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1

Sunday, February 5th 2012, 10:05am

A Conglomerate of Ideas

After the forums change, it's been a pain to find threads that were posted before, so I figured I'd pool up some of the ideas that I had and merge them into one thread for re-examination. Here we go:

1) Guild Name Change: Create an item shop voucher that will allow you to get a petition to change your guild name, use-able by the guild leader only. Petition must be signed by (20%?) of your guild members?

2) Buff the Buff Tower: After a certain level, guild buff towers no longer provide an adequate amount of bonus to stats, and with as much as it costs to upgrade, that's a significant flaw. I would suggest that starting at level III towers, buffs begin to include a +1% modifier to it's increased stat.

3) Level 65+ Dailies: Currently there is only ONE daily that rewards more than the dailies in inferno gardens, and that one is in even a more remote area to get to than inferno, as well as it needs to be unlocked, and the quest itself is a pain in that you can only collect 10 flowers at once, and you have to repeatedly return to the city to turn-in and re-accept before going back out and doing it again. Usually taking over an hour to complete 10 times in a row, it's a serious PITA for only slightly more reward. Some dailies in Tergoten Bay that require minimum levels of 65+, and reward more than inferno would encourage more players to push to higher levels.

4) Furniture: Would be nice to see some paintings for our houses, and perhaps a few over-sized wall tapestries & paintings for the guild castles. Also purchasable guild flag banners to place in and around our castles would be nice, as the only time you ever see it is if you're looking through the guild listings for it. Additionally, can you make the fountains in the guild castle recover HP/MP? I mean, it is water, and well... there's no real reason not to since they're only seen outside of siege. It would help with recovery times when guildmembers duel inside the guilds.

5) Talent Point Rankings: Every other stat is measured on the server rankings, why isn't total accumulated TP part of that? It would be nice to help determine the seasoned players from those who power-leveled up with XP orbs on a 2xp weekend, and still has level 20 skills...

6) Gear Scores: Can we get a ranking structure that assigns values to stats, level of equipment, tier level & plussing bonus to determine the over all "power-level" of gear that a player has. Then perhaps accumulate those scores as a guild to detail the overall "power-level" of the entire guild as a whole?

7) Bank Re-organizer: Is this feature entirely necessary? It doesn't do anything other than de-organize your organization of your items by sticking like items next to each other starting at the top left. And it's right next to the rental function... so when it's clicked accidentally you have to re-organize everything yourself again. Can we please remove this or get a confirmation popup to reorganize?

8) The Space Outside the Guild Castle: Can something be done about this vast landscape of pretty much absolutely nothing? Maybe put in some housing or maybe a wandering boss that has a "chance" to show up maybe once a week, only stays spawned for an hour. Also base it on skills like with the Thysdyr event, and make it so you need like 15 people in your guild to down it in time. That way it's not just a farmed boss by the uber powerful, but instead a boss that is conquered by a guild working as such?

9) Off-hand Dagger for Mementos: There are a lot of level 67~70 weapons that can be purchased with mems, for just about any class, with the exception of daggers. Can we please get at LEAST an off-hand (only) dagger that can be gotten this way?


K... that about does it for now... I'm willing to bet that someone will be along shortly to post the, "they need to fix existing errors before making new things," general reply here soon enough.

Madflavor

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2

Sunday, February 5th 2012, 10:13am

+1 I like a lot of the ideas, The first 3 mainly. I think the dailies situation needs to be changed bad, its sad that we have to do the same quest from 48-70 to get the most out of our dailies. I believe the term "mind-numbing" has been used in the past to describe the butterflies daily, and it is a very fair description.
Mongol 72/68/58 R/S/P -- Mongosmash 70/67/42 W/Wd/S -- Myrmidon 64/53/50 M/P/K -- Reni

3

Sunday, February 5th 2012, 6:56pm

My comments...

I like the specificity of suggestion. While we see many ranty "fix this" and "fix that", those do not make for realistic "to do" list for a software development team. Specific suggestions like this are far more reasonable, and I have plenty of my own that I've posted over time as well.

As to individual items

1) Dont really see a great need for what looks like fairly complex item

2) Agree. Relatively small fix that should introduce no major balancing issues

3) Abso-freaking-lutely. Inferno garden situation is insane. I would rather see those nerfed and leave the natural increase in daily XP rewards as it is, but that would be way too controversial to implement this late in the game.

4) Doesn't do anything for me.

5) Kinda useful, sure, Not a major need, but yea.

6) This is likely a lot more subjective and dependent on many factors than is practical.

7) Doesn't bug me, but sure, I can see how that can mess up one's organization... While we are at it, snoop "set recall" needs confirmation.

8) Interesting but I doubt it would be used much. Most likely end up like the world battlefields they added in Ch4 original releae.

9) Agree in principle, but bought gear is rarely worth buying. Until the new L70 shell and memento gear, only a few pieces on recommended usage list for most classes were purchaseable. As long as it is not too good a dagger, why not.
-- Rustyx --- 92R / 92S / 92M on Reni (Guild KnightShift). Yes, running the new FOTM R/M, cause I am not elf enough to be WD/S.

Oh, and people who have more than 3 classes are clinically insane.


Eledhwen

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TheMann64

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5

Monday, February 6th 2012, 10:16pm

Thoughts:

2) I would actually buy the towers for my guild if that was implemented...

3) I'm certain that there must be some kind of reasoning behind the seemingly bass-akwards approach to high level daily quests. Remember when Savage Lands were introduced and dailies there gave less xp than WC dailies? Solution: nerf the drop rate of WC daily items. Judging by the fact that this is not the first time new daily quests have been inferior to existing ones, there must be a method to the madness. I'm not going to speculate on whether or not there is a logical method to the proverbial madness....
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Tuesday, February 7th 2012, 12:49am

1 I am in agreement with this one. Especialy if someone chooses a name for their guild and then the ones who actualy hold copyright over said name try to go after them.

2 Total agreement. The towers need to either scale with the guild or need to be able to have their level raised like the rest of the castle buildings.

3 This one is a total no brainer. The dailies need some major reworking. I thought it was normal for a 70 daily to give out more EXP and TP than one lower than it.

4 Hmm not sure how this would affect the house energy.

5 Not real sure if this would measure a persons true time in game although it would be nice to see jsut how many talent points a person has accumilated, more for when they decide to do a TP reset which almost never gives us what we actualy earned. This is what I mean by true TP earned: I use talent orbs, potions, house furniture, and my wings to maximize my exp and tp gains. Doing that I most likely have outpaced many other players who do not use things like that. So my character may ahve an inflated ranking due to the potions, furniture buff, and wing buff.

6 Coding this may be a big problem. Doesn't frogster and Runewaker have enough on their plate?? Not saying I am against it just that it might cause more headaches for the devs.

7 Confirmation popup PLEASE.

8 Another game I played for a while did have a boss that randomly spawned in what they called Guild Towns. It would scare away all the NPC's until it was either dead or it went away. I kinda like this one.

9 I would like to add to this one. I have had to settle on a staff that was intended for a healer just to get one that did enough damage for my liking. The weapon choices in total need to be revamped for both the mem's and shell dealers. Also the Shell dealers should sell accessories which would be very nice.


I will add something else to your list:

10 The shell games should scale to the characters level in both difficulty and drops. It is insanely stupid to be level 70 and only getting drops for lvl 50 and under. I am not asking for uber drops but something that we can actualy use (right now I have over 300 phirius A pots although I do use them they drop way too often in the shell games).

7

Tuesday, February 7th 2012, 3:49am

Quoted from "TheMann64;508073"

Thoughts:
3) I'm certain that there must be some kind of reasoning behind the seemingly bass-akwards approach to high level daily quests. Remember when Savage Lands were introduced and dailies there gave less xp than WC dailies? Solution: nerf the drop rate of WC daily items. Judging by the fact that this is not the first time new daily quests have been inferior to existing ones, there must be a method to the madness. I'm not going to speculate on whether or not there is a logical method to the proverbial madness....


While I can understand that the occasional overlapping of rewards gained on quests can happen between adjacent zones, where only 3~5 levels differentiate the two... the fact that a level 45 daily is STILL better than a daily quest 20 levels higher than itself is just a little absurd.

TheMann64

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8

Tuesday, February 7th 2012, 1:58pm

Either...

A) RW is completely oblivious to the fact that Xaviera dailies give more than Tergothen Bay dailies,

B) RW doesn't want people doing dailies in the new zone because that would some how mess up the public encounters,

or C) There is some other hidden agenda to keep xp from daily quests low in order to drive reset ticket sales.

While I HOPE that option B is the reality, if it was it would have been better to leave the dailies out of that zone all together. I'm more inclined to think that C) is the reality. I'm not a heavy cash shop user; the only time I ever purchased daily reset tickets is when they came in the backpack Gasha. I've done dailies virtually every day since I started the game 2 years ago. I've done almost all the quests in Tergothen Bay. My third class just hit 65 the other day, and it will still be a couple months worth of dailies before that class gets to 70. For players who are more anxious to get to level cap than I am, daily reset tickets are the only feasible way to get there. If daily quest xp increases, said individuals need to purchase fewer daily reset tickets to get to 70/70/70. I wish I could get inside the collective minds of RW and FA to know for sure, but from what I've seen from them lately that's the most likely reasoning for their move to keep xp from dailies from progressing with the daily's level.

If A) is true, then the game's in bigger trouble than we thought :P
Govinda
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9

Tuesday, February 7th 2012, 3:15pm

There is simpler answer why Xaviera at the end has good XP, and new zone does not: Transport Rune

10

Saturday, February 11th 2012, 5:42am

Quoted from "RoMage;508230"

There is simpler answer why Xaviera at the end has good XP, and new zone does not: Transport Rune


Oh yeah, that reminds me... snoop from Xaveria can teleport to silverspring, but not in reverse... you can't even teleport from snoop in heffner to snoop in ruins... what gives? Every other map in the game allows you to teleport from zone to zone... but going into Xaveria requires you to go through 4 other teleports to reach it. That is a issue that NEEDS to be resolved...