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  1. #1
    Community Member
    Join Date
    Mar 2010
    Posts
    37

    Post Suggestions log

    I'm going to use this (until the new forums) for my suggestion running log.

    Races to add:

    Kobold (yes, myself and others still want to play one)
    Pixy
    Lizard person
    Fae-ri
    Satyr
    Avriel (sp?) (winged elf)
    Werewolf (human/elf/dwarf/gnome ? base - iconic) (could be added as an upgrade to wheloon or ravenloft) (could have a shift ability and raged while shifted, or some such and silver dr - standard stats for shape shifters should work)

    More sentient jewels -

    I would suggest upgrading the legendary chronoscope raid artefacts to reflect epic levels and add in some jewels geared towards said raid as potential rewards for it. That raid needs some tlc for epic levels. A nell gan jewel, Remus (? the tiefling), Aritrakos (sp?) as potential jewels.

    Jewels potentially from the shadows of the underdark and faerun quests - Drow, Elminster, Mistra's avatar, Lolth, etc. These would be a neat addition. (on legendary or epic levels of course naturally or turn in rewards for saga's)

    Jewels specific to each house in storm reach, could possibly added to their patron vendors?


    Guild stuff -
    We have air ships, but a guild hall would be nice as well. Some sort of building or hq that a guild could earn or buy and decorate would be very nice.
    Could use the same room designs as the air ship so far as hook points, and even add new ones. These could function the same as the air ship, but allow for visitors? Maybe allow for a shop like the pawns where guilds could pass on x amount of items to the vendor to sell to visitors and maybe earn the guild money. Or allow guilds to set up dungeons in the guild halls for would be challengers - could even make it a seasonal contest thing with a leader board. This could allow for the hiring of npcs to guard said dungeons and for players/guilds to express their creativity. Basically it would be a small area and interior that could be upgraded and customized for guild use or to allow challenges for visitors. Pve only of course. This could be expanded on, as it has lots of potential.

    Guild symbols (air ship flags? etc) A tabard cosmetic or cloak or some such. Customizable of course.

    Quests and areas and expansions: (Yeah, I know these are very time and money intensive to make)

    More raventloft stuff would be amazing, ie. the adam one and more
    Dragon lance since we have planes travel - war of the lance era is pretty iconic (this would be amazing if done right)
    more faerun areas like baldurs gate and the sword coast, icewind dale, etc. etc. There is a huge amount of content that can be used from torril and such.
    City of doors and plane scape areas?
    Elemental planes visiting and quests (small adventure packs with 3-5 quests in each plane with loot geared towards that specific plane)
    Ruins of myth dranor


    Opinons:

    I thoroughly disliked the city of sharn, just my opinion.
    I didn't find the isle of dread particularly dreadful. . .and there are some areas in dungeons which have texture issues and look like they were done hastily and not polished up. The gargoyle one has some visual glitches for example.
    The faewild looks more like candy land rather than the haunting place it should be


    Bugs -

    Sunken sewer - elite rated for level 4 cr - traps are doing 45-65 dmg and killing in one hit, dc's are overly high as well

    Invitation to dinner - normal - Helga Ruvak's conversation still bugs out some times and won't progress if you have already talked to the raven girl upstairs

    Quest doors some times won't light up or stay lit up after completion

    Clan tunnel worm door doesn't light up for quest in sewers - vem's trail door

    Traps in quests under level 5 when done on elite often kill in on one shot doing over 100 points of dmg. These are not rated correctly with the cr listing.

    Braziers in the slave lords dungeons can only be broken with melee still. . .or something like a fire ball

    The end door in the loth raid will stay stuck if you kill loth first some times before killing the portal keepers, essentially making the raid incompletable.

    Mobs in the isle of dread take no dmg from a distance, meaning you have to get with in hugging range for them to activate more often than not. This is very dumb and makes being ranged useless and a waste of sp or ammo - please fix this so players don't see a bunch of 0's rolling over mobs heads when trying to deal with slayers in the isle of dread wilds.


    That's all for now, I'll update as needed.
    Last edited by calouscaine; 04-26-2023 at 10:22 AM. Reason: update

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