Unofficial "small problems/suggestions" thread

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soba

Dalayan Beginner
In an effort to consolidate some of the suggestion threads I'm opening a thread for suggestions and/or bugfixes that are deemed "easily fixable/changeable" by the public.Obviously we are not the staff and do not have access to the code or tools available to them so our idea of what would be "easily fixable/changeable" would be guesses but for the most part suggestions in this thread would be for minor changes.

Do not post suggestions in this thread that would have far reaching consequences, things that would require an inordinate amount of parsing to justify, this thread is primarily for things that would improve the game personally for you with a minimum of coding effort from the staff and would not effect balance within the game, for the most part "convenience" suggestions.

I'll start this off with my own suggestions:

1.A review of spell memorization and casting times, by this I mean the time it takes for a spell to load and be useable and the time it takes to start casting it, some examples would be, these are primarily examples from classes that I have some experience with:

Sha's Ferocity takes 30 seconds from the time the spell is memorized to the time you are able to start casting the spell, there is already a 2 minute time limit between the casting of pets, this limitation is redundant.

Availability of pet summoning spells for Beastlords takes 10 seconds from the time it is memorized to the time you are able to start casting, see above, this is a redundant limitation and there is no reason for it.

Other spell recast/cast times:

Summon:Bauble of Battle has a 6+ second recast time from the time it is previously cast, what is the reason for this recast time? This spell along with others like it is perhaps my favorite "poster boy" for unnecessarily long cast times/recast times in that the spell itself is not overpowering, you summon a 25% haste item to your target, how would lowering the recast and cast time on this along with other summoning spells affect the balance of the game? This change would only be a convenience change.

Spiritual Strength and other spells in the HP/ATK line for Beastlords:

These are all single target buffs that take 10 seconds to cast on each target this is a completely unnecessary limitation, either change the cast time on these buffs (the ones that come before Spiritual Vigor) or (my favored solution) make them a group buff.Again this is another example of a convenience change that does not affect the balance of the game.

Other misc suggestions:

Add "Spell Cantrips" for each spell category (Abjuration,Conjuration etc) for all casting classes, these are 0.5/1.0 second cast time, low mana, 0 sec recast spells (barring the universal recast time) spells that have no effect other than to be used to up skill levels in those categories.It makes sense for guilds to furnish their members with very easy to use spells to help their members to increase their spell casting skills in all categories and there are huge gaps for some classes, two easy examples being Ranger/Wizard for Conjuration and Necromancer for Evocation.

Training dummies:

These would be level 65 NPC's (scarecrow model fits the picture and is available in the global model files) that are average across the board (resists,AC, etc) that have a huge HP amount and the maximum amount of regen available so that they are unkillable and would not strike back. These would simply be used to increase peoples skill level in different categories (1hb,2hs, Archery etc), the addition of dummies to increase your defensive rating would also be nice, simply make them strike very fast for 1 damage each time, be permarooted and have no summoning.

These dummies would not only be extremely useful for their intended purpose but also for the purpose of parsing DPS for the general public when this sort of information is needed by the staff,as the staff has called for in a few threads, namely the Rogue/Ranger dps discrepancy threads.When you want this sort of information isn't it better to give your public the tools to investigate these claims in the most efficient and least time consuming way possible?

These suggestions are also easily mutable, if you want to provide a training dummy to the public to facilitate easy logging of defensive abilities simply make a scarecrow training dummy mob that hits with average accuracy/damage and also heals the player for the same amount of damage that it does.

For the training dummy suggestions I recommend placing them in a zone such as Plane of Valor, this fits in very well with the overall theme of the zone and Enthann's wish for his followers to improve their combat skills, it is also fairly hard to get to for the average newbie, they would have to earn the right to improve the skills they want by traveling to the zone without dying and the zone already has things of this nature such as the archery targets you can see being shot at by Enthann's followers.

These are simply suggestions that I believe are for the most part easy to implement by the staff and that would have an overall beneficial effect on SoD as a whole, eliminating unwanted annoyance and adding convenient things to the game, please add your own suggestions to this thread in the spirit of the examples that I posted.
 
first off I love most of your ideas, all thou your cantrip idea is nice I think raising your skills isn't supposed to be easy. One major flaw I see is this

soba said:
For the training dummy suggestions I recommend placing them in a zone such as Plane of Valor, this fits in very well with the overall theme of the zone and Enthann's wish for his followers to improve their combat skills, it is also fairly hard to get to for the average newbie, they would have to earn the right to improve the skills they want by traveling to the zone without dying and the zone already has things of this nature such as the archery targets you can see being shot at by Enthann's followers.
It can not be done in valor because there is a code in that zone to stop people from training mobs into the non trial areas if you arn't in a trial area and you have agro you are gonna get deathtouched. And agin I don't think raising your weapon skills is supposed to be easy.
 
I don't see why raising spell skills and/or weapon skills should be as hard as they currently are, which is why I think these ideas should be implemented.While perhaps the training dummies would need some tweaks made to them I see absolutely no problem with the cantrips, you are still actively AT your computer pushing the button to raise the skills, it simply gets rid of the need to raise these skills with spell lines, that for some classes, have ridiculously long cast times/recast times which are a holdover from the old EQ (god I hate that filter).I believe a person should have to put in the time to raise their skills but for many classes the time required to raise them with inefficiently designed spell lines is simply idiotic.

The idea to put them in Plane of Valor was simply an idea so that they would fit in with the lore of the zone, they could just as easily be put in at all the various class guilds and still fit in with the game world.Also as I said before the training dummies would provide an invaluable asset to the community with regards to parsing needed information when they make a thread that requires that type of information.The staff has many times dismissed or ignored an idea because of a lack of solid data, or requested additional logs/parses to make a more informed decision on a suggestion or complaint.I believe that providing the community with a place where such data can be collected more efficiently and with a lot less aggravation to the player base is a good thing, it will provide more incentive for the community to provide it.

I would just like to end this post by saying please don't let this thread simply turn into a debate about MY suggestions, I openly welcome debate about the suggestions I have made but make your own for god sake...that's a huge reason WHY I made this thread in the first place.Post your own suggestions that would (in your opinion) be relatively minor tweaks that would improve your enjoyment of the game.
 
Adding a whole new line of spells or hack-coded training dummies is not "small / easily implemented"...
 
Suggestion: Increase range of AoE mod rods from 50 to 100. I am guessing this was short in the past because you didn't want a "real" AoE hitting tons of people in a city zone, however now that it only hits raid/group its just an annoyance, which usually just results in 1 or 2 people missing mod rods. You could make the argument that those two people should just pay attention to where the mage is and stand closer but I dunno, I don't think increasing the range would be too unbalancing ;)
 
Agree on the mod rod range. Its easy enough to work around as is but ya...not unbalancing to add more oomph to the range.

The training dummy thing I like for the purpose of parsing, not the skill up thingy....and it would be just fun as hell to compare epeens with them swinging in the wind in game as opposed to staring at a parser.

It may not be easy to implement, I dont know, but personally I think it would create alot of interaction between players that normally wouldnt exist.

Maybe if its supported by in game mechanics we can actually get a true account of DoT DPS as well, which would be ownage.
 
Syalara said:
Maybe if its supported by in game mechanics we can actually get a true account of DoT DPS as well, which would be ownage.

No way - keep Dot damage is seekrit as it is now or we'd have a lot of bitching and whining wizards :keke:



(I like the idea of the dummies if it's possible - even if it's only for parsing, would be nice to bash something just for fun)
 
Wiz said:
Adding a whole new line of spells or hack-coded training dummies is not "small / easily implemented"...

Couldn't you just take the coded dummies that the archers are shooting at in valor and move the code over?
 
Wiz said:
Adding a whole new line of spells

It's not a huge number of spells, it's 5 total (unless I miscounted) which can all pretty much be copy/pasted from one template.They'd all have the same mana cost/recast/cast times, heck even the message it displays when you cast it could be copy/pasted over for the most part "You gain insight into Conjuration" or something similar, with Conjuration replaced with whatever category the cantrip is for.They could even all have the same spell effect which could basically do nothing, and since they basically do nothing it's not like they'd need to be tested exhaustively for balancing.

I didn't think the training dummies (at least the ones you hit) had to be hack-coded being a perma-rooted non-aggroing mob with big HP/max regen and average stats, it sort of reminds me of a tweaked treasure chest.

We are looking in from the outside so what we think is easy could be way off base, I guess the minor spell tweaks that I posted and the mod rod tweak that Eldorath posted are more in line with the spirit I intended in this thread.
 
On my wife's computer and one of my kids, the patcher asks for the EQ folder three times. It does this every time the patcher is run. Doing a forum search, I found something that lead me to believe it was possible to create an ini file to tell the WR patcher where EQ was located. A similiar feature would be very useful for me.

Craig
 
Please lower the casting time on mage Archaic Sunstorm so it will actually be better dps than Relic Bladewind :mad:
 
tinkaa said:
Please lower the casting time on mage Archaic Sunstorm so it will actually be better dps than Relic Bladewind :mad:

agreed muchly, and thirding or so modrod range. Suggested tons of times before this thread as to both issues.
 
Spell casting skill are easy to raise already, I don't see a need for additional spells. There stuff like true north, every caster I've played can summon some kind of light source before level 20, you can spam these spells to skill up your casting. I stood in front of Tresaria summoning lightstones for 15 minutes when i got to that side-part of the MQ.
 
Another small tweak I've seen asked for time and again (myself included) is to have SV and SSS bounce off each other.I've heard conflicting accounts from players AND staff that either this can't be done because of the level differences in the buffs or that Wiz has specifically said no to this change.Can this finally be put to rest please? I'd just like a definite "This cannot be done" or if it is doable WHY it isn't done, every Beastlord and melee dps class I've asked about this said they would LOVE THIS CHANGE, just put it to rest once and for all with an answer please.At the very least make it so Soulbound SSS and Soulbound SV bounce so Beastlords might actually have a decent reason to dump AA's into it, as it is practically useless to us.I'd also like to see the duration of this buff increased in the same manner as SSS was, currently SSS lasts over an hour longer, seeing as they are similar buffs intended for different classes it would make sense.
 
I'll be happy to comment on some of this when I get home, but I'm locking this thread, because it has an unreadable number of relatively complex suggestions baked into 13 posts (most of which could do with a thread of their own). Feel free to start a new one that actually consists of changes that involve changing / implementing one or two simple things instead of 5 spells / all new npc dummies (and no its not just a matter of permarooted no aggro mobs). For the suggestions already in this thread, break them up into a nice little thread each.

As a general rule, if you're using 100+ words to explain a suggestion, it's not small / easily implemented.
 
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