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  1. #1
    Founder Matuse's Avatar
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    Default Random ideas...

    The screaming amethyst arrows from Threnal should have the /Crystal DR penetration effect. Not that any monsters need it (yet).

    Each page of the bank should be at least tripled, and preferably quintupled in size....and ideally increased by a factor of 10. Or 100.

    Bank should be favorable up to 5 pages.

    When the game reports that someone has "Reconnected", things that occur between this message and when the player actually gets into the game and move around should count for them...ie: Chests being opened, and the reconnecting player being robbed of contents because someone opened it too soon.

    Quest bag. Holds quest related items with no wearable/craftable/collectable function. The seal, golden figurine, and the other thing for the Titan, dragon essences for SoS, seals of fire/air/earth for getting rid of the djinnis in WizKing, etc. You would need to take the item out of the bag to use it, but substantially helps storage space and organization when not in the quest.

    Edit: When a higher level dungeon alert goes into effect, the harried effect should overwrite any existing effect, not STACK WITH IT. Ever had 3 different harried effects at once? I have. It's beyond annoying. You essentially stop being able to move.
    Last edited by Matuse; 02-02-2010 at 06:19 AM.

  2. #2
    Community Member Trillea's Avatar
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    Quote Originally Posted by Matuse View Post
    The screaming amethyst arrows from Threnal should have the /Crystal DR penetration effect. Not that any monsters need it (yet).

    Actually some monsters in Dreaming Dark have this.

    Each page of the bank should be at least tripled, and preferably quintupled in size....and ideally increased by a factor of 10. Or 100.

    While I wouldn't be against this I doubt it will happen.

    Bank should be favorable up to 5 pages.

    This is probably much more likely.

    When the game reports that someone has "Reconnected", things that occur between this message and when the player actually gets into the game and move around should count for them...ie: Chests being opened, and the reconnecting player being robbed of contents because someone opened it too soon.

    Haven't seen too much of a problem here, but would not be against it by any means.

    Quest bag. Holds quest related items with no wearable/craftable/collectable function. The seal, golden figurine, and the other thing for the Titan, dragon essences for SoS, seals of fire/air/earth for getting rid of the djinnis in WizKing, etc. You would need to take the item out of the bag to use it, but substantially helps storage space and organization when not in the quest.

    Good idea here, although more bags may mean more confusion for some.
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  3. #3
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    on the quest bags idea, one nice feature i saw in spellbourn was a completely separate, and unlimited inventory bag for quest items. anything you grabbed for a quest (eg keys) would go in there automatically and be used from there automatically. in this way items you need to pick up to progress in a quest would never interfere with normal inventory management.

    while a lot of items in DDO are dropped when you leave the quest there are still all those raid flagging items that just eat away at your bank and inventory.

    also with the dev's love of making even more items for us to hang onto each module it would be nice to see them give a thought to our already budging backpacks and stop adding to the stress when they make a new quest. like those pie/pizza slices, if they are for crafting then please let them go into my ingredients bag.

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