View Full Version : What is something that you think would be easy to fix to make the game better
HungarianRhapsody
05-22-2018, 09:04 AM
There are some issues in DDO that would be nice to see changed, but that would be really hard to fix (I'm looking at you handwraps bugs of the past). Some of those have been fixed/changed and some haven't and I'm glad that the work has been done on those.
Other changes seem like they'd be easy to make. Since we don't know the code involved, we can't know for sure if they would be easy to fix, but we can at least make suggestions. What "probably easy" changes would you like to see in DDO?
My first wish would be for Necro I, II, and III to flag like more modern chains do. Once you run the flagging quests, the capstone quest stays flagged (like Phiarlan Carnival, Sentinels of Stormreach, Druid's Deep, etc). Might be hard, but it at least looks like something that would be easy to change.
TitusOvid
05-22-2018, 09:19 AM
fix the completed sigil flagging.
https://www.ddo.com/forums/showthread.php/494801-In-game-GM-help?p=6098708&viewfull=1#post6098708
I won't open my list of nuisances because it would overwhelm this thread.
mikarddo
05-22-2018, 09:22 AM
a) Make "toggles" stay after a logout. Some do, some dont. Auto attack for example.
b) Make mysterious remnants loot without a confirmation box! And make them go into the bag automatically.
c) Make racial past lives and reaper xp shared across all characters on the account (with a small cost to opt in for each character, so only those you want to be in the sharing are)
hp1055cm
05-22-2018, 11:04 AM
FIX the toolbar icons so that they register the first time you click them.
Clarification: I don't care about the 1 second delay - I just want to be able to click it once and have it take effect even if it is delayed a second. As it is currently I have to click once, twice, even three times sometimes while continually diverting my attention to see if it activated.
Lynnabel
05-22-2018, 11:07 AM
fix the completed sigil flagging.
https://www.ddo.com/forums/showthread.php/494801-In-game-GM-help?p=6098708&viewfull=1#post6098708
I won't open my list of nuisances because it would overwhelm this thread.
Litany of the Dead has been fixed internally, and will be in an upcoming patch.
Zretch
05-22-2018, 11:52 AM
Bank performance.
Moving things out of the TR cache, navigating through the shared bank, etc, etc is very slow and it has to be done every time you TR.
cefadroxil
05-22-2018, 12:01 PM
Not sure the level of coding required into these, but from what I suspect to be in order of easier to harder:
Being able to loot guild renown tokens without having to have an open bag space.
Mass disjuncting multiple items at once.
When doing an epic reincarnate and having to fill out the first 20 levels again, possibly an option for 'use previous values' to shortcut recreating the build you had from 1-20 initially.
brian14
05-22-2018, 12:04 PM
Not a "fix" technically, but it would be a vast Quality of Life improvement:
Add a functionality to export a character's inventory (including the contents of bags, quivers, etc.), bank and TR cache into an external text file.
I wasted unbelievable amount of time trying to find which character has this or that particular item.
Garthog77
05-22-2018, 12:05 PM
a) Make "toggles" stay after a logout. Some do, some dont. Auto attack for example.
b) Make mysterious remnants loot without a confirmation box! And make them go into the bag automatically.
c) Make racial past lives and reaper xp shared across all characters on the account (with a small cost to opt in for each character, so only those you want to be in the sharing are)
B: I don't take my remnants, I give them away cause I have too many, so I prefer the confirmation box personally ... and if you have auto collect on they do already go into bag automatically , at least for me they do.
Garthog77
05-22-2018, 12:07 PM
Not sure the level of coding required into these, but from what I suspect to be in order of easier to harder:
Being able to loot guild renown tokens without having to have an open bag space.
Mass disjuncting multiple items at once.
When doing an epic reincarnate and having to fill out the first 20 levels again, possibly an option for 'use previous values' to shortcut recreating the build you had from 1-20 initially.
Very much agree on the "use previous values" thing. Even though I am done with epic past lives, still something that would be nice to see done, especially if more epic past lives are ever added.
Swimms
05-22-2018, 12:35 PM
more robust searching for items (ie by stat or ability) in the shared bank and TR cache along with the ability to disable the TR cache from automatically popping up. If advance searching is not available, auto sort items in the shared bank and TR cache by ML.
That and the addition of player housing would be great, there is plenty of open spaces without mobs in the high road for this (j/k)
Thrudh
05-22-2018, 12:37 PM
more robust searching for items (ie by stat or ability) in the shared bank and TR cache along with the ability to disable the TR cache from automatically popping up. If advance searching is not available, auto sort items in the shared bank and TR cache by ML.
That and the addition of player housing would be great, there is plenty of open spaces without mobs in the high road for this (j/k)
Make our banks (and heck maybe even our inventory) look like the Auction House with a sub-section for every type of item.
LeoLionxxx
05-22-2018, 12:40 PM
Being able to loot guild renown tokens without having to have an open bag space.
...
Alternatively, if it's easier: Make the renown tokens always be the first thing we loot. Many, many times I've had to go into my invintory and throw out a stack of spell components or a scroll, just so I could pick up that renown token.
---
P.S.
Welcome back Lynnabel! Ty for the litany flag fix.
zep909j
05-22-2018, 12:49 PM
Don't link insects and Humanoids.
Make 'move silently' skill function correctly.
Aelonwy
05-22-2018, 12:56 PM
I don't know if this is what you had in mind but I'd do away with the weapon vendors in Deneith and the Armor Vendors in Kundarak and the multiple levels of Jewelry/accessory Vendors in the Marketplace and just have ONE vendor for each category in the Marketplace AND add a vendor with the small bags and regular quivers there.
I know most people either sell most everything on their ship or crunch/decon everything in the crafting hall nowadays but I think a centralized set of vendors in Eberron like the centralized set of vendors in Eveningstar might be a boon to whatever new players we still have coming in.
Cantor
05-22-2018, 01:05 PM
Not sure the level of coding required into these, but from what I suspect to be in order of easier to harder:
Being able to loot guild renown tokens without having to have an open bag space.
Mass disjuncting multiple items at once.
When doing an epic reincarnate and having to fill out the first 20 levels again, possibly an option for 'use previous values' to shortcut recreating the build you had from 1-20 initially.
All good, and the first seems like it should be easy to do.
ThaneCedric2
05-22-2018, 01:25 PM
Make storage "last in -- first out" right now its like the worst pocket ever. You put something in and you have to look through every dang other thing before you get to it.
Make wilderness areas PvP optional areas. Beautiful maps with so much combat possibilities.
Selvera
05-22-2018, 01:26 PM
1) An option to have healing/harm spells not target enemies
2) (an option?) to Loot gold and guild renown automatically without needing bank space.
3) An option to turn off confirmation dialogue boxes for picking up bta and btc loot.
Halfling_Gobbler
05-22-2018, 01:29 PM
Making the Walk Mode a toggle instead of having to constantly hold the designated key in order to actually walk instead of running. At least, it'd be helpful for the small groups of roleplayers still active on DDO. :cool:
I can't imagine it'd be too difficult to do, seeing as a Walk Mode is implemented, the only change required would be to make it so that when you hit the designated key, you stay in walk mode until you hit it again. But I know next to nothing about coding, so I might be completely off about the simplicity of this change.
Gratch
05-22-2018, 01:31 PM
Temple of Elemental Evil:
Better (down) scaling of the mobs (heroic) and a massive decrease of the crafting ingred requirement at both heroic and epic crafted weapons.
Noone runs this quest anymore and that's kind of sad given the effort that went into making it and then fixing all of its early issues.
Mob scaling and ingred requirements would seem to be easier type of things to fix.
If required I can post HP/damage from ToEE heroic mobs as compared with Tear, House D quests, and even slavers (a level higher).
JOTMON
05-22-2018, 01:36 PM
Make our banks (and heck maybe even our inventory) look like the Auction House with a sub-section for every type of item.
^This..
Xanthrawl
05-22-2018, 01:48 PM
BtC storage space, and it's not even close.
Bank tr cache lag etc. It is the one and biggest thing for me that is really lacking 2018.
Make it searchable whole account.
make it searchable lvl- vise.
Make it easy and smart and lagfree.
To look for items for over 10-20 mins sometimes. Its not so good.
This is my no1 improvement of the game.
Othervise it is AWESOME we get so many good quests each of the last updates. :-)
MacDubh
05-22-2018, 02:10 PM
Put Lynnabel in charge. She can reign over SSG like Lolth reigns over the Demonweb. With her ruthless, gamer focussed approach she will drive them to excellence. Nothing less than perfection will do.
She will launch an aggressive new marketing campaign to reap new players.
With a brilliant grasp of business synergy, SSG will partner with an airship company, providing DDO/steampunk adventure holidays aboard airships named such as The Mad Orc's Revenge, Artificer's Arbalest, Kobold Memory ...
Thus shall it be.
MacDubh
05-22-2018, 02:11 PM
Put Lynnabel in charge. She can reign over SSG like Lolth reigns over the Demonweb. With her ruthless, gamer focussed approach she will drive them to excellence. Nothing less than perfection will do.
She will launch an aggressive new marketing campaign to reap new players.
With a brilliant grasp of business synergy, SSG will partner with an airship company, providing DDO/steampunk adventure holidays aboard airships named such as The Mad Orc's Revenge, Artificer's Arbalest, Kobold Memory ...
Thus shall it be.
And she'll work for chocolate and free potions.
Niminae
05-22-2018, 02:12 PM
My first wish would be for Necro I, II, and III to flag like more modern chains do. Once you run the flagging quests, the capstone quest stays flagged (like Phiarlan Carnival, Sentinels of Stormreach, Druid's Deep, etc). Might be hard, but it at least looks like something that would be easy to change.
This is a good one. When I first ran those quests I was well in the habit of just picking up a quest again right after turning it in, and having this mean that I had to re-run a quest that I'd already run to 'flag' for the capstone that I had already qualified for didn't impress me at all.
The same thing goes for the Ruins of Threnal chains. If you finish the Western Excavation and don't only ask for more work and move on to the Eastern Excavation, you have to re-run the entire Western chain again... That was a very poor play experience right there.
Also, fix this list of stuff from the known issues list:
Items:
Improved Precise Shot does no attack roll with Throwing Axe weapon types.
Return to Sender does not cause damage if Improved Precise Shot is toggled on.
The Druidic Survival Mastery from Hide of the Fallen only applies if the item is initially equipped after going into Wild Shape. Equipping the item, then going into Wild Shape, is erroneously failing to provide the benefit.
Shining Crescents currently benefit from Single Weapon Fighting feats, even though it is a two-handed weapon. This will be fixed in a future update.
The Quiver of Poison's poison damage does not appear in the combat log.
The Lantern Ring's Radiant Glory effect has an incorrect tooltip. The description should read, "On Harmful Spellcast: Do an additional 2 to 12 Light damage. This effect scales with Light Spell Power. Cooldown: 1 second." The upgraded version should read, "On Harmful Spellcast: Do an additional 3 to 18 Light damage. This effect scales with Light Spell Power. Cooldown: 1 second."
How bizarre is it that Improved Precise Shot doesn't work with Throwing Axes? There's nothing unique that I can see about a throwing axe that isn't also shared by every other thrown weapon, except the type itself.
Bank performance.
Moving things out of the TR cache, navigating through the shared bank, etc, etc is very slow and it has to be done every time you TR.
Preserve my hotbars across an ER. I've still got the same levels in whatever classes, so my spells, active Enhancements, Feats, and ED abilities are not going to change. If I do decide to make some changes I'd still rather make those few instead of having to re-create every hotbar from an empty state.
When doing an epic reincarnate and having to fill out the first 20 levels again, possibly an option for 'use previous values' to shortcut recreating the build you had from 1-20 initially.
Yeah, this too.
PS: Grats on the first post since 2008!
Lynnabel
05-22-2018, 02:34 PM
work for chocolate and free potions.
Working for free makes it very difficult to spend money on swords.
Ralmeth
05-22-2018, 02:56 PM
Wilderness areas are too trivial. Add a difficulty option (ex. 1-10) with difficulty and XP rewards scaled appropriately.
Gremmlynn
05-22-2018, 03:03 PM
My first wish would be for Necro I, II, and III to flag like more modern chains do. Once you run the flagging quests, the capstone quest stays flagged (like Phiarlan Carnival, Sentinels of Stormreach, Druid's Deep, etc). Might be hard, but it at least looks like something that would be easy to change.I believe necro III does that, but agree in principle.
kmoustakas
05-22-2018, 03:06 PM
Fix ghost lfms. As a matter of fact, the whole lfm revamp was a huge failure what with the 'you no longer can teleport' messages and other silliness.
Saekee
05-22-2018, 03:13 PM
whatever is done, it should be done for new players to keep them around longer. Vets have complaints but we deal with it.
axan22
05-22-2018, 03:27 PM
Ui scaling, just bought a brand new 4k monitor only to find out i cant play ddo higher than 1920 x 1200 or you cant see the icons :-(, game looks amazing in 4k just unplayable.
Arkat
05-22-2018, 03:39 PM
work for chocolate and free potions.Working for free makes it very difficult to spend money on swords.
I'm sure SOMEBODY (not me, of course) would buy your chocolate and potions!
Jomee
05-22-2018, 03:42 PM
Getting stuck on loading screens!
it's two for the price of one day...
1)bank space... too much TR gear, not enough space.
2) make AC matter. A full pally or fighter tank, with all focus on AC can't last in EE vs reaper for more than one or two hits depending on the difficulty. Having to multiclass to get enough defense to be a real mmo tank is almost impossible.
Edit... bonus round... make more augments. we have augment slots on everything and limited availability of augs to use in them.
SerPounce
05-22-2018, 04:05 PM
I'm no programmer, but I don't think 90% of the suggestions here are remotely "easy to fix." Revamping flagging mechanics from ancient quests? Reworking the whole TR bank system? Changing the entire banking system?
I was thinking improving some enhancement texts and adding harm scrolls to plat vendors. Maybe stretch "easy" a bit and add the DCs to all the tooltips (probably not that quick, but it would be really nice).
HungarianRhapsody
05-22-2018, 04:16 PM
Working for free makes it very difficult to spend money on swords.
If you accept foam boffer swords, I'll trade swords for QoL changes in DDO. :)
TitusOvid
05-22-2018, 04:26 PM
Litany of the Dead has been fixed internally, and will be in an upcoming patch.
Welcome back Lynnable and holy-moly thank you.
GuntharUthWistan
05-22-2018, 04:56 PM
UI is a can of worms that doesn't get touched a whole lot though is sorely in need of work.
UI Scaling would be nice.
I'd also take a couple of small(could be a daunting) fixes to the Social panel.
1. Guild Tab - Class column need to allow for 4 "classes", a 3 class epic toon has a class hidden (predates Epic Levels)
2. Friend Tab - the Class and Level on this page must predate the TR mechanic. I have Friends show with multiple level 20 classes and over a 100 levels. This would for sure confuse a new player.
PuppiesAndRainbows
05-22-2018, 05:13 PM
I don't know if this is what you had in mind but I'd do away with the weapon vendors in Deneith and the Armor Vendors in Kundarak and the multiple levels of Jewelry/accessory Vendors in the Marketplace and just have ONE vendor for each category in the Marketplace AND add a vendor with the small bags and regular quivers there.
I know most people either sell most everything on their ship or crunch/decon everything in the crafting hall nowadays but I think a centralized set of vendors in Eberron like the centralized set of vendors in Eveningstar might be a boon to whatever new players we still have coming in.
this
Also a help to longtime players. I still on occasion do the hop out to Eveningstar and then to the market when hunting for gear.
Would also like a gift shop like the one in Ataraxia's Haven Resort Spa for everything else.
Throw in some food vendor carts for tavern regeneration in the market and it would be heaven. Rat cart for the Kobolds.
ahpook
05-22-2018, 05:13 PM
more robust searching for items (ie by stat or ability) in the shared bank and TR cache along with the ability to disable the TR cache from automatically popping up. If advance searching is not available, auto sort items in the shared bank and TR cache by ML.
This would be nice and should be trivial. As a bonus to SSG, improvements to the bank system would justify (to me anyway) paying to increase bank space. Spending money now to get a larger unmanageable bank doesn't make much sense.
I would like to see a streamlining of text pop ups by getting rid of text dialogs that have only once choice that isn't much of a choice. Zone transfers where 99% of the time you want to go into the zone you just clicked on is the most notable example (e.g. Guild ship access). The dialog provides no value and simply forces an extra acknowledgment click.
majikpaul
05-22-2018, 09:00 PM
Be able to lock all UI so they don't get dragged accidentally: Party, map, examine window, health bar, chat. We can lock hot bars. I don't see why we can't lock everything
Astoroth
05-22-2018, 09:53 PM
Since we don't know the code involved, we can't know for sure if they would be easy to fix, but we can at least make suggestions. What "probably easy" changes would you like to see in DDO?
Modern bank and mail interface send mail and bank from anyplace. Right click on non bound items anyplace with send to bank, or mail option.
Option to teleport into quests, if quest is already started. Or to optionally teleport inside when the quest is started by another party member.
Lokeal_The_Flame
05-22-2018, 10:49 PM
As of right now I'd have to say that there are two things wrong with the game....
1-It's a computer game, kind of hard to use a recliner for it by traditional means...... need that immersion but buying an Emperor Workstation By MWE Labs for around $6000 for that ultimate comfort and immersion is not very realistic sadly....
2-The current #1 game killer right now is that it is hard to find players to group with.
GeoffWatson
05-22-2018, 10:50 PM
I suspect moving monsters server location and client location not matching would be difficult to fix. There's been times where my character is literally bumping into the enemy, but cannot hit them.
A suggestion that would help meleeing them that I think would be easy to fix would be having melee special manuevers NOT go on cooldown (or use a charge) if the attack misses completely.
Some of the melee specials have really long cooldowns, and it sucks when they fail because of lag or client/server position errors.
Thunder-Monkey
05-22-2018, 11:39 PM
Wilderness areas are too trivial. Add a difficulty option (ex. 1-10) with difficulty and XP rewards scaled appropriately.
+1 Love this idea
I would like to see the Doppelganger bug in Haunted Halls fixed properly - such an awesome quest but such a pain to have to restart/reset to get a bug-free instance, esp on harder diffs. I am reluctant to suggest it to our group because i don't want to waste everyone's time.
TM
Save/load destinies and twists would be nice.
I could save a defensive build, a max dps build and a healing build and swap as needed for the group/quest before we start.
TitusOvid
05-23-2018, 04:15 AM
Temple of Elemental Evil:
Better (down) scaling of the mobs (heroic) and a massive decrease of the crafting ingred requirement at both heroic and epic crafted weapons.
Noone runs this quest anymore and that's kind of sad given the effort that went into making it and then fixing all of its early issues.
Mob scaling and ingred requirements would seem to be easier type of things to fix.
If required I can post HP/damage from ToEE heroic mobs as compared with Tear, House D quests, and even slavers (a level higher).
Fits for Slavers, too.
MeliCat
05-23-2018, 09:07 AM
The volume of the noise of the wind on the top of the airship... arrrgh my ears!
Not quite as bad as going into Von5 - but almost!
Vasandralov
05-23-2018, 09:13 AM
Friendly reminder:
https://www.ddo.com/forums/showthread.php/489441-Poison-damage-vs-poison-resist-(not-working)?highlight=Poison+Resist
Poison Resist no worky
Fedora1
05-23-2018, 09:14 AM
Make our banks (and heck maybe even our inventory) look like the Auction House with a sub-section for every type of item.
100% agree, and would add to make inventory/personal banks searchable across all toons on an account in one interface.
morrok73
05-23-2018, 09:27 AM
Make all quests accessible through the U.I. panel of the associated area, like in Ravenloft. This would be a fix I would dearly love as I hate tramping through explorer areas just to find a quest. This alone would make my sub worth it, just my two cents :) .
glmfw1
05-23-2018, 09:35 AM
Litany of the Dead has been fixed internally, and will be in an upcoming patch.
Would cloning Lynnabel count as a "probably easy" task? Alternatively supplying her with Carver's self-duplication ability would work. More Lynnabels = more things fixed, right?
glmfw1
05-23-2018, 09:43 AM
I don't know if this is what you had in mind but I'd do away with the weapon vendors in Deneith and the Armor Vendors in Kundarak and the multiple levels of Jewelry/accessory Vendors in the Marketplace and just have ONE vendor for each category in the Marketplace AND add a vendor with the small bags and regular quivers there.
I know most people either sell most everything on their ship or crunch/decon everything in the crafting hall nowadays but I think a centralized set of vendors in Eberron like the centralized set of vendors in Eveningstar might be a boon to whatever new players we still have coming in.
I'd prefer centralised Broker content. Behind the scenes, they can set up cross-planar transfer. Then, rather than separate Brokers in Deneith/Marketplace/Kundarak each selling a subsection, and having them sell different content from Eveningstar and Thad's, Thad could grow a 4th finger and each location (Eveningstar, Deneith shop, Kundarak Shop, Marketplace Broker stalls and Thad's) could access the same inventory of items sold by the players, split by item type. House P and House J could also get a set full of brokers, making access easier across the board.
glmfw1
05-23-2018, 09:51 AM
Working for free makes it very difficult to spend money on swords.
Would you work for chocolate and free swords?
memloch
05-23-2018, 09:53 AM
They have the jewellers kit. Why not modify it so that instead of placing the augment in your inventory after it is removed it just gets trashed.
glmfw1
05-23-2018, 10:04 AM
Wilderness areas are too trivial. Add a difficulty option (ex. 1-10) with difficulty and XP rewards scaled appropriately.
Or just remove minimum entry levels and XP penalties for higher levels on all wildernesses. For lvl 20+ wildernesses you could impose an XP penalty (XP granted = 33% or 25% of actual XP value) for characters of levels 1-19, so that the XP they gain from Epic areas fits with the heroic XP curve.
Making these changes would allow all characters to explore the wildernesses they can survive in, without needing to develop changes for every wilderness that exists.
XP penalties could also be applied for large level gaps, e.g. 50% of XP if highest level in party is 10 levels higher than you, increasing by 5% for every additional level. This would prevent level 1s from piking with level 20s for fast levelling, but as the gap narrows, and characters can potentially contribute more the XP increases.
SpartanKiller13
05-23-2018, 10:32 AM
Ui scaling, just bought a brand new 4k monitor only to find out i cant play ddo higher than 1920 x 1200 or you cant see the icons :-(, game looks amazing in 4k just unplayable.
I play in 2560 x 1440, and it's pretty decent? I've found that I like having four double stacked end-to-end horizontal hotbars on the bottom of my screen (could fit 5 and change, but I have a huge chat box) with another 5 vertical ones at the bottom right corner.
Clickys and spells and toggles all available :D
Save/load destinies and twists would be nice.
I could save a defensive build, a max dps build and a healing build and swap as needed for the group/quest before we start.
That would be nice! I've spend a while setting myself up so I can swap from US to LD without having to redo twists, but it's a fairly limited setup. And then I got to where I don't need US to tank all the content I'm running, so it doesn't matter.
-----
What easy fix do I want? Allow us a few options to manipulate the combat log - I want to be able to ignore buffs, or ignore ongoing effects etc. It's really hard for me to find something when my ES aura is ticking for like 5 lines worth of buffs every few seconds, let alone anything else. I'd also like it to save a little more content, but I don't know if that would be an easy fix or not.
Krell
05-23-2018, 10:51 AM
Fix portals that kill Blitz.
If you can't do this, make the timer short.
hirium
05-23-2018, 11:10 AM
Make existing Sovereign I Experience Elixir bound to character and have a max stack size of 10. Newly bought elixirs can stay BTA and keep the max stack size of 100.
It's probably the thing that annoys me the most in the game. People can level at lightening speed with an infinite supply of (dupped, multi-account) 50% pots, get the past lives and reaper points much faster, and then they have the free points to spend on whatever new content comes out, the second it comes out. Of course someone could actually spend the money to buy the pots, but sov II are much cheaper, so a vast majority of the sov I pots in the game are from the cards (just check the player panel, it lists the elixir there, the number of toons running with sov I ALL THE TIME is impressive)
LightBear
05-23-2018, 11:58 AM
Well, since the request state "should be easy to fix" here goes:
- UI scaling with settings above 1080p (4K? Yes plz!)
- Batman: The Dark Knight Returns
- This prob wont go, but be able to choose Evil as alignment.
- Small Reincarnation System for Alignment, like the first 10 heroic levels or so. Have it grant a really small bonus like availability of some low level buff spell like stoneskin/deathward/restoration (anything that is available in flask/pot form) etc.
- More backpack space, personal chest on guild ship.
- Outcast: Be able to choose your race at character creation with a small offset to basic starter stats and a different skintone than normal. Lifting alignment restrictions as well. But start the game with a minus (-1?) to your cha based skills.
- Have some cha based feat for linguistics: +10%/+20%/+30% faster activation and cooldown of cha based activated abilities.
Jerevth
05-23-2018, 01:03 PM
In order of most desired first.
-(Already mentioned but worth repeating) Make the TR Cache searchable (at least in the same manner as the backpack option). I know it's in there somewhere but I have to look for some items six times through before I find that particular level 19 cloak...
-Make "Mysterious remnant confirmation" an option to disable in the options menu. Then those who want to loot the chest can grab theirs and go.
-A death counter for characters. (I'm just curious how many times I die over the course of my toon life) and, possibly, some reward in the next incarnation for when/if my toon didn't die? Perhaps a +5-10% xp boost throughout the next life?
-Bravery Marshall: remove him and his dodgy mustache. Make the option available at the quest entry page as a selector box. Is it off? Is it on? Should I bother holding everyone up while I go back to the ship to find out? Default it as "Off" then the damage for an oops is minimal.
-The ability to save a mapped quest/wilderness until TR. I recently helped some friends try to navigate the Underdark and my own map was wiped. That would be the one I'd keep.
-Possibly nit-picky but I wouldn't say no to the ability to tailor what doesn't show up in my treasure chests (or tailor what is automatically "Loot-All'd"). No one wants Nymph Tears or spell transfer scrolls when playing a barb... (option to ignore specific-class spell components or limited stack loot-gen (Axes, arrows, bolts, knives.) As a friend once said when we were looking for a particular named item, "Nymph Tears is DDO laughing at you for wanting the Fatal Flaw."
AlcoArgo
05-23-2018, 01:10 PM
a
*SNIP*
c) Make racial past lives and reaper xp shared across all characters on the account (with a small cost to opt in for each character, so only those you want to be in the sharing are)
This is not a bug, it is WAI and should remain that way. Each character should get their own XP. Stop whining and begging for easy buttons.
AlcoArgo
05-23-2018, 01:12 PM
In order of most desired first.
*SNIP*
-A death counter for characters. (I'm just curious how many times I die over the course of my toon life) and, possibly, some reward in the next incarnation for when/if my toon didn't die? Perhaps a +5-10% xp boost throughout the next life?
*SNIP*
This already exists. Just type "/death count"...
(Grabs popcorn and waits to see if Jerevth actually does it.)
:D :cool: ;)
LightBear
05-23-2018, 01:39 PM
-The ability to save a mapped quest/wilderness until TR. I recently helped some friends try to navigate the Underdark and my own map was wiped. That would be the one I'd keep.
How about an option to buy a map in a tavern from some shady figure and depending on the plat paid you get more or less details of the explorer area?
How about being able to mark the map (even with a route to entrance) and share those marks with the rest of the party?
How about having bracelet of friends work inside an explorer area?
How about a magic map that shows rare encounters?
How about a second magic map that just shows the explorer points?
How about a third a magic map that shows enemy movement ?
For all 3 of the above magic maps while still having the fog of war until all explorer points are found?
How about having a magic map for that explorer area as a reward for ticking one of the set of all rare encounters, explorer points, enemies of said explorer area?
Thx for the stream of creative ideas! :)
SpartanKiller13
05-23-2018, 01:51 PM
This already exists. Just type "/death count"...
(Grabs popcorn and waits to see if Jerevth actually does it.)
:D :cool: ;)
Wait really?
I know what I'm doing later tonight :D
Is it just this life, or across every life?
droid327
05-23-2018, 02:15 PM
More fast travel options. #1 reason I log out is wanting to do a quest and then thinking of having to slog out there to start playing the game and being like "ugh nevermind". Especially quests in the back of adventure zones etc.
Let us start any quest we've previously completed through the Adventure Panel. Heck, maybe even a full blown waypoint system that unlocks as you level up.
The architecture is already there, eg in Wheloon with the guide. Just make it a core function instead of a premium one. Guarantee it'll increase playership.
Seikojin
05-23-2018, 08:16 PM
Bank performance.
Moving things out of the TR cache, navigating through the shared bank, etc, etc is very slow and it has to be done every time you TR.
more robust searching for items (ie by stat or ability) in the shared bank and TR cache along with the ability to disable the TR cache from automatically popping up. If advance searching is not available, auto sort items in the shared bank and TR cache by ML.
That and the addition of player housing would be great, there is plenty of open spaces without mobs in the high road for this (j/k)
Make our banks (and heck maybe even our inventory) look like the Auction House with a sub-section for every type of item.
Alternatively, if it's easier: Make the renown tokens always be the first thing we loot. Many, many times I've had to go into my invintory and throw out a stack of spell components or a scroll, just so I could pick up that renown token.
---
P.S.
Welcome back Lynnabel! Ty for the litany flag fix.
Indeed, welcome back Lynnabel!
As the quoted above, I think those things would be the best nominations for this years greatest QoL improvements. Banking, stacking, and searching is cumbersome at best. However, I am pretty sure it would be on the level of rebuilding the game in terms of effort since there are soo many existing systems in place.
Xugx_quetoxi
05-23-2018, 09:20 PM
Fix stealth.
Remove dungeon alert entirely.
Rework quests to remove "Kill to continue" mechanics.
Stop adding piles of monsters in every pull to increase difficulty.
Make an option to run dungeons without Champions.
Update Patron rewards.
Update Wilderness XP per kill/explorer.
Update worthless feats.
Create an exchange system for older content, ie. Seal/Shard/Scroll.
Increase drop rates on named items in older content.
Take a look at TP required for items in the store. Adjust down TP required for mundane things.
Jerevth
05-24-2018, 08:35 AM
This already exists. Just type "/death count"...
(Grabs popcorn and waits to see if Jerevth actually does it.)
:D :cool: ;)
This is top of my "Things to do when I wrap up work", list.
Enjoy the popcorn and thanks. So many years and I never knew.
TPICKRELL
05-24-2018, 09:19 AM
If you have your map open and go into a "Small" Zone the map window resizes. Their are several small zones, but the biggest offender is the guild airship. Since I prefer to run around with my map open and sized to fit in my UI layout, this is really annoying.
Durten
05-24-2018, 10:50 AM
Create Otto's Resistible Box.[Not a typo]
Similar to the Irresistible Box, but the XP stone is only 200,000xp instead of 2 million. Can use 5 per life (1 million max is still less than the 2million box). ORB does 3 things:
1) When my friends or guilds are trying to run stuff together but get out of sync level-wise, the lower level player could grab a boost and run together. (While I would prefer the DC Universe way of playing with higher level characters, that would not be simple.) Having a great time leveling with a friend, then school or work gets busy and you can't play for a couple days? You come back and your friend has out leveled you and now you can't run together? Grab an Otto's Resistible Box.
2) With server populations low at times, you might be the wrong level for groups that are running...grab a ORB, level up and now you can run with them.
3) Hit a dead spot in leveling or just hate running a certain chain or pack to level? Eh, make the grind a little more palatable and grab an ORB and not run Necro again...
Otto' Resistible Box would be easy, not game breaking AND would create revenue for SSG (and it is still less significant than the original Otto's Box in terms of impact on gameplay). It may help you find a group in the right level range, or keep you running with a buddy, or help you avoid burnout by skipping a quest line this life.
Otto's Resistible Boxes available in the DDO Store NOW for 695 points. Or during special promotions, buy a pack of 5 for 2,975.
Hey, wait a minute, OIB are 4,995 points for 2million xp. 200k xp should be 1/10th - only 500 points...you trying to milk me or something? Hey, buy in bulk if you don't like it. Besides, Otto has to do the extra work to produce these smaller stones. But, isn't it worth $8 to be able to play with your friend?
C'mon:
* It's easy because these basically exist
* Players would like them
* It actually would be real helpful to me right now since my buddy had to take a week off for finals
* Smooths out the edges from low server pop or imbalanced levels on the server
* It's thematic
* Actually produces revenue which the men and ladies thinking about these things will like
* It is 40% more expensive than the Otto's Irresistible Box on an xp basis - more money and less impactful than Otto's Irresistible Box, but still helpful
It has everything!
My only request is that I get five boxes deposited into my inventory when these go live.
Cheers!
Chacka_DDO
05-24-2018, 11:19 AM
that should be relatively easy to make and would make DDO better for me.
First is more space and the complete removal of the True Reincarnation cache system.
After you TR you keep everything regarding your items banks and inventory the same way as if you do a Lesser Reincarnation.
This means also more space for the shared bank available and maybe more bank space for each character.
The general remove of Bound to Character and replace with Bound to Account (if you do it smart no BTC should be needed at all! BTC is just a relict from the past!).
Second is a simple system for grouping to get 100% reaper experience and maximum bonus for normal and reaper experience.
This means if you do a quest AT level you get the maximum bonuses and 100% reaper experience (this is the normal quest level +2 if you do reaper or elite difficulty).
If you enter a quest with the public group option, it automatically opens the quest with the right maximum quest level for full bonuses depending on the difficulty you chose (again normal level +2 for reaper and elite).
You should be able to open a public group everywhere and the public group should not expire after a certain time.
And the comment should appear if you open a public group without the need to "update" it every time.
A small change but a big improvement for me because most time I open public groups and it is annoying if I have to change the level range and update the comment every time.
TR cache should receive some prioritization. I am not under any delusions that it is easy to fix, but it should be fixed anyhow, as the issues surrounding it are pretty severe in nature.
Or abandon the TR cache entirely and use a second bank interface that is remove only.
Enoach
05-24-2018, 12:58 PM
Just my 2 coppers...
I think making the TR cache a Tab of the current "Shared Bank UI" could...
Reduce Bank opening delay/slowness as it would only need to load the Cache when the user access it
It gains a simple filter/paging
Mind you I would like to see sorting and filtering added to include Minimum Level and maybe a category.
Dalris_Thane
05-24-2018, 04:16 PM
Allow Hirelings in Raids
---> AT CASUAL MODE ONLY <---
That way, I get to experience raids without inflicting my horrible playstyle, terrible loot / character choices, frequent AFKs and poor reaction time on other people.
And, the Casual Mode only part means that if people want the better rewards / favor, they have to group up.
Disclaimer = Personally, I wouldn't mind a "no rewards / exp / etc... with hirelings" flag... but the OP said "easy".
As it stands, for me, when I go down the list of Quests, if it says "raid", I just skip. The above change would at least let me (and others like me) try them without bothering others.
Disclaimer 2 = If you can easily solo raids now, this post is not directed at you.
AlcoArgo
05-24-2018, 04:54 PM
Well, since the request state "should be easy to fix" here goes:
- UI scaling with settings above 1080p (4K? Yes plz!)
- Batman: The Dark Knight Returns
- This prob wont go, but be able to choose Evil as alignment.
- Small Reincarnation System for Alignment, like the first 10 heroic levels or so. Have it grant a really small bonus like availability of some low level buff spell like stoneskin/deathward/restoration (anything that is available in flask/pot form) etc.
- More backpack space, personal chest on guild ship.
- Outcast: Be able to choose your race at character creation with a small offset to basic starter stats and a different skintone than normal. Lifting alignment restrictions as well. But start the game with a minus (-1?) to your cha based skills.
- Have some cha based feat for linguistics: +10%/+20%/+30% faster activation and cooldown of cha based activated abilities.
- UI scaling with settings above 1080p (4K? Yes plz!)
Sounds simple but I bet it isn't. My guess is that they would have to redo all of the graphical content to adjust it or you will get highly pixellated screens at 4K on any screen big enough for it to matter.
- Batman: The Dark Knight Returns
Let it go already. The movies are fine.
- This prob wont go, but be able to choose Evil as alignment.
This was decided back in 2006. DDO will never have evil characters because of the high probability of greifing.
- Small Reincarnation System for Alignment, like the first 10 heroic levels or so. Have it grant a really small bonus like availability of some low level buff spell like stoneskin/deathward/restoration (anything that is available in flask/pot form) etc.
Just what we need. More grinding and power creep.
- More backpack space, personal chest on guild ship.
Meh. Stop being such a pack rat. Either sell your stuff or feed it to sentient jewels.
- Outcast: Be able to choose your race at character creation with a small offset to basic starter stats and a different skintone than normal. Lifting alignment restrictions as well. But start the game with a minus (-1?) to your cha based skills.
No idea what you are thinking here. You already have a choice of appearance and can adjust your stats as you like. Alignment restrictions are in place for a reason – that is how the D&D characters work and it makes sense. If you are a monk, you must be lawful or you won’t be able to maintain discipline. If you are a barbarian you are not lawful because honey badgers don't care. If you are a paladin you are lawful good because you are a knight dedicated to your church (they didn’t allow anti paladins for bladeforged because of the no evil alignment restriction in DDO).
- Have some cha based feat for linguistics: +10%/+20%/+30% faster activation and cooldown of cha based activated abilities
Still don’t know what you are talking about. Linguistic ability is based on INT not CHA, and there already is a feat to quicken spells… such as quicken. Other abilities are fine as is. This sounds like a request to buff up your particular character.
Deadlock
05-24-2018, 05:10 PM
Fix the missing or broken Monster Manual mobs. Link to dedicated thread listing them all in sig.
Selvera
05-24-2018, 05:25 PM
-Bravery Marshall: remove him and his dodgy mustache. Make the option available at the quest entry page as a selector box. Is it off? Is it on? Should I bother holding everyone up while I go back to the ship to find out? Default it as "Off" then the damage for an oops is minimal.
Oh right; forgot this fix.
Step 1: Comment out the line of code which breaks your bravery bonus.
Step 2: Unpause all bravery bonuses.
Step 3: Remove all bravery marshals from the game.
Or; if this is too much work; just do step 1.
Amorais
05-24-2018, 05:38 PM
Stop putting dogs in. I hate killing dogs.
Hate it.
Replace them with wargs or something!
TitusOvid
05-24-2018, 06:11 PM
Expand Customer Support.
- 24 hours, cause this game is played 24 hours.
- more people, because I can't wait hours until someone replies to a ticket. Most of the time I need to submit more than 1 because the former was closed due to being offline.
- better train your CS people and widen their responsibility. They are very committed but if the problem is a bit more complex they can't do much, either they don't know how to or they don't have that much freedom of decision.
Thank you.
Silverleafeon
05-24-2018, 06:14 PM
I don't think this will ever happen. Going only based on past dev posts regarding recipes, it appears as though they have no way to code "I'll take any 24 of this kind of thing in exchange for any one of this kind of thing." There are no sets and no variables. Instead they have to create each possible trade-in as a separate recipe. With a 24:1 exchange you'd have millions of recipes for any given target shard or seal. The game probably cannot handle that, not to mention the dev time needed to create each recipe by hand.
Nods sagely.
Make list of shards/seals, let player exchange every seal/shard for 1 token, and 24 tokens for choosed stuff. Not saying it's good or bad idea, but i see no technical problem here.
Quite true, and perhaps another reason for the Devs implementing this type of system so often.
Epic Rock fellow in the 12 could have 4 new options:
"Do you want to trade desert seals for desert wind runes?"
Yields 64 choices to trade a desert seal for 1 desert wind rune.
"Do you want to trade desert seals for desert fire runes?"
Yields 64 choices to trade a desert shard for 1 desert fire rune.
"Do you want to trade desert wind runes for desert seals?"
Yields 63 choices to trade 24 desert wind rune for any one desert seal and
Yields 1 choice to trade 48 desert fire winds for the Ring of Spell Storing seal.
"Do you want to trade desert fire runes for desert shards?"
Yields 63 choices to trade 24 desert fire rune for any one desert shard and
Yields 1 choice to trade 48 desert fire runes for the Ring of Spell Storing shard.
If the Devs think 24 is too large, they can round down to 20.
If the Devs think 48 is too small, they can round up to 50 for the RoSS.
Seems much easier than messing with loot tables to increase drops rates in the Sands?
Satyriasys
05-24-2018, 06:26 PM
Monks and Enlightened Spirit Warlocks still need substantial nerfs.
Dulcimerist
05-24-2018, 08:38 PM
Expand Customer Support.
- 24 hours, cause this game is played 24 hours.
- more people, because I can't wait hours until someone replies to a ticket. Most of the time I need to submit more than 1 because the former was closed due to being offline.
- better train your CS people and widen their responsibility. They are very committed but if the problem is a bit more complex they can't do much, either they don't know how to or they don't have that much freedom of decision.
Thank you.
Agreed. In-game tickets are pretty much pointless, due to the response time being delayed until long after the player has gone offline. Reading threads on the forums, I see a lot of frustration from players (customers) over the issue of delayed in-game ticket response and having their tickets closed because they were no longer online by the time a customer service rep was able to answer the ticket. If the in-game tickets aren't able to have a timely response due to staff limitations, then please either remedy that, or completely do away with the in-game ticket system and switch solely to the email system which is accessed through here:
https://help.standingstonegames.com/
I've had excellent experiences with the email system linked to above. Thankfully my major problems in the game have been rather straightforward and easy for customer service to remedy. If customer service reps did have more training, responsibility, and freedom to handle more complex issues and have discretion to find alternate ways of making things right when an underlying problem can't be resolved, it would be a huge benefit for DDO. Happier customers generate more revenue and new customers, which in turn keeps the game going so that those customers can continue to enjoy it.
blerkington
05-25-2018, 01:52 AM
These certainly aren't the three most important things, but I'd still like to see them fixed. Maybe they are easy enough to do soon.
1. Fix Tier 3 of the Stealthy enhancement in Assassin so it gives the stated 75% movement speed. At the moment it seems the same as Tier 2 which is only 50%.
2. Change Meld into Darkness in Shadowdancer so it has no animation like Uncanny Dodge. The flip animation is terrible; there's a delay while it plays before the dodge bonus starts working, touching keys while the animation plays means the dodge bonus doesn't activate but the ability still goes on cooldown, and the needless movement is a pain for when we'd prefer to stay still.
3. Fix whatever bug causes the momentary HP loss in reaper when switching weapon sets. Affects some TWF builds.
Thanks.
Kilgrave
05-25-2018, 02:38 AM
Some time after Armor Up: where do we stand?
The devs came up with an update named Armor Up where they made big sweeping changes to how armors work. We had a rework of PRR, MRR, and the values contributed by each of them (scaling function, base value by armor). Everyone moved to heavy armor after the update. Rogues, wizards/sorcs, barbs, you name it. Heavy armor was incredibly attractive and one might argue OP. After that, several nerfs have occurred In addition, we have seen big changes in the ways one can stack PRR we have insight and quality PRR we have also seen unprecedented power creep in dodge med light cloth armor where do we stand? Has armor been nerfed to pre buff situations in the pecking order or does it hold its ground well?The newest armor is all the same stats why?Heavy armor should be better than the rest we need more if we use heavy
heavy
Legendary Platemail of the Barovian Lord
+14 Enhancement Bonus+14 Enhancement Bonus: +14 enhancement bonus to Armor Class.
Fortification +202%
Parrying +9
Physical Sheltering +50
Profane Well Rounded +2
Blue Augment Slot
med
Legendary Coat of the Traveler
+14 Enhancement Bonus
Fortification +202%
Parrying +9
Physical Sheltering +50
Profane Well Rounded +2
Blue Augment Slot
light
Legendary Mist-laden Vestment
+14 Enhancement Bonus
Fortification +202%
Physical Sheltering +50
Parrying +9
Profane Well Rounded +2
Green Augment Slot
Silent Avenger Set (Legendary)
cloth
Patience Through Peril
+15 Enhancement Bonus+15 Enhancement Bonus: +15 enhancement bonus to Armor Class.
Deathblock
Ghostly
Physical Sheltering +52
Profane Well Rounded +2
Green Augment Slot
Blue Augment Slot5
Robbenklopper
05-25-2018, 09:30 AM
While at it (have to admit I'm a bit raged), but not a fix, to improve the game: increase the chance for named loot or reward more! All the time the hard grinding, up and down, Frustration and what not. The game, the community, alts, fun would grow rapidly if there wouldnt be that mostly low rewarding System. What is so smart about a 20% chance on even a random named? Sorry, it catches me from time to time ...
droid327
05-25-2018, 11:18 AM
Stop putting dogs in. I hate killing dogs.
Hate it.
Replace them with wargs or something!
Wargsv are just very big, very mean dogs. It's not like they're evil spirits in dog form or anything. So it's still canicide :)
Assaf
05-28-2018, 12:59 PM
Every time I switch from Cannith to Argonessen or the other way around I DC after about 5 minutes. Then log in again and all is good. Does any1 have the same experience?
A unique Heart to TR from 30 to 1? Ofc not for iconic..
Ladder bug? A sort of agility feat that allows you to do a bit of parkour and get the ladder right event if lag hits?
Arianrhod
05-29-2018, 08:35 AM
Update the Compendium to 1) show which quests the character can access (owns the pack, is flagged, etc.), and 2) show separate listings for Epic and Heroic versions of each quest and explorer zone, so when you sort by level you actually see what's appropriate for your level 23 character :P
Also, second some of the other folks' suggestions, like more BTC storage space (my preference: give each new character 2 bank pages instead of 1, before favor/purchase), and allowing hirelings in raids on casual (helps people solo to learn the raid - tagging along with a group that already knows it well is generally not the best way to learn)
TedSandyman
05-30-2018, 09:31 AM
Increase ALL ingredient stack amounts to 10000 in the shared bank.
cacyreus
06-05-2018, 08:26 AM
Hi Lynnabel, I am replying directly to your post because I would like to make sure to reach you or the devs, if you find that it would be more appropriate in this case.
The "casting" time of the songs is a minor issue, but I am sure any Bard would see a reduction in their casting time as a highly relevant commodity.
I did some testing and it looks like song "casting" duration falls in about 4 different categories:
Instantaneous:
Aria
Reign
Turn the Tide
Harmonic Resonance
2 Seconds:
Bound Fate
Siren's Song
Spell Song Trance
3-4 Seconds(?):
Song of Heroism
Song of Arcane Might
Sustaining Song
Spell Song Vigor
5 Seconds:
Dirge
Fascinate
Enthrallment
Suggestion Song
Mass Suggestion Song
Song Of Freedom
Inspire Courage
Inspire Greatness
Inspire Excellence
Inspire Heroics
Inspire Competence
If I understand that it is somewhat fair for offensive songs to have a longer casting, please notice that there are some important differences: Siren's Song and Bound Fate take 2 seconds while others such as Dirge, Fascinate, Enthrallment, Suggestion Song and Mass Suggestion Song take 5 Seconds. The difference is quite large and I don't see any logic behind it, such as single target songs vs multi target songs (for example). But, I find this to be the least of my concerns as the use of these songs is sporadic and to be honest, I doubt people even use some of them (Suggestion and Mass Suggestion Songs).
The most bothersome are the buff songs, which seem to be split into 3 categories and again not consistently. While self-buffing single-target songs from Fatesinger are instantaneous, Spell Song Vigor takes 3-4 secs - a difference that is uncalled for. The remaining songs acquired through enhancements are multi-target and take 3-4 seconds to cast, while all "Inspire" Songs (Courage, Greatness, Excellence, Heroics and Competence) take 5 seconds, and again I believe there is no good reason for the longer casting time on these last ones. Furthermore, these being buff songs I don't see why they have to take as long as offensive songs.
At high level the long casting time of buff songs is quite annoying. Typically, and excluding single-target songs, the buffing galore of multi-target songs will include: Song of Heroism, Song of Arcane Might, Inspire Courage, Inspire Greatness, Inspire Excellence, Spell Song Trance and Sustaining Song for a total of at least 26 to 30 seconds (3-4 + 3-4 + 5 + 5 + 5 + 2 + 3-4). This is an incredibly long time in comparison with the casting time of the same amount of multi-target spells. Furthermore, it could be my impression, but I could swear that there is some unintended cooldown between different songs. It seems to me that when I finish playing one song, I cannot immediately start playing the next one, and I believe this is caused by a delay in the animation when bringing out the lute and putting it back.
What happens in practice is that often may players will miss some of the songs, simply because it takes forever to be done with them and they want to progress with the dungeon.
Personally, I believe that the casting time of many songs could be heavily reduced to improve overall gaming experience without having any impact on the game. However, if for some reason you believe that reducing song casting time would be a big boost that we shouldn't get for free, then I would simply suggest this commodity to be included in one of the epic feats as a passive effect of either Inspire Excellence or Lasting Inspiration.
Song range is another aspect that could be looked at, I could not test it, but I suspect that there are some differences in song range and quite honestly its not easy at all to know whether players are getting the benefits from the songs (this is specially important during combat, when players are more spread out).
Finally, a suggestion from my usual minions. To freshen up the game, it would be awesome if there was a way to have some variability in the tunes Bards play. Originally, in PnP bards have to choose a specific perform (oratory, lute, flute, etc...), I believe this could be easily implemented in the game as a multi-selector with the songs having variants from different instruments. Personal suggestion - bagpipes!
Yours truly,
Mettalina Bard
(Sarlona)
P.S.: Follow Luckygina's channel on Twitch (https://www.twitch.tv/ddo_deepreap) for a chance to have an in depth bardic experience.
How about some effort to trim off the 6hr+ wait time for customer service to restore the 7000 cannith essence the shared bank just lost.
This is the definition of horrid.
Skellimancer
06-07-2018, 03:08 PM
how about scaling for quests so we don't have to do them at certain levels for good xp? imagine a level 30 misery peak x)
Beelzebjorn
06-07-2018, 08:26 PM
Searchable, sortable TR-cache, and hey, why not an auto-clear for it?
A feature for epic TR:s which lets you copy/paste your previous build, rather than filling all 20 levels out manually again.
Also, it would be nice if the physics engine didn't send you uncontrollably flying in one direction after the merest bump into a wall.
TitusOvid
06-07-2018, 10:57 PM
You can't use a Turn Undead ability on the move on a cleric. During the animation the toon is stuck in one spot. Not even jumping helps. Pretty annoying.
That would be a nice little fix.
moradread
07-05-2018, 09:54 AM
When someone who is in my guild logs in I will see a message that says something like, "Moradread has just logged in." If I right click on the name the options to send a tell or invite to a party do not appear. I would like them to. Those options do appear if I right click on the name when they send a message in a chat channel such as "Moradread says hi" so I know the ability is already in place. I suspect it would be a very easy change to make and I would really appreciate it.
LiveFast
10-16-2018, 07:22 AM
Create Otto's Resistible Box.[Not a typo]
Similar to the Irresistible Box, but the XP stone is only 200,000xp instead of 2 million. Can use 5 per life (1 million max is still less than the 2million box). ORB does 3 things:
1) When my friends or guilds are trying to run stuff together but get out of sync level-wise, the lower level player could grab a boost and run together. (While I would prefer the DC Universe way of playing with higher level characters, that would not be simple.) Having a great time leveling with a friend, then school or work gets busy and you can't play for a couple days? You come back and your friend has out leveled you and now you can't run together? Grab an Otto's Resistible Box.
2) With server populations low at times, you might be the wrong level for groups that are running...grab a ORB, level up and now you can run with them.
3) Hit a dead spot in leveling or just hate running a certain chain or pack to level? Eh, make the grind a little more palatable and grab an ORB and not run Necro again...
Otto' Resistible Box would be easy, not game breaking AND would create revenue for SSG (and it is still less significant than the original Otto's Box in terms of impact on gameplay). It may help you find a group in the right level range, or keep you running with a buddy, or help you avoid burnout by skipping a quest line this life.
Otto's Resistible Boxes available in the DDO Store NOW for 695 points. Or during special promotions, buy a pack of 5 for 2,975.
Hey, wait a minute, OIB are 4,995 points for 2million xp. 200k xp should be 1/10th - only 500 points...you trying to milk me or something? Hey, buy in bulk if you don't like it. Besides, Otto has to do the extra work to produce these smaller stones. But, isn't it worth $8 to be able to play with your friend?
C'mon:
* It's easy because these basically exist
* Players would like them
* It actually would be real helpful to me right now since my buddy had to take a week off for finals
* Smooths out the edges from low server pop or imbalanced levels on the server
* It's thematic
* Actually produces revenue which the men and ladies thinking about these things will like
* It is 40% more expensive than the Otto's Irresistible Box on an xp basis - more money and less impactful than Otto's Irresistible Box, but still helpful
It has everything!
My only request is that I get five boxes deposited into my inventory when these go live.
Cheers!
+1 VERY good suggestion would definitely use this to get in sync with guildies
Robbenklopper
10-16-2018, 08:25 AM
There are some issues in DDO that would be nice to see changed, but that would be really hard to fix (I'm looking at you handwraps bugs of the past). Some of those have been fixed/changed and some haven't and I'm glad that the work has been done on those.
Other changes seem like they'd be easy to make. Since we don't know the code involved, we can't know for sure if they would be easy to fix, but we can at least make suggestions. What "probably easy" changes would you like to see in DDO?
My first wish would be for Necro I, II, and III to flag like more modern chains do. Once you run the flagging quests, the capstone quest stays flagged (like Phiarlan Carnival, Sentinels of Stormreach, Druid's Deep, etc). Might be hard, but it at least looks like something that would be easy to change.
I can live with a lot of Things, but These wishes below are my Top-3 which appear "so easy" to correct and improve to make my time in DDO much more better.
1) In the Name of love, finally make LGS ingredients tradable and auctionable! It´s been many years since it was released BTA under the cover of "beware of dupers". The heroic GS was such a lovely and successful System, and even if you hadn´t the time to run the raid every time for farming and crafting, we could auction/trade to Keep up in Terms of gear besides being extremely slowed down like with the LGS now. I have too many mats that i don´t Need and I Need too many mats that i don´t have. Allowing us to trade them IS a win-win-situation for everyone!
Please make my life easier! I have alts to Play who I can´t always farm the latest gear for , and LGS would be a reasonably alternative to be halfway decently geared.
2) Over the years, i have collected so much stuff and it annoys me, that there is simply too less space to store it. Not that I´m a hoarder, it´s just that i Need it when leveling from 1-30.
The airship is so huge, and with all the decks and cubic-miles of infinity there is no room for some more chests / private chamber?
Please make my life easier! The bank storage is very very limited, even the shared bank is not the real Thing. Who can say that chaotic System we still have is a great Thing in times of managment? Let me have about 4 private chests to store and organize my stuff (by Level and, at best, searchable).
3) Know what´s the worst for me when undergoing a TR/ER? Refitting the toolbars. Yeah i can save the UI layout, but i have to Refill the shortcuts with Icons. That´s a real HORROR to me.
Please make my life easier and let me save my actual filled toolbars with any Icon, even if they´re greyed out or redcircled due to missing enhancements by Level. I just wanna have my layout from 1-30 as was.
P.S. 4) A free plat Augment-destroyer for all the gear i stuffed with and can´t feed to my sentient. Why shall i buy a toolkit? I don´t wanna recycle them, 90% of them are useless anyway in todays world, i just wanna get em removed!
Shadrar
10-16-2018, 11:17 AM
Allow Hirelings in Raids
---> AT CASUAL MODE ONLY <---
That way, I get to experience raids without inflicting my horrible playstyle, terrible loot / character choices, frequent AFKs and poor reaction time on other people.
And, the Casual Mode only part means that if people want the better rewards / favor, they have to group up.
Disclaimer = Personally, I wouldn't mind a "no rewards / exp / etc... with hirelings" flag... but the OP said "easy".
As it stands, for me, when I go down the list of Quests, if it says "raid", I just skip. The above change would at least let me (and others like me) try them without bothering others.
Disclaimer 2 = If you can easily solo raids now, this post is not directed at you.
This is what I want. It's frustrating as a player to run 12+ quests in a storyline and not be able to finish it because it concludes in a raid that no one wants to run. I've played off and on since 2007 or 2008, and I've still never played Twilight Forge, for example.
I think, more than just allowing Hirelings, that each Raid should have a "Quest" difficulty. On Quest difficulty, it basically behaves as casual (no named loot for example, XP is halved), but Hirelings are allowed and any multi-person requirement is removed (e.g. levers in VoN 5). I'd prefer that a "Quest" difficulty Raid is about as difficult as an Elite quest of the same level.
I would also like it if every Raid was converted to the token trade-in system. At the end of a "Quest" Raid, you'd receive half of the Normal amount of tokens, and you'd still go on timer.
Lastly, have it so that "Quest" mode only comes out for Raids that are at least 2 updates old.
This accomplishes the following:
Allows players to play Raids they want to that are impossible to find a group for.
Allows casual players to figure out Raids on their own so that they can contribute in a group if they decide to run the Raid as a Raid.
Entices players to group up to play the Raid by giving them an ingredient amount that's too small to be easily farmable.
Encourages players to buy Raid bypass timers, by opening up a whole group of players (non-Raiders) to having a reason to buy them.
Prevents abuse by having BtC tokens given as a quest reward. No dual-boxing to speed up the process.
Players on the bleeding edge of gear and Raiding will still have two updates worth of Raiding the Raid before it becomes available as a quest, forcing them to figure it out without an easy button.
systemshaker1941
10-16-2018, 05:14 PM
I second the "Otto's Resistible Box" idea - this would get me spending money again.
nokowi
10-16-2018, 05:20 PM
Quest leader can auto-generate a list of potential quests that the entire group can join.
This would help a bunch when choosing the next quest, particularly with players that don't know what they are flagged for, or what is FTP and what is paid content.
LFM panel that does the same - only shows you what you can get into.
systemshaker1941
10-16-2018, 05:22 PM
This is what I want. It's frustrating as a player to run 12+ quests in a storyline and not be able to finish it because it concludes in a raid that no one wants to run. I've played off and on since 2007 or 2008, and I've still never played Twilight Forge, for example.
I think, more than just allowing Hirelings, that each Raid should have a "Quest" difficulty. On Quest difficulty, it basically behaves as casual (no named loot for example, XP is halved), but Hirelings are allowed and any multi-person requirement is removed (e.g. levers in VoN 5). I'd prefer that a "Quest" difficulty Raid is about as difficult as an Elite quest of the same level.
I would also like it if every Raid was converted to the token trade-in system. At the end of a "Quest" Raid, you'd receive half of the Normal amount of tokens, and you'd still go on timer.
Lastly, have it so that "Quest" mode only comes out for Raids that are at least 2 updates old.
This accomplishes the following:
Allows players to play Raids they want to that are impossible to find a group for.
Allows casual players to figure out Raids on their own so that they can contribute in a group if they decide to run the Raid as a Raid.
Entices players to group up to play the Raid by giving them an ingredient amount that's too small to be easily farmable.
Encourages players to buy Raid bypass timers, by opening up a whole group of players (non-Raiders) to having a reason to buy them.
Prevents abuse by having BtC tokens given as a quest reward. No dual-boxing to speed up the process.
Players on the bleeding edge of gear and Raiding will still have two updates worth of Raiding the Raid before it becomes available as a quest, forcing them to figure it out without an easy button.
Another easy solution to this problem would be to remove flagging for older/unpopular raids. I'd gladly hop on a Twilight Forge pug if I saw one posted, but since I never bother to run the flagging quests, its not an option. Caught in the Web is the worst offender - with one of the longest flagging mechanics in DDO's history, I'd say I've only ever seen the inside of it 3 times.
Take a lesson from Legendary Shroud, 2 flagging quests MAX.
Dalris_Thane
10-17-2018, 03:17 AM
If I may add a second suggestion... engine based...
If I understand what my daughter tried to explain... DDO is "always on top" when it comes to programs during certain parts.
Meaning, when I first log-in, I can't tab out and surf. I "tab out" and click on any browser, or document, and it assumes I've clicked on the game and I'm back to looking at a bar moving from left to right. That's... 99% untab-able on first log-in.
When it come to logging into the game world, this persists for about the first 1/4 of the bar moving.
Sure, during normal play, I can tab out... but not during most transitions... LONG transitions by the way.
Considering how often the game crashes, or a zone stalls at "loading please wait...", being able to do something... ANYTHING else on the computer would be great.
This happens to me on multiple computers and other devices so it's not just a case of "buy a better computer LOL"... not that I have the money on a fixed income.
Cantor
10-17-2018, 02:37 PM
Another easy solution to this problem would be to remove flagging for older/unpopular raids. I'd gladly hop on a Twilight Forge pug if I saw one posted, but since I never bother to run the flagging quests, its not an option. Caught in the Web is the worst offender - with one of the longest flagging mechanics in DDO's history, I'd say I've only ever seen the inside of it 3 times.
Take a lesson from Legendary Shroud, 2 flagging quests MAX.
Isn't twilight forge a once and done flag? you just make your sigil thingy and good to go.
Katalissa
10-19-2018, 12:27 AM
This is what I want. It's frustrating as a player to run 12+ quests in a storyline and not be able to finish it because it concludes in a raid that no one wants to run. I've played off and on since 2007 or 2008, and I've still never played Twilight Forge, for example.
I'd add my support for this. It is unfair to have paid for a pack, only to find yourself unable to actually play all the quests you've paid for - unless you get REALLY lucky - and even then it's probably a group who's done it all before so you don't really get to learn much about the content. Add a casual/solo mode for raids, at least older ones, where all the multi-player requirements like simultaneous lever pulls are eliminated, and maybe even allow hirelings. Sure the rewards/XP would be less, but a lot more people would get to experience them.
Katalissa
10-19-2018, 12:39 AM
I've mentioned this before, but it would be great if multiple gear items could be stacked on a hotbar and equipped with a single click. Basically - make the weapon sets into "gear sets" able to accept any items, not just weapons, and also take more than two items.
It would be great for, say rogues, to have all trapping gear set up on one button, then another for "back to main gear". Arcanes could make, say, "ultimate firepower kit", "ultimate enchant/DC kit", "ultimate necro kit", "ultimate melee kit". I know all this could be done by putting each item on a separate button in a hot-bar and manually clicking each one, but it takes up a lot of screen-space and needs more clicking.
A further extension of this idea would be "spell sets" where a set of buff spells, say, could be placed on one button and all cast with a single click. This way, you could have all the long lasting buffs that you habitually cast at the start of every quest/post shrine on a single click. Then, say, another button could have shorter "into battle" buffs like displace/haste/fire shield.
A final cherry on top would be the ability to give each kit a custom name, say "trapping gear" that appears on mouse-over, so the screen doesn't fill up with windows for each item. Maybe then mouse-over that name to get the full view of all the gear.
Katalissa
10-19-2018, 12:49 AM
Would it be possible to make the animation for two-weapon fighting only do the two swings IF the second weapon actually gets swung that round? Otherwise, it defaults to the single weapon animation.
This would give a nice visual clue as to how often the off-hand weapon is ACTUALLY making an attack. It would also give a hint to new players who equip two weapons without having ANY of the TWF feats (and we've all seen it, if not been there ourselves at one point) that they are NOT actually getting double the amount of attacks every round. They might then ask about it.
Depending on how the game engine works this COULD be as simple as one or two lines of code. :cool: But then, it could be totally impossible without a total rewrite! :confused:
Dalsheel
10-19-2018, 02:23 AM
Make the reaper difficulty exclusive to level 30 characters.
Sure many people will complain. You bite the bullet and admit you were wrong making it available to all levels.
You stop dividing your playerbase on heroic/epic level. We need more reasons to group with each other, give a chance to new players to become Veterans. As it stands now, vets play with vets and new players struggle.
You instantly and effortlessly create a massive endgame scene with people flocking to level 30 to collect rXP.
Shadrar
10-19-2018, 04:11 PM
I've mentioned this before, but it would be great if multiple gear items could be stacked on a hotbar and equipped with a single click. Basically - make the weapon sets into "gear sets" able to accept any items, not just weapons, and also take more than two items.
It would be great for, say rogues, to have all trapping gear set up on one button, then another for "back to main gear". Arcanes could make, say, "ultimate firepower kit", "ultimate enchant/DC kit", "ultimate necro kit", "ultimate melee kit". I know all this could be done by putting each item on a separate button in a hot-bar and manually clicking each one, but it takes up a lot of screen-space and needs more clicking.
A further extension of this idea would be "spell sets" where a set of buff spells, say, could be placed on one button and all cast with a single click. This way, you could have all the long lasting buffs that you habitually cast at the start of every quest/post shrine on a single click. Then, say, another button could have shorter "into battle" buffs like displace/haste/fire shield.
A final cherry on top would be the ability to give each kit a custom name, say "trapping gear" that appears on mouse-over, so the screen doesn't fill up with windows for each item. Maybe then mouse-over that name to get the full view of all the gear.
FWIW there's a bit of gear now that does let you do this for trapping, because it's all on one item. Snake gloves 6-9, Keylock Ring 10-20, Epic Snake Gloves 21-28, Legendary Keylock Ring 29-30.
I'd still support this. E.g. I might want Mask of the Vulkoorim when I use my Barovian Repeater (to keep Armor Piercing), but Executioner's Helm when using my Stormreach Guardian's Repeater.
Zites
10-19-2018, 04:43 PM
Make the reaper difficulty exclusive to level 30 characters.
Sure many people will complain. You bite the bullet and admit you were wrong making it available to all levels.
You stop dividing your playerbase on heroic/epic level. We need more reasons to group with each other, give a chance to new players to become Veterans. As it stands now, vets play with vets and new players struggle.
You instantly and effortlessly create a massive endgame scene with people flocking to level 30 to collect rXP.
Nope but at lest you got EDF
blackzombie
10-19-2018, 05:27 PM
Ladders!!!
i can't believe it's so hard to fix
EDIT: adding something more constructive...
would like to see more data, for other types of players
killcounts, healing counts, seconds of crown control, damage total, etc
i think it's not easy tho
cya
Maldorin
10-19-2018, 05:44 PM
Make the reaper difficulty exclusive to level 30 characters.
Sure many people will complain. You bite the bullet and admit you were wrong making it available to all levels.
You stop dividing your playerbase on heroic/epic level. We need more reasons to group with each other, give a chance to new players to become Veterans. As it stands now, vets play with vets and new players struggle.
You instantly and effortlessly create a massive endgame scene with people flocking to level 30 to collect rXP.
I like the general idea. Maybe something like legendary quest reaper XP bonus + 100 % ; heroic reaper XP - 50 %
But I also think a self healing penalty for healer classes in reaper is silliness. What do I know.
At the very least there should be a reaper healer tree only pure healer classes can access to reduce the penalty by spending reaper points.
But I still am nostalgic for the days when game mechanics were based around lore and logic not blanket buffs/ debuffs/ penalties for no reason other than the solution to make the game more challenging is add mobs, add hp, blanket immunties for mobs and blanket PC debuffs. Whether it makes sense or not within the game.
GeoffWatson
10-19-2018, 09:43 PM
Include Heroic raids, not just Legendary. It would have been easy when making the raids.
It feels silly doing a level 10-12 saga, but not being able to complete the storyline without a level 32 raid.
(I know, duped Raid Bypass Timers that the devs are unwilling to do anything about.)
GeoffWatson
10-20-2018, 07:17 PM
Make the reaper difficulty exclusive to level 30 characters.
Sure many people will complain. You bite the bullet and admit you were wrong making it available to all levels.
You stop dividing your playerbase on heroic/epic level. We need more reasons to group with each other, give a chance to new players to become Veterans. As it stands now, vets play with vets and new players struggle.
You instantly and effortlessly create a massive endgame scene with people flocking to level 30 to collect rXP.
No way.
Elite at Heroic is boringly easy for most quests, for experienced players. Reaper can make them more challenging and less boring.
Your plan also make reaper XP only useful at 30, so only those players who were staying at 30 anyway would stay at 30 to benefit.
Give them enhancement trees and a mini pass! ;)
Also give rangers an animal companion please
Captain_Wizbang
10-21-2018, 07:29 AM
A moving training dummy. Static targets are limited in providing certain feedback.
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