PDA

View Full Version : Some ideas........



bloodnose13
05-31-2010, 06:08 AM
As it was sugested to me i post this list here
this is a list of ideas i had playing game, i dont say they are good or bad ideas, they are just ideas, im interested in some comments on them, tell me what do you think about them. maybe if they get noticed and will be seen as usefull turbine would use some of them. anyway feel free to comment on them.

__________________________________________________

General ideas:

game needs potion bag, and scroll bag, there are lot of potions that have their use in certain situations, that dont need to be accesible all the time, but they take space in inventory, same about scrolls, inscribing materials, or spell reagents

create light spells, lamps or torches, some quests are too dark.

sheathe command should actualy place weapons and shield on belt and back just like in char creation screen

barber shop in market, a barber that allows to change hair style and color but only for the ones accesible in char cration, they are given to players for free on char creation so why not to make them accessible for ingame currency, and no i dont mean tp

Skill focus feat:

+3 to skill (not very usefull, and a waste of feat atm) change it to show only for non class skills, by taking this feat a non class skill would be made a class feat, and that would make its upgrade cost 1 for 1 instead 2 for 1. this would open a new ways to create nice chars witout splashes.

Weapon swing speed based on weapons size:

some weapons feel slow, longsword should be faster than greatsword or axe, and shortsword should be faster than longsword, even if it would be some small speen difference it would be a difference and maybe it would bring a little balance to weapons damage.

AI tweak:

atm ai in game do strange things, its chasing a casters or rogues, jumps on the halflings in party, avoids all melee:

melee, tanks go into rooms first and enemy runs past them to get to caster or rogue that is way behind them? where is logic in that? ai should first attack the nearest, aggro based on hate or intimidate should be second

————————————————†”—————————-

Paladin:

my vision of paladin is that is should be a configurable type of melee, they dont get weapon focuses, they dont get any critical boost enchancements, i find that strange becouse i see paladins as critical dmg based class, so i think there should be at least some enchancements that would configure paladin for type of enemy, like prayer that gives temporary bonus to killing undead or other one for killing devils, prestige classes are not bad but they too much rigid. i think there should be some weapon temporary enchancements like x3 crit on any weapon that would use turn undead uses, or make weapon holy for short time, or righteous, or maybe even improved righteous. the whole idea of prestige classes on paladin should work a little different i think
knight of challice: assault, concentrates on attack skills
defender of siberys: defence
renamed to something else hunter of dead: in between, concentrating on support role, enchancing auras to have better effect on party

-spells- paladin needs 1 more spell slot in every spell lvl, it has many spells that are mostly unused becouse there is not enough spell slots

zeal:

has a II on icon and should be on lvl 2 of spells it will be more usefull there. figters get such skill at lvl 1 so why paladin has to wait for it to lvl 14.???

holy sword:

should be replaced by spell that would add a holy property temporarely to any weapon in hands of paladin, the same way as paladin capstone adds light dmg. would be much more usefull.

cure moderate:

should be moved to lvl 2, cure serious lvl 3, cure critical added to lvl 4. it would make paladin to be able be more effective with healing on high lvls.

-enchancements-

divine might:

a: make it timer grow with char lvls or,

b: make it tiered permanent upgrade of damage for paladin


-new enchancement idea-

taunt:

a enchancement that would work like targeted (one enemy only) intimidate like enchancement based on diplomacy skill modifier, it would help paladins in fighting enemies, without makeing paladins take a intimidate tank role from fighters, and would be easy to add to game. Paladin is a strange tank that has to chase his enemies around as they chase after casters….. sounds crazy?, welcome to ddo

————————————————†”———————————

Cleric:

cleric capstone is not very usefull compared to other classes capstones, and should be changed to some more usefull like +2 to wisdom just like wizzy gets
the current capstone should be made common enchancement

————————————————†”——————————–

wizzard/sorcerer:

-enchancements-

hate lowering enchancement is a waste of AP atm as it mostly does not work, any caster makes so much damage that he gets enemy attention if he wants it or not.

————————————————†”——————————–

rogue/ranger:

scout:

enchancement that when used gives a spot bonus based on rogues or rangers spot skill to all around him, working like paladins aura, or it could just make enemy siluetes appear on screens of all in party. it would add new job as scout for rogues and rangers in party.

CompAg
05-31-2010, 11:08 AM
Wow, where to start. I will try to go in order here.

more bags - signed

quests too dark - they are designed that way. turn up your gamma or stay close to the guy with the wand (rainbow)

sheathe, barber - indifferent except that it would take time away from better development.

Skill Focus - this is what actually prompted this reply. Horrible idea. Making a cross-class skill a class skill not only reduces the cost but also increases the base by 11.5 points. This would give almost every character in the game access to a very powerful UMD skill. While it may spread out the healing and give some users an appreciation for the cost of Heal, Reconstruct, Raise Dead scrolls, it would take away from all the players that carefully crafted their characters to use this unique skill. That being said, maybe +3 is a bit low. With all the enhancements and items in this game, spending a feat for a +3 is a bit expensive. Maybe somewhere in the +5 to +7 range would encourage more people to take this feat.

swing speed based on size - there are already enough issues with attack speed in game now, lets address those first.

AI ignores melee to favor casters - so do I, so I can see the logic there. Although I don't see it happen that often.

Paladins - Most of what you have requested here is implemented in some sort of enhancement. Critical enhancements in smite. favored enemy enhancements for evil outsiders or undead. I am guessing you would prefer these to be accesible through some selectable class feats as with rangers favored enemy or rogue special abilities. This could work if it were fairly limited in number.

dont see any need to change pally spellbook

cleric capstone - very powerful and useful in many situations

wizards/sorcerers - if casters dont want agro, play smarter

scout aura - giving everyone the spot bonus of the ranger/rogue would remove them as a scout. the point is to send them in to tell the party what is ahead or to pull a few at a time back to the party. You just don't see this practice in everyday play, because everyone knows the quest. When the whole party is experiencing a quest for the first time, you will see this tactic and other uncommon tactics used more often. It is just very rare to be in a party like that.

azrael4h
05-31-2010, 11:10 AM
game needs potion bag, and scroll bag, there are lot of potions that have their use in certain situations, that dont need to be accesible all the time, but they take space in inventory, same about scrolls, inscribing materials, or spell reagents

IIRC there is some engine issue with using items while in a container. Which is why we can't get a component bag or scroll case. Inscribing materials aren't an issue, since you can just bank them when not needed (and only need a few to start with, relatively speaking).



create light spells, lamps or torches, some quests are too dark.

Fine by me, though I've never encountered a quest so dark I had trouble with it.



sheathe command should actualy place weapons and shield on belt and back just like in char creation screen

Fine by me, not sure why it's already not like this, since the work is done apparently. Maybe some issue I'd not be familiar with, as I don't deal with 3D.


barber shop in market, a barber that allows to change hair style and color but only for the ones accesible in char cration, they are given to players for free on char creation so why not to make them accessible for ingame currency, and no i dont mean tp

Been asked for, among other cosmetic alterations. It'd be nice, but expect it to cost $$$ instead of plat.


Skill focus feat:

+3 to skill (not very usefull, and a waste of feat atm) change it to show only for non class skills, by taking this feat a non class skill would be made a class feat, and that would make its upgrade cost 1 for 1 instead 2 for 1. this would open a new ways to create nice chars witout splashes.

Meh. Seems to me that everyone would be taking Skill Focus: UMD and using heal scrolls. As UMD is a bit powerful, this would make that a viable feat, while the others remain useless (except for certain classes, which could take Disable and play a rogue without having rogue levels etc). There should be a tradeoff of some sort, and this ensures that there really isn't. Especially for Fighters and Wizards, who have feats to burn, and maybe Rangers, who get the good dps feats for free anyway.


Weapon swing speed based on weapons size:

some weapons feel slow, longsword should be faster than greatsword or axe, and shortsword should be faster than longsword, even if it would be some small speen difference it would be a difference and maybe it would bring a little balance to weapons damage.

Most likely, weapon swing speed is based solely on the animation speed, which the hits themselves are calculated differently. As it is, right now swinging two longswords is already going to net you more damage output than a single great sword, so this would widen the gap between TWF and THF dps (not to mention S&B dpm). Something that the devs want to bring in line as it is.


AI tweak:

atm ai in game do strange things, its chasing a casters or rogues, jumps on the halflings in party, avoids all melee:

melee, tanks go into rooms first and enemy runs past them to get to caster or rogue that is way behind them? where is logic in that? ai should first attack the nearest, aggro based on hate or intimidate should be second

AI needs help, but it seems to be improving some. I saw a Sharn Spellsinger healing the nearby Enforcer on Elite not long ago in "Come Out and Slay" While coordinated tactics seem to be a ways off, they're at least starting too look less like an average pug.


Paladin:



-spells- paladin needs 1 more spell slot in every spell lvl, it has many spells that are mostly unused becouse there is not enough spell slots

Paladins are not casters. Every caster that requires memorization, you have to choose what spells you want to carry from tavern to tavern, shrine to shrine. Paladins are a melee class that happens to have a limited spell selection and special abilities for healing and offense. Oh, and Turn Undead, which is useless save for Divine Might.


zeal:

has a II on icon and should be on lvl 2 of spells it will be more usefull there. figters get such skill at lvl 1 so why paladin has to wait for it to lvl 14.???

No. Just because a spell is useful at any level, doesn't mean it should be granted at any level.



holy sword:

should be replaced by spell that would add a holy property temporarely to any weapon in hands of paladin, the same way as paladin capstone adds light dmg. would be much more usefull.

IMO it just needs to add more weapon types. It's already a staple spell of the Paladin. Though a spell that adds the holy property would be nice, as a level 4 Pally spell.



cure moderate:

should be moved to lvl 2, cure serious lvl 3, cure critical added to lvl 4. it would make paladin to be able be more effective with healing on high lvls.

Paladins are not casters, not healers or buffers. They can heal, at a pinch, but they are primarily a melee class. One which can enhance their own abilities through buffs, protect themselves some with buffs, and heal themselves occasionally. They should not be main healer in any group; if they are then that group has a problem. Though I pugged once with my Bard, and ended up being not only the main healer, despite having a Cleric, but the main dps monster, despite having a Fighter and a Barbarian.

TheHazShow
05-31-2010, 01:40 PM
Potions bag - Yes x100
Material Component, Scroll Bags - Maybe. Not many classes use MCs, and only a few classes can use scrolls if their UMD is high enough.
Inscribe Bags - Maybe, closer to a no than a yes.

Light spells - Fine with me, but a waste of SP if you ask me; better to be a scroll than a spell. Better yet, make it an eternal wand.
Torches and Lights - Yes, it should also count as a weapon if you ask me.

Sheath command - Yes, I'm looking forward to this if it comes into effect.

Barber Shop - Sure, makes a great Plat dip.

Skill Focus - Doesn't really matter for me. I'd be fine with it, I guess.

Weapon Swing Speed - Yes, but I think it should be by "Weight", not by "size".

AI Tweak - It's a no for me. I find it reasonable why they would go for rogues and casters first; they're squishy.

Paladin - Ummmm, they're not casters, they're melee; it says so in the character creation :D

Taunt - No thanks. I'll stick with intimidate.

Cleric Capstone - I have yet to meet a capped cleric, so it's undecided for me.

Hate Reduction - Don't like it? Don't invest AP in it.

Scout - Yes for me.

sultanica
05-31-2010, 01:46 PM
1. Cross-server pugging
Seems there's only 2-6 pugs going at any time (on Khyber anyways)

2. Fully customizable weapons and wearable's(armor, etc), for any level.
Examples:
Find a green gem, combine it with your sword and it adds a Acid damage.
Find a turtle scale, combine it with your armor and it adds +# deflection bonus to your AC
etc...

3. Fix the economy
It's broken. Period. In it's current state it encourages plat vending. Make the vendors payout more for items?

4. Fix the AH
It needs a working search allowing to search by level, by class, by type, cost etc

5. Fix the drop rate on named items (what is it, like 1%?). 150+ runs to get something is insane.
Also in it's current state, encourages plat vending via people just buying from the AH because stuff never drops.
Which leads to a minority farming, selling in the AH, collecting massive amounts of plat and selling it to the wholesale plat vending websites.

venting venting venting

azrael4h
05-31-2010, 03:36 PM
1. Cross-server pugging
Seems there's only 2-6 pugs going at any time (on Khyber anyways)

As I said before, ain't no way. I get more invites than that just by going to the center of the marketplace.


2. Fully customizable weapons and wearable's(armor, etc), for any level.
Examples:
Find a green gem, combine it with your sword and it adds a Acid damage.
Find a turtle scale, combine it with your armor and it adds +# deflection bonus to your AC
etc...

Item crafting would be nice, provided it's not based on a lottery system. Not only for enhancing existing stuff but cosmetic changes. I went through 3 sets of light chain today when I hit a level looking for the best looking one for my Ranger.



3. Fix the economy
It's broken. Period. In it's current state it encourages plat vending. Make the vendors payout more for items?

The problem is there's too much plat going around. Inflation is a major issue with any MMO, as more money is generated than is ever spent. Veterans decide that every +1 item is worth 50,000 gold, and suddenly prices are going sky high in the AH and in trades. The real answer is a massive money sink, which would drain away large amounts of plat from the economy.



4. Fix the AH
It needs a working search allowing to search by level, by class, by type, cost etc
Coming this year, if you'd pay attention.



5. Fix the drop rate on named items (what is it, like 1%?). 150+ runs to get something is insane.
Also in it's current state, encourages plat vending via people just buying from the AH because stuff never drops.
Which leads to a minority farming, selling in the AH, collecting massive amounts of plat and selling it to the wholesale plat vending websites.

Or you could get it in a single run. It's called random. I also doubt it encourages plat vending and farming. Inflated AH prices probably does, since new players think they need 2,000,000 plat to buy a Flaming of PG club after visiting the AH once or twice. But not the random drops for things. One answer is to make all of the named items bound to account. No more Muckbanes going for 300,000 then! Though I wouldn't be able to keep arming my guidies with them as a result.


venting venting venting
repeat posting repeat posting repeat posting