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View Full Version : A few suggestions


Ruaali
09-22-2010, 05:31 PM
1. Item Binding - Bind on pickup. Bind on equip. Bind on craft. Bind on receipt from quest. Bind, bind bind. It's ridiculous. Until you actually equip something, you should be free to trade it if you choose to do so. Getting a piece of a set that you know a friend could really use, but having to NPC it just because it bound to you when you picked it up is really pretty lame. As far as materials and potions go, there's absolutely no reason why they should be bound.

2. Crafting - If you want to have one of the nice lv40+ sets from various (semi)rare recipe drops, you've got to craft each and every piece of it yourself since, as mentioned above, every piece binds upon crafting. It wouldn't be quite so bad if, say, a character could learn a production life skill that specialised in crafting mage armour or heavy armour and would thus be able to craft all 4-5(+?) pieces of the set. Instead, however, we have to pay 10g per manual to learn each crafting skill after our first two freebies. Ridiculous. Cheaper manuals? Consolidated craft skills? The ability to trade crafted set items? So many possibilities.

3. Guild Instance - A well balanced party dynamic is generally one where the support characters keep everyone else alive while they kill things and receive exp in return through the party sharing system. Sadly, such is not the case in the guild instance where I'm forced to choose between keeping my team alive or feebly hitting something to try to gain a little exp. Why should I have to make that choice? I shouldn't. Also, it'd be nice if DE banners worked for the entire raid team and not just the party the DE is in. Not necessarily suggesting the banner effect should stack, just that groups without a DE be able to receive the effect. Other party buffs should expand to the entire raid team as well.

4. MP - The mp cost of skills v. the rate of mp regen is horrible. All classes that have mp suffer a crippling dependency on mp potions. Reduce mp costs, adjust the regen formula, or even both. Again, there are so many possible ways this could be resolved.

5. Injury - It's so prohibitively expensive to heal, yet entirely inevitable. Cheaper healing? More prayer sites? Reduced (removed?) injury? I'd honestly prefer an exp penalty on death than such a ridiculous waste of time, energy, and resources called injury.

6. Quest Log - Expand it so we can take more quests at once?

7. Chat Box - Tabs instead of multiple new windows that can't be adequately resized.

8. UI - As has been mentioned in other places, the UI is quite large and an option to adjust the size would be great.

9. Resurrection - Summoners and Revenants are both able to res in combat with minimal cooldown (5min max for MS), yet Enchanters (the dedicated healing/support class) have a 20min CD on Samsara. Is it really necessary to have a 20min CD for an in-combat res? I think not.

10. Combat Mode - What's the deal with being "in-combat," anyway? If someone in your party that isn't necessarily even close to you gets aggroed or hits something, everyone else is "in-combat," too? It'd be a bit nicer if combat mode was only applied once you actually joined the battle and hit something or got hit with the combat state expiring after a fixed period of time of not attacking/being attacked. (See Perfect World)

11. Durability - Armour durability should decrease when taking damage, not when attacking.

12. Jades - Limited npc stock with a ridiculous restock timer coupled with a ridiculously high fail rate (even with primitive stones) makes for a horrible upgrading experience for higher level talismans. They're already expensive, there's no need for a ridiculous restock timer to make them even harder for normal players to get. Yet again with the unnecessary binding...it's horrible.

13. Chance Quests - Escorts move incredibly slow. Couldn't they be made to run a little more often? Or even just a speed boost on roads?

14. Vigor - Since DE skills restore vigor and our job is obviously to try to keep up with vigor as well as hp, it'd be really nice if we could see everyone else's vigor bar and not just our own.

15. Teleport - Auto-dismount when trying to teleport while mounted instead of "Cannot teleport while riding"...that's just lazy coding.

16. Devil Tower - Getting disconnected while in Devil Tower should not mean an auto-kick with no ability to re-enter the instance. As long as a player has lives left, there should be an option to rejoin their party member inside the instance.

Possibly more things to come when I think of them.

Aeze
09-22-2010, 06:39 PM
Bind is incredibly important to the game. For bind on pickup, characters who are much higher level would be able to do instances non-stop and sell items to people, thus creating a long list of people who have teh best gear in teh game, without every setting foot in a instance.

Bind on craft is equally important. If orange items were not bound, they would quickly ruin all instances in the game. Learning multiple crafts is to discourage people from being able to create gear sets in excess. The items are incredibly powerful. For example level 40 gear is comparable to level 60 greens. The level 60 Oranges are by far the best gear in the game currently.

Guild instance is not for you to level in. Its there to increase the guild development level as well as drops. Experience is just a bonus.

MP costs are preportionate to the amount of damage they do. There are many ways to increase MP regen, to as much as 1200 MP regen per minute from just bagua stones.

Injury is important aspect of all PvE and PvP. If injury did not exist, people could just continue to charge bosses and people until they are killed. Injury adds strats to the game.

Do you really need more then 20(25?) quests at any given time? lol

Ruaali
09-22-2010, 09:12 PM
As you just pointed out, the best gear in the game is crafted, not obtained directly from instances, so people can already obtain it without having to ever set foot in an instance. If they don't want to do instances, it's their prerogative since they can just go buy the recipes and mats.

The point of the instance may not be the exp, but it helps to make up for the injury so it doesn't feel like a total loss. Be fair to everyone, or take it out.

Compare mp costs here to any other game...you get way less bang for your buck here than elsewhere.

Considering most things will full heal if you look at them wrong, it's really kind've a waste of time to keep running into something you know is going to kill you.

Yes, maybe I do need more than 20-25 quests at a time. Levelling is rather fast and it's quite easy to outlevel questlines. I'd rather be able to pick them up and do them when I can than miss them completely.

Kamikaze Squirrel
09-22-2010, 09:29 PM
You are also missing the point on the bind on crafting is you Buy the recepies without knowing what class they are for and the higher lvl stuff is all the same cost to buy the reciepies so if they are going to bind as you make them you run into alot of missed time to get the gold to buy the recepies only to find that your class doesn't use that one.

Aeze
09-22-2010, 09:43 PM
As you just pointed out, the best gear in the game is crafted, not obtained directly from instances, so people can already obtain it without having to ever set foot in an instance. If they don't want to do instances, it's their prerogative since they can just go buy the recipes and mats.

The point of the instance may not be the exp, but it helps to make up for the injury so it doesn't feel like a total loss. Be fair to everyone, or take it out.

Compare mp costs here to any other game...you get way less bang for your buck here than elsewhere.

Considering most things will full heal if you look at them wrong, it's really kind've a waste of time to keep running into something you know is going to kill you.

Yes, maybe I do need more than 20-25 quests at a time. Levelling is rather fast and it's quite easy to outlevel questlines. I'd rather be able to pick them up and do them when I can than miss them completely.

Do you not have a firm grasp on what it takes to get level 7 crafting in ONE profession? You are talking about weeks of farming and crafting. Do that x5? Anyone who is willing to do that for themselves is far more motivated then I am.

Nothing full heals in Guild instance. They have natural regen, which is not alot considering most mobs have 40HP.



And in every other game you can only use potions once per combat ( wow ), or every 2 minutes ( most every other game ). Taking 1 second to gulp down 1250 mana seems pretty good to me.

If you think leveling is rather fast wait until you are 55+. I get more EXP in a single day then you got from 1-50 and its still not enough :-P

@Kamikaze Squirell: Every recipe in the game has requirement printed on them.

Ruaali
09-22-2010, 10:50 PM
9. Crafting requirements are ridiculous.

Wasn't talking about things healing in the guild instance, just everywhere else.

Ragnarok, Perfect World, Ether Saga, Dream of Mirror Online. None of these games rely so heavily on mp potions. Potions are there as a supplement to a character's regen, not as the basis of their mana pool.

Kamikaze Squirrel
09-23-2010, 12:13 AM
Aeze im not talking about instance recipies eather, dude, as clearly you are and Yes I would consider the ones you buy for Devil Marks and 10 points included as an instance drop recipe since you need to go outside your normal life skill trainer to find them. Also most of these Recipies YOU DON'T NEED TO BUY you can GET FREE by killing stuff.

Requirement for the lvl crafting, the materials needed and the lvl needed to equipt not what class uses them. For example goto the belt maker and tell me what Class uses the General belts and what one uses the Devil Instance belt. You will need to buy them to find out that they are; 1 bind on pickup= You make it only YOU can use it, and 2 good different classes the Tiger Fur and Vermeil are good for fighters and the Runic Mark is a caster belt. The Devil Instance belt is for Spiritualits and also BIND ON PICKUP aka bind on make.
You will see that the pants,clothes, hat, boots each have the same catigories but that doesn't mean that thier general equiptment and thier Devil Instance item is the same.

Another great example is goto the Jeweler and read the different recepies you can learn from them not a single one tells you the stats nor if any are bind on equipt or bind on pick up. Having found out that i can buy the other armor recipies and have the item bind to me on making them it would make me mad as **** if i spent 34gold on the higher end jewelery recipies only to find out that I couldn't use half of them because they don't do me any good. Ohhh now I have bought 6 recipies that give me more spirit and the items are all bound on making them. I will be the Happiest Guardian EVER.

Yes they do break some of the different armors into groups that they are ment for but as i have stated not all and NOT A SINGLE RECIPE from the TRAINERS tells you if the item you make is going to be BIND ON PICKUP. So if your going to try to make armor to help out your friends and end up buying a recipe that makes bind on pickup instead of bind on equipt you have wasted alot of time, effort and non refundable gold for something that might not be of use to you and since only you can use that item, totally useless to the ones you were trying to help.

I am also baffled as to what point you were trying to make agianst crafting vs instance running when you yourself admit that the best gear comes from crafting so HOW can crafting ruin running instances if you already make the best stuff regardless. You proved the point agianst bind on pickup for making materials with your statements. Since each piece of armor eventually wears out you need to make it repeatedly or run the same instance farming for the same piece. Expetially since you are limmited to the amout of times you can Run the instances.

Ruaali
10-04-2010, 07:39 PM
Updated 10-4 >.>;