Suggestion Quality of Life Updates

Discussion in 'General Archive' started by ClosedHelmet, Dec 28, 2014.

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  1. ClosedHelmet

    ClosedHelmet Forum Greenhorn

    A little about me
    I started playing this game sometime early November of this year. I had created my account and was playing at the time Bigpoint decided to give 2 weeks of free premium to all players as compensation for some technical issues they were having. I played for a good week before Patch R139 came out so I was able to experience how it was to identify items with Crystals of Truth. I ended up liking the perks of premium and that drove me to play and enjoy this game even more. While playing I did come to some shortcomings this game has and thought, “wouldn’t it be better if that particular featured worked like this?” When I’d play the game these kinds of thoughts kept popping up so I’ve decided to compile them together into one huge laundry list of ideas I’d like to see implemented into the game. Happy reading!​

    Additional Notes: I’ve only played the Dragonknight class thoroughly. So far I’ve familiarized myself with its strengths and sadly shortcomings of this class. If some ideas listed below sound biased towards Dragonknights well they probably are. Also some ideas here are ideas from other posters on the forums that I’ve liked and interpreted to my liking. If you the reader would like to discuss, support or lack thereof of any particular idea please refer to them as Idea #1, #2, #3, #35a, etc. So without further delay, I present to you my mad ramblings!​

    Glyphs & Upgrading
    1) Glyphx10 per andermant used to open gem slots should be added to the original melt value of an item (ex: opening a gem slot for my Spider-leg Axe costs 2400 andermants so the original melt value of the item increases by 24000 glyphs. So now the original melt value of my Spider-leg Axe will be 7350+24000=31350 glyphs) And to remove all confusion, the 24000 glyphs does not contribute towards upgrading the Spider-leg Axe.
    2) Be able to remove glyphs used to upgrade an item without the item being destroyed. Glyphs added on to the original melt value, such as glyphs added on from opening a gem slot, cannot be removed this way. (ex: I opened a gem slot on my Spider-leg Axe making the original melt value equal 31350 glyphs. Now I decided to upgrade my Spider-leg Axe by one level which would cost me 12846 glyphs. Now I’ve decided I want to remove the glyphs from my axe but still want to keep it. I would only be able to remove the 12846 glyphs I used to level it up)
    3) The method for removing glyphs used to upgrade an item should be through the upgrade interface. One would be able to press the (-) minus sign to remove upgrades to the item. This is obvious but I’ll state it anyways; the lowest one can remove upgraded levels is to the items’ required level. (ex: I get a belt level 26 as a drop from a skeleton. The belt requires level 26 to wield. I then upgraded my level 26 belt to level 30 with glyphs. Now I decided I want to put the glyphs into something else and still keep the belt so the most levels I can remove are 4)
    4) I’d like to see the final stats of my weapon when I’m in the upgrade interface. By that I mean if I am upgrading my weapon that has an enchantment of increase weapon damage by x%, I want to see the final DPS of the weapon with the increased stats. For example, I have a weapon that does 10-20 base damage and does 1.00 attacks per second. This weapon also has an enchantment of 10% increased weapon damage. As is, the Damage per second is 16.5 for this weapon. Now what I’d like to see is that if I go to upgrade my weapon and want to upgrade it by 10 levels I’d like to see what the final DPS is going to be with the additional damage from leveling while still in the upgrade interface. Let’s pretend the 10 upgrades raise the minimum damage to 20 and the maximum to 40 as stated in the interface. The final DPS would then be 33 damage per second. This information should be stated somewhere within the upgrade interface. Also it would be even more useful if it takes into account the gems that are already on the weapon for example having a +10 damage ruby on my weapon. The final DPS stated on the interface would then be 44 damage per second.​

    Loot & Inventory
    5) Since identifying gear and weapons with “Crystals of Truth” is a thing of the past, so should unidentified dropped items. All dropped gear and weapons should come pre-identified to save the hassle of doing it ourselves
    6) Collecting items from the floor should fill up a stack before using up another inventory slot (ex: I am using green essence to kill mobs. I have a stack of 9998 blue essence in my inventory and get a drop of 208 more on the floor. When picking them up, the 9998 stack should be filled to 9999 then the new stack of 207 blue essence would take up a new inventory space)
    7) Stacks should go up to x999 for all items (except essence obviously)
    8) Add a loot beam for unique drops (just like the mysterious cubes or the flashing lights when one levels up) along with a little jingle to let the player know there’s been a rare drop
    9) Make the green background for identified improved items as dark as the green on the background of essence. The current shade of green is so pale I constantly mistake improved items as whites.
    10) Dropped items should be colored by their rarity. (ex: A skeleton dropped an improved belt so it should look like a green belt on the ground) Much like how the essences are easily distinguishable since they show their color on the ground.
    11) When double clicking essence from the equipped slot into the inventory, essence should go to an unfinished stack and not create a new one
    12) Items on the ground should be more easily seeable through all the terrain (ex: a ring that drops behind a rock/tree/structure can be easily missed if the player doesn’t press ‘Command Mode’. Even grass causes problems.)​

    Interface & Features
    13) Mouse-over pop ups should be made smaller (comparing items/item info)
    14) Add a music volume specifically for pets and (epic) mounts and also one for sounds other players can make (emotes, and teleportation sounds for example)
    15) The list of player names in the same town/area as one should update automatically to any players entering or leaving
    16) Right click to store items into locker​

    Skill Bar & Quick Keys
    17) Have an option to lock the skill bar so accidental dragging and destroying skills doesn’t happen. Ditto for inventory.
    18) Allow mounts on the skill bar
    19) I’d like to be able to have the left mouse button empty from any skills. Remove the default “Rage Attack” from the left mouse button. This allows for attack free movement when traversing through crowds of monsters or when trying to pick up loot. (If you don’t understand what I mean by default “Rage Attack” then drag and destroy whatever skill you have on your left mouse button and “Rage Attack” will automatically default no matter how many times you try to remove it)
    20) ‘Command Mode’ and ‘Stationary Mode’ keys should be changeable (ex: instead of holding ‘ctrl’ to view items on the ground, one could change it to any key they desire such as ‘G’)
    21) Allow spacebar to be used as a quick key (ex: spacebar can be used in place of ‘tab’ for swapping the secondary skill)
    22) Give teleportation an activation button (ex: pressing ‘V’ activates teleportation)​

    Premium
    23) Premium lost the privilege to identify up to extraordinary for free so in compensation crafting up to extraordinary should be free using the workbench or at least have a discount
    24) Let Mysterious Cubes drop from monsters up to -5 levels of the character’s level​

    Enchantments
    25) Separate the offensive and defensive enchantments from the quiver/shield equivalent for all classes (ex: shields can only get defensive enchants while quiver equivalent items can only receive offensive enchants) Read Idea #35 for a Dragonknight’s quiver equivalent​

    Useful Additions & Alterations
    26) No essence should be used if an attack doesn’t land (exception are skills that creates an entity that does damage for you such as dragon’s fury, guardian, singularity, thicket of thorns, wolf pack/wooded wraith, tactical turret, mechanical turret, and machine gun turret)
    27) Add an interface that saves all costumes and emotes so they no longer clutter inventory spaces
    28) Allow unique bosses to have a chance to drop up to Essence of War in small quantities like snow essence from snowmen (x2, x5, x10, x20, x50, x100) x2 being the most common on the drop table while x100 being the rarest
    29) Have days when crafting items on the workbench is 25% off
    30) “Charge” should have the stunning effect without the need of the level 25 talent. The option between the level 25 talents should be choosing which skill (“Charge” or “Ground-breaker”) one would like to use without consuming rage points.
    31) Add a Training Area with dummies that we can attack to test our characters’ strength. Also allow the dummies to have settings that we can adjust (ex: changing the block rate/block amount/all resistance/physical resistance of the dummy anywhere from 0-80%). Also the amount of health it has, damage it can inflict, and level should be customizable as well. This instance should be considered a ‘safe area’ in which case if a person dies while fighting a dummy, they would immediately be resurrected at the entrance at no penalty to armor durability/cost of revival.
    32) Give us more freedom on the customization of our characters. I’d like to be able to pick and choose which parts (torso/boots/helm/pauldrons/gloves/capes) I like from different costumes. Having an interface specifically for costumes (Idea #27) would let us select and activate different parts at the same time to give our character a truly unique look (such as having Crown of the Victorious activated along with Gladiator’s Decorative Armor’s pauldrons and the Warrior of Truth’s torso, boots, and gloves all at the same time).
    33) It would be nice to be able to put defensive gems on the right image of a 2h
    34) Why can’t mounts jump? Sometimes all I want to do is rush to the boss and on the way there I get pinned by mobs. If my mount could jump using a key then it’d take a lot of frustration out of the picture.​

    Dual-Wield
    35) Rangers have quivers and bucklers, Spellweavers have books and orbs, and Dragonknights have ??? and shields. Add an offensive equivalent to a book and quiver for the Dragonknight class. It could be something such as an off-hand sword that gives high critical hit value and low damage as default with possible enchants such as critical damage%, damage, increase weapon speed %, and critical hit value
    a) Off-hand weapons will have no attacks per second and behave just like quivers and books.
    b) Damage enchantments for an off-hand will be ½ of what a main-hand can get; also off-hands cannot get increased weapon damage enchantments.
    c) Attack Speed of dual-wield is based off the main-hand speed and anything that affects it such as gems, set effects, and gear enchantments.
    d) Knowledge Level doesn’t apply to off-hand weapons
    e) Just like the other classes, offensive gems cannot be put inside these off-hand swords
    f) Dual-wield will only have roughly ¾ the damage of an actual 2h but with the advantage of having much higher critical hit value.
    g) Off-hands will give pure damage (such as a ruby) rather than having minimum to maximum damages
    h) Base Damage and Base Critical hit value for an off-hand will be based off of a main-hand white sword of the same level. The Base Damage of an off-hand will be this equation (min+max)/3 = Base Damage (the ‘min’ and ‘max’ numbers will come from a main-hand white sword if you haven’t caught on yet). The Base Critical hit value equation will be[(min+max)/3]*15 = Base Critical hit value
    i) Additionally, if my off-hand has damage enchantment(s) then the equation will be [(Sum of Damage enchantment*2)+(min+max)]/3 = Total Damage
    j) Duel-wielding swords will share the level 30 talent for Dragonknight ‘Two-Handed Master’ raising the damage dealt with dual wield by 40% (imagine having an additional +40% increased weapon damage enchants on the main and off-hand weapon. This +40% increased weapon damage will not be included in the calculations for Base Critical hit value of the off-hand. So say an off-hand sword level 10 with a +2 damage enchantment will have [(2*2)+(9+13)]/3 = 8.66 Total Damage and have [(9+13)/3]*15 = 109.95 Base Critical hit value. The +40% increased weapon damage will only affect the 8.66 Total Damage. The damage will now be (8.66*0.4)+8.66 = 12.12 Damage. The Base Critical hit value will stay at 109.95)
    k) The damage from an off-hand weapon is completely independent from the main-hand. Say I have a main-hand with +10% increased weapon damage; that enchantment will not increase the damage from my off-hand. Just like having a damage enchantment on my belt of say +7, the increased weapon damage enchantment on my main-hand weapon doesn’t affect my belt.
    l) Set effects that would affect 2h weapons would also affect dual-wield
    m) For all intents and purposes dual-wield is a reskinned 2h. When attacking once using dual-wield, damage will only be dealt once. This is not to be confused with hitting with the main-hand and doing damage, then hitting with the off-hand and doing damage. Remember Idea #34a? The off-hand is equivalent to a quiver. You don’t see rangers damaging monsters with their bow then smacking them with the quiver now do you? Instead, the damage from both main and off-hand, along with other gear, will be added together to give the final sum of damage to be dealt.​

    Additional Notes
    : The reason the Base Critical hit value is the way it is for Dragonknight off-hands is so that it does not exceed the values from a Ranger’s or Spellweaver’s quiver and book respectively. Also I’ve tried to keep the Base Critical hit value somewhat on par with a Steam Mechanicus’ wrench. It would be up to the Dev’s to decide whether a mace/sword/axe would be used to calculate base stats on the off-hand. It is also entirely up to them to use a similar formula or to even use a formula to calculate the base stats of an off-hand weapon if they decide to even make this into a reality.

    Distance Mode
    36) Add a ‘mode’ similar to ‘Stationary mode’ in which the character runs to the maximum distance it can be to the target and still hit it. For example, I have “Rageful Swing” on my right click so when I simply press the right mouse button my character stays stationary and swings. With this new ‘mode,’ let’s call it ‘Distance Mode,’ I can right click to use “Rageful Swing” while holding the ‘Distance Mode’ key my character would run up to the target I have my mouse cursor over and swing at it at from “Rageful Swing’s” max range. At that point I can stop pressing the ‘Distance Mode’ key since right clicking keeps my character stationary. The only difference with using “Rageful Swing” on my left click is that I’d have to keep holding ‘Distance/Stationary mode’ since the character runs up face to face to the target using the left mouse button.
    a) How it works: ‘Distance Mode’ only triggers when the mouse is directly over a target in combination with a skill.
    b) Holding the ‘Distance Mode’ key while left/right clicking a target would move the character toward the skills’ maximum distance that it can do damage. For skills on the keyboard one would have to have their mouse cursor over their target then press a skill (via keyboard) while holding ‘Distance Mode.’
    c) After triggering ‘Distance Mode’it will also act as ‘Stationary Mode’ after the character gets to its destination and the player decides to keep holding it. If the player wants to be max distance away again then they’d have to release ‘Distance Mode’ (since it’s acting as ‘Stationary Mode’ now) and trigger it again using another skill.
    d) Triggering ‘Distance Mode’ with a skill will move the player to the max distance of the target when the skill was activated. This means if I hold the ‘Distance Mode’ key and right click to use “Rageful Swing” my character would run up to the target and swing. If the target moved location from the time I right clicked “Rageful Swing” and the time my character gets there, I will miss entirely. Imagine trying to hit a person with a water balloon. If the person moves before the water balloon reaches them, then you’d have missed your target. If a Dragonknight wants to cancel an attack mid-run, all they’d have to do is click away.
    e) ‘Distance Mode’ will have no effect on skills that create an entity (see Idea #26 to see a list. In addition to those, Oil Slick, Dwarf-in-the-Box, Hunting Traps, Banner of War, Mind Control will be included). Also skills that create status effects on the caster such as Dragon Hide, Furious Battle Cry, Adrenalin, Steam Conductor, and Iron Dwarf. So thus, ‘Distance Mode’ cannot be triggered using those skills.
    f) If a mob/boss moves closer to the player while holding ‘Distance Mode,’ the player won’t move backwards to keep the gap (see Idea #35c). The player would have to readjust themselves then trigger ‘Distance Mode’ to return to their max range. If that’s too complicated to understand imagine holding out a stick of string cheese in front of you. You want to be at string cheese’s length (aka max range) from yourself and the refrigerator. Now the end of the string cheese is now touching the refrigerator. You are now at max range. Now let’s say the refrigerator moves towards you (for whatever reason). The string cheese bends, leaving you at the same position and the refrigerator that much closer. If one wants to keep the gap, they’d have to move back, trigger ‘Distance Mode’ with a skill and they’d be once again situated at cheese stick’s length.
    g) Reasons why this should be implemented: This is useful for Spellweavers and Rangers so they can keep their distance while the Dragonknight tanks the boss/mobs. For Dragonknights this function would help keep a gap between themselves and the boss. This gives Dragonknights a bit more of a reaction time in order to avoid big hits from bosses.
    h) One can already do this manually. A player can simply move in range of their target where the player’s attack just makes contact and then hold the ‘Stationary mode’ key. With ‘Distance Mode’ this takes away the guessing and is more user friendly
    i) Reasons why this isn’t ‘OP’: Read Idea #35a,d. In pvp, opponents are moving constantly, making ‘Distance Mode’ ineffective so any advantages ‘Distance Mode’ may give in pvp stop there. If even with that it still sounds ‘OP’ for some then ’Distance Mode’ will just be disabled for any kind of pvp
    j) Using a skill like “Smash” would bring the player close enough to the target to do damage at its max distance. Since “Smash” does its full damage when hitting the target directly and only partial damage to surrounding enemies, using ‘Distance Mode’ with “Smash” would be very ineffective (when it comes to the skill “Smash,” imagine a bulls eye where the outer ring is the max distance the attack can do damage and the center being direct contact. Using ‘Distance Mode’ would only get the player close enough to the target so the outer ring touches/hits the target doing only minimal damage). Dragonknights (and other classes for that matter) would have to decide whether to keep a gap between themselves and their target and do minimal damage or go up close and personal to unleash their skill’s full strength.
    I hope you enjoyed reading these ideas and I look forward to reading all the responses!​
     
    Last edited: Dec 28, 2014
    Noriyull likes this.
  2. Duriastriker

    Duriastriker Forum Inhabitant

    Just read all of it. Few great ideas. My response, play a bit more to expirence more of the game, there all some alternatives to some ideas you posted. (may I add, i wrote this in the middle of mortis reason why i cant say much xD)
     
  3. ClosedHelmet

    ClosedHelmet Forum Greenhorn

    When you get the chance I'd like to read some of your opinions in this matter :)
     
  4. _Baragain_

    _Baragain_ Living Forum Legend

    I just glanced at all of it... I think reading that wall of text will have to wait till morning. That long of a post is not what I want to do when I'm half asleep and about to pass out.
     
  5. Axegrinder

    Axegrinder Forum Greenhorn

    Agree. Some very good, and very well thought out ideas here.
    I too would suggest that you play a bit more, and also maybe play the other classes some. Not necessarily to lvl 45, but enough to gain a bigger perspective of the game over all.
    I have 3 lvl 45 characters, DK, SW, and Ranger. (sorry SM fans, just could not get into this archetype)
    As I play DK as my primary character, I do like the idea of an off hand crit piece that would rival a quiver or book. This way I could keep the speed of my 1 h sword.. and boost my crit.
     
  6. ClosedHelmet

    ClosedHelmet Forum Greenhorn

    So far I have two DK's, one level 34 and the other 16 (I use the level 16 to boost knowledge on my main). I've made one of each other class on another server to test them out myself but havn't gone very far along with them. And yes through experience of gameplay I'll probably see the game in a different light. As of now these ideas are things that can better my gameplay and maybe in the future, after gaining more knowledge of the game, I'll change them to better suit my new perspective.

    As for my off-hand idea, I did the best that I could with the information that I had. It occured to me that there were no offensive off-hands for the Dragonknight besides the Sargon shield and the Shield of Slaughter. Hopefuly the Dev's see this and take inspiration towards making something similar.
     
    Axegrinder likes this.
  7. -Faeriequeen22-

    -Faeriequeen22- Forum Mogul

    Here are some really nice ideas, I like how much you can write :p You surely put a lot of thought in these, I hope they won't go unnoticed :oops:
     
    ClosedHelmet and Axegrinder like this.
  8. @ClosedHelmet : thank-you very much for putting in a tremendous effort into creating this impressive list of ideas. I've skimmed through and already included a few in this weeks' Weekly Report. Thanks for making my job just a touch easier :D
     
    ClosedHelmet likes this.
  9. ClosedHelmet

    ClosedHelmet Forum Greenhorn

    I'm just glad to see some of these ideas are being recognized and being brought to attention :D
     
  10. Noriyull

    Noriyull Forum Apprentice

    not bad ...but this is joke? right ??
    ...26) No essence should be used if an attack doesn’t land (exception are skills that creates an entity that does damage for you such as dragon’s fury, guardian, singularity, thicket of thorns, wolf pack/wooded wraith, tactical turret, mechanical turret, and machine gun turret)
    ... come on man really?? this sound like i shut at u whit ak-47 if i miss u i will not spend no ammo but if i hit u spend ammo rolf !!! but i like this lock skills in taskbar and i will like to see this + lock up on all qwick letters i rally hate "W" in pvp xd !
     
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