Find another use for Collapsed Portable holes.
You only need one per life and I have a stack of them. Perhaps we could trade them in for Purified Eberron Shards.
Find another use for Collapsed Portable holes.
You only need one per life and I have a stack of them. Perhaps we could trade them in for Purified Eberron Shards.
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Sarlona Server - Blime | Darkgeddy | Youburn | Lakeside
Past Leader of The Wulfepack - "If you call one wulfe, you invite the Pack"
Visit http://thewulfepack.shivtr.com/
Using the TR Cache is a real pain...
Make Reincarnation Cache searchable or sorted by Min. Level - You're updating character bank per Sev's letter anyway. The biggest pain for me to TR is finding the items I need at each level after each TR.
A button to empty the Reincarnation Cache. Or at least move/push blocks of X (20/40/XX?) into backpack. Almost as big a pain as finding items is emptying it before a Reincarnation.
Currently, when you enter a wilderness area or mission and set it to public or manually create the public LFM after you are in, the default level range listed is always 1 level higher than what is needed to get the bravery bonus. This means that you have to manually lower the level range by 1 every time you post an LFM if you want to ensure that you get the bravery bonus for the mission.
Please change the default maximum level so it is the same as the maximum level allowed for the bravery bonus. A good default minimum would probably be the maximum bravery bonus level minus 3.
Last edited by LT218; 09-20-2016 at 11:47 AM.
Memnir's One Thing:
Please stop over-using Kobolds. Really. We get it. Y'all Devs love you some Kobolds. But maybe think about using Orcs from time to time when the first instinct would be to go with Kobolds. Or maybe finally create Goblins, and perhaps retrofit some of the older quests with them to help ease up on the Kobold Fatigue. Ordinarily, I'd shy away from speaking for others - but I think the 11th Anniversary Poll up here someplace has shown that a lot of players are really tired of the over reliance on Kobolds. DDO, as a game, has long since reached Peak Kobold, and it's time to start using another monster instead. The Dungeons and Dragons bestiary is rich and varied... please expand on our combatant variance.
Give Kobolds a rest. They've earned it. And frankly, if zero quests from this point forward contained Kobolds - we'd still have too many.
Please have the game auto assume we are disabling/unlocking the closest trap/door unless another is targeted, some doors are way to much of a challenge just to get unlocked.
Put a second beholder in the quest Slavers of the Shrieking Mines. The quest has an optional objective to Defeat the Beholders, but one of the two required beholders never appears.
With the new changes coming to character inventory (YAY!) I have changed my ONE request...
Please bundle and release the UI file pack so the playerbase can create UI skins. You have a dev already in the the files you know what they are... the skin process still works! Let us get back involved a little with all of your updates and help us make DDO a mo betta place on our end!
https://www.ddo.com/forums/showthrea...w-Skin-for-DDO
Last edited by Zzevel; 09-20-2016 at 12:11 PM.
Wait, can you hear it? Is it? The worlds smallest vio..nah... nevermind... it can't be, its too small..
Fix the challenge objectives for Kobold Island challenges so that they can physically be completed and 5-starred (sustained shard production rates + 'kill 5 orthon lieutenants'...could include Devils in the latter count).
Last edited by alancarp; 09-20-2016 at 12:37 PM.
And by "jump lag", I mean the circumstances where:
1. You jump (*especially* out of water)
2. You see yourself jump briefly
3. You get teleported back down to the ground/water
4. You get teleported back up into the air (where you should have been all along)
It appears to be a client-prediction and/or client-server sync/latency issue: Where the server sends a player position update to the client (which it applies, grounding you, despite knowing a jump was made) before the client's jump command has arrived at, and been processed by, the server.
I don't know how common this is in general, but I play from Europe with ~150 ping, and for me this happens *all the time*.
This is probably my primary cause of failure and frustration in otherwise great quests which have jumping sections.
Something that should be simple....
Please split Item deconstruction alter into 2 separate alters Disjunction and dissolving.
The current interface is slugginsh and prone to not recognizing items placed having to reclick and reinput items to be dissolved.
I propose a simple interface solution using 2 separate side by side interface alters.
1 that disjuncts items only
and
1 that dissolves items only.
Hopefully this will pave a way for mass dissolving to be easier to implement as well..
Last edited by JOTMON; 09-20-2016 at 12:14 PM.
Argo: Degenerate Matter - 200
Jotmon (HC 34/45 , RC 42/42 , IC 12/21 , EC 51/51 , RP 116/158)
Jotlock (HC 38/45 , RC 25/42 , IC 15/21 , EC 51/51 , RP 75/158)
Whatthetruck (HC 38/45 , RC 42/42 , IC 15/21 , EC 51/51 , RP 111/158)
I'd like craftable stinking cloud traps for my rogue, because making enemies start chundering amuses me.
I used to be with it, but then they changed what it was, now what's it is weird and scary to me.
My 2p.
Currently there is no way for an officer or guild leader to see the contribution made by any individual to the guild. All the display shows is when the character was last on. It would be very useful if two extra columns were added to the display as follows;
1) The amount of renown earned for the Guild by a given Character.
2) A Guild ACCOUNT member number so it is clear which characters are Alts of each other. That way inactive alts of active players are not booted in error.
Thanks.
Put me on a highway and show me a sign...
have the cannith challenge trade display proper lvls, atm its
trader name (4-7)
trader name (8-11)
trader name (12-15)
trader name (16-19)
trader name (20)
this is annoying me to no end, it was already annoying me when ya changed the min lvl of accessories to 1 under, lvl 4-7 trade got lvl 3 and 4 items while lvl (8-11) got lvl 7-8
I get it was set like that cuz of craftable, but now these item lvls are set in stone.
I know its not affecting the game in any ways, I'm just annoyed about details like that
I come from the west. Through countries, peoples, and cities - to this place: STORMREACH.
My duty: Guardian. To mend and defend. To defend my newfound friends, their hopes, and dreams. To defend them from their enemies.
The saving throws for these spells are both broken when cast by mobs.
Lightning spheres as cast by mobs such Artis in Cannith quests or the casters in epic Fleshmaker are supposed to give a Fort save to avoid the daze effect but do not. It stopped allowing a save after the release of MotU.
http://ddowiki.com/page/Lightning_Sphere
Cyclonic Blast as cast by mobs such as tharaak hounds should be evadable but are not even on a successful Reflex save. This has been broken since the fix to the "double save" that this spell used to have.
http://ddowiki.com/page/Cyclonic_Blast
top tier of elven racial tree: +3 hit & dmg, longswords (Aerenal; Elven Weapon Training IV, costs 17 AP) gain crit multiplier. Same with drow on shortswords (Xen'drik weapon training IV, costs 17 AP). Compare this to gnome tree and use that as a template but not the crit range--buff the multiplier.
This is not OP--just aids flavor builds/lore & makes named items more interesting. One could do a pure melee favored soul, for example, or resurrect WSS monks (although I am sure the new monk revamp will be buffing weaponized monks). Since the weapon is native to the race, make it so someone who invests heavily into the racial tree powers it up heavily like you did with gnome and even halfling. Essentially, they make them like Khopeshes.
Last edited by Saekee; 09-20-2016 at 12:53 PM.
Silver Flame pots.
Current: Silver Flame Lesser Healing Potion, Heals 100 HP, -10 Ability scores (except Constitution), -4 to all saves (total -9: -5 from ability score, -4 from saves)
Change: Silver Flame Lesser Healing Potion, Heals 200 HP, no penalty, stacks to 100
Current: Silver Flame Healing Potion, Heals 250 HP, 50% slow, -10 Ability scores (except Constitution), -4 to all saves (total -9: -5 from ability score, -4 from saves)
Change: Silver Flame Healing Potion, Heals 500 HP, 50% slow, -10 Ability scores (except Constitution), -4 to all saves (total -9: -5 from ability score, -4 from saves), stacks to 100
Making these changes would make them worth considering. As they are, I feel most players do not bother with them. You could also increase the cost in plat for them.
Last edited by Bolo_Grubb; 09-20-2016 at 01:19 PM.
Kill'em all and let their favorite deity sort'em out
BoloGrubb / DJGrubb / Gijo
Proud member of the HighLords of Malkier
It would be nice to see what difficulty we have completed on a given quest instead of just the highest difficulty. This would allow us to go through the Adventure Compendium and see what quests we can run on a lower difficulty for first time bonus.
Maybe use a set of crystals that light up as you complete that difficulty.
Might not be much of an issue now with so many more quests out there to run but I always thought this would be nice to see.
Luck is what happens when preparation meets opportunity. -Seneca the ElderIryklaunavan, Karaskkesir, Desideratum, Gregorii, Jhasmyne, VisUbique eo, invenio me esse ducem hominium.
Fire sound effect of all crossbows.
They hurts me little ears. Consider changing it to something more quiet, yet still distinct. Something similar to the fire sound of a bow?
Last edited by Ryethielnas; 09-20-2016 at 12:42 PM. Reason: Typo(s)
||| Ghallanda - Ryethieldus |||
Please improve this feature or remove it completely.
Too many times I've seen someone get lost or carelessly zurg ahead, aggro too much, die and leave a huge mess for everyone else to clean up while they complain about not getting rezzed. Newer quests have numerous monsters, so much so that a double pull of groups of them can lead to an immediate red dungeon alert.
I don't mind a challenge, and if instant red dungeon alert is the intention to create difficulty, I'm sure there can be another way to achieve it. Please don't make the game needlessly difficult for the rest of us if others choose to act foolishly or just happen to get turned around and get themselves in trouble.
Chickenplucker, Argo
No.