Make treasure bags drop appropriate level collectables. I'm still pulling strings of prayer beads from high level EE content.
Make treasure bags drop appropriate level collectables. I'm still pulling strings of prayer beads from high level EE content.
As you are about to do a Warlock pass/balance and someone has already posted issue with Burst of Glacial Wrath. My Fix which I feel is a bug is the casting time of Stunning Blast from Tainted Scholar. It takes about 3 seconds to casts with quicken activated. I don't even think quicken effects casting speed either. When I try using it on my Evo DC caster Warlock that does not spend any points in Enlightened Spirit the target is either killed or incapacitated in other ways. Makes its a waste of action points spent and most builds don't use it. Should have same casting speed as regular spells and not something like casting Otto's Sphere of Dancing.
Last edited by HuneyMunster; 09-21-2016 at 08:08 PM.
I would like the battle engineer tree to be looked at if possible. Artificer as a class is fine, and archanotech is a nice tree, but battle engineer really lags behind (still uses a lot of damage boosts similar to the pre enhanced knight of the chalice tree.) The cores are also lackluster, compared to other cores in other trees, and have not aged well.
Last edited by Vaidan; 09-21-2016 at 08:16 PM.
So hard to pick, so I'll just assume that all the bug complaints I have were either mentioned by someone else or will simply continue to be ignored. So let's go for game enhancements, new functionality and workarounds can make old persistent bugs less annoying.
More of the promised enhancement trees. At least 3 real trees per class (no, the 4 elemental savants do not count as 4 trees) and ideally at least one tree available from race (either pure AP unlock like Elven Arcane Archer, or dragonmark linked).
If you're feeling very generous, wild magic added as an unclassed tree like Harper Agent currently is.
It was hard to pick, because most of the things that bug me are beyond the scope of "one dev and a few hours" specified in the OP, but I think I finally came up with one thing that can be fixed in a relatively small time that endlessly bugs me:
Add a search bar to augment bags, just like the one ingredient, collectible, and gem bags already have.
There are so many augments that keeping track of them and finding the one I need in my bank toon's colossal augment bag is incredibly annoying. In order to find anything in any reasonable time frame, I have to keep the bag very organized--special augments at the top, then sorted by augment color, then further subdivided into specific augments like strength or elemental resistance or deathblock, then further divided into specific values like strength +1 or +6 or insightful +1. Every time I add a new augment I didn't have or take some augments out to use one and put the rest of the stack back in the bag, I have to spend a few minutes using the arrows to sort the augment from the bottom of the list back to where it's supposed to be, shifting it one place at a time, so that I'll actually be able to find it next time I need it.
Sorting my augment bag takes far too long, and none of it would be necessary if the bag would just give me a search bar.
Pretty pretty please?
Furthermore, I believe that the bugs and lag must be fixed.
Concerning the one thing, well I guess I will waste my wish on roleplaying & prestige:
I would like to see each toon be granted at level one:
A Professional/Title Default feat choice ~~ "Jack of all trades" ?
&
Two general background Personality Default feat choices ~~ "Sturdy" & "Curious" ?
These feats will have zero in game mechanics.
These feat can be changed by visiting Fred for a feat swap.
There will be various feats available for free along with some deluxe names one time purchase available to unlock for 95 tp in the DDO store.
These feats will be displayed somewhere on examining a toon, and somewhere on the player's character sheet, possibly hardwritten into the BIO area.
There could be a small quest associated this thus if desired, although not necessary.
Take the Profession List from D&D book and polish it.
This give roleplaying flavor.
List quoted below:
There are a few examples of professions on page 80 in Player's Handbook.
My list:
Artisan (Blacksmith, jeweler, cook, sculptor, carpenter, potter, calligrapher)
Artist (Painter, actor, storyteller, author)
Beaureaucrat (Clerk, diplomat, spy, lobbyist, academic, lawyer)
Captive (PoW, slave, convict)
Criminal (Thug, thief, gang member, swindler, assassin, scavenger)
Explorer (Treasure hunter, traveler, guide, diver, prospector, mapmaker, sailor, scout)
Hedonist
Laborer (Farmer, fisherman, woodcutter, shepherd, servant, messenger, hunter, rancher)
Merchant (Traveling merchant, guild member, transporter, innkeeper)
Noble
Outsider (Planeshifted, timeshifted, amnesiac, monstrous, hermit, outlander, orphan)
Priest (Temple lord, healer, chosen)
Scholar (Instructor, writer, researcher, student)
Warrior (Soldier, gladiator, knight, bounty hunter, mercenary, guard, squire)Add some titles to the profession list like prince, dragonslayer, etc...You could check out the Arms and Equipment Guide pages 62-63. It has a relatively large list of different professions.
I believe one of the unearthed arcana books as well as maybe the 4th edition player's handbook has a list of personalities.
Last edited by Silverleafeon; 09-22-2016 at 06:20 PM.
Could do with making Spell Casting Implement working on all weapons, for example the Greensteel, ToEE, etc. These are some of the better caster items, also one of the better caster items combined are the orbs, that also do not have spell casting implement. High level equipment offers 30-40+ spell power depending on enhancement boost, it can be very annoying and to have to sack the bonus, because they were not finished, or bugged. Thanks.
Get rid of spell reagents.
They are not a meaningful plat sink, they are not 'engaging' gameplay, they don't add any compelling feature to the game. All they do is exist to take up 5+ slots in my inventory and make me buy another 2000 of them every time I reincarnate (which costs, what...30 plat?). You can't even pin it existing on 'lore' since in DnD you have different reagents for different spells and it's not at all based on the level of the spell.
This is one of the quality of life features that every other MMO has shied away from because it's just a boring, unintuitive, lazy game mechanic that serves no meaningful purpose.
Game mechanics should exist either to thrill you or challenge you. Spell Reagents do neither.
The entire inventory system needs an overhaul from the ground up, but let's start with this.
Restore the flavor text to all dialogue - no interaction with an NPC should ever have an option that says "Close Window".
They used to all have flavor text to end conversations, things like "No thanks", "Maybe I'll check back later", "I don't have time for this", etc. At some point this changed and it grates every time I see "Close Window". Not sure how long this would take, even just replacing all instances of the phrase "Close Window" with "No thanks" would be a huge improvement. Agghh I hate "Close Window"!!
I don't know how extensive the problem is or if it could be done in just a couple of hours (I would doubt it's as simple as a fix to array or hash parsing), but the one thing that bugs me most and that I'd love to see fixed is what I call the "Slay X" bug.
When an optional objective in a quest is of the nature of "Slay X things", the objective description in the quest objectives window just says "Slay X". Even in quests where I know what the things to slay actually are, it's annoying to not be able to see what they are. And when my memory fails me, it's annoying to not know what I need to keep an eye out for or what I missed when I finish the main objectives and the optional objective is still active.
Put the code back in to break down older items. Make a special instance just for that device that is isolated from the rest so it doesn't lag the new crafting areas. Doesn't seem that hard? There are numerous players who are "seasonal" and come back for a couple of months at a time. I know of a couple of gamer groups who tried to come back to just be frastrated and left again. QUIT abandoning systems.
You are forced to stop when using shadowdancer's Shrouding Strike/Shot or Executioner's Strike/Shot
Please adjust the number of crafting mat chests in Slavelord chain so each quest provide similar amount of mats when you do a full 3 quest chain run.
After making 2 item, I have over 350 chain links left and less than <130 of broken collar and broken shackle. I would be at 0 if I didn't pick up shackles and collar as end chain rewards.
Allow Divine Might to be clicked on and left on so that it automatically consumes additional uses as the cool-down wears off.
I find tracking the duration of DM to be the most annoying thing when playing a Paladin (you may have noticed that the buff bar isn't the most friendly in this game)... so I'm constantly either not using it when I should or overwriting a use before it has expired to make sure it's active.
The same mechanic could be applied to KTA and other action boosts when players want to turn something on and let it run until their uses wear out (and I suggest it be set like you set meta magic on spells to be always on within the spell).
Give a toggle option at the top to see either the NPC names for turn ins or the collectables grouped by their assigned category for Cannith Crafting - arcane, natural etc.
There can only be ONE. And this comes up instantly in my mind : flagging quests. Is flagging quests a necessary evil? I don't think so. There have been countless number of times where I need to redo the entire chain in order to progress (forgetting to I should talk to NPCs in certain order (GiantHold/Sharn's Syndicate) / forgetting I shouldn't be retaking the quests (Necro) etc) due to this mechanics. I find myself rarely checking out raid lfm due to all the micro-management that's required to ensure I'm flagged, especially if I play more than one character. And I have characters spread across many servers!
Last edited by Free2Pay; 09-22-2016 at 03:51 AM.
The "Default Server" for new-to-game installations, which is the top listed Server for that new player, should rotate on a weekly basis, and include Wayfinder Server.
This would give Guild Leaders and Officers a chance to plan ahead, coordinate to welcome in new-to-game players, and present this opportunity once every 8 weeks.
This weekly rotation should be announced in the DDO Chronicle, as reminder to the Player Community as to which server is going to be the Default Server for that week.
Communication is Key to Success here also. You are allowing apathy to set in across the servers that are not the Default Server, and you are waiting so long to rotate that Guild Leaders/Officers across servers do not get a "refresh" that both inspires them and reminds them to recruit. Think about it - how much more positive impact will you have simply by announcing and reminding us each week as to who has the Default Server at that time?
You also underestimate Wayfinder Server and the ability to grow/regrow that server from its current population number. We have a much higher retention rate than other servers, partly because several guilds are actively recruiting any/all players that show no guild affiliation and anyone new to the server is contacted 90+% of the time, giving them a chance to see that the game is multi-player and that they can interact with others within DDO. Your prior attempts at placing Wayfinder as the Default Server failed because you had few or no guilds actively recruiting on that server when you placed it there (and frankly, you tried it before I arrived in game). Your going argument is that the game "appeared dead" but that is a flawed argument - the game comes alive when other players communicate with you, and a simple/direct PM is all it takes to start conversation and retain more players.
Weekly Default Server Rotations - Make it Happen!
Kyll - Guild leader of Your Part Time Guild on Wayfinder server.
-- Your Part Time Guild has over 750+ Guild Members!
I did not read all the pages so don't know if this was mentioned.
When you open up the large version of the map (M key by default), about 80+% of the time, left click actions stop working (interact with NPC, attack,etc.). If you move the map even a little those things start working again.
Its a minor annoyance but over thousands of times opening the map, if it's an easy-ish fix, seems worth doing.