quests like "up to no good" can ask for level 1 quest-logs or quest-fish so that people don't need to get level 16 woodcutting which has little purpose outside of weaponsmithing a handful of items. These items would be non-consumable and go into the quest inventory.

 





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