May 11, 2005, 04:28 AM // 04:28
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#21
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Frost Gate Guardian
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Quote:
Originally Posted by ManadartheHealer
...Incentive could be winner gets set amount of experience...
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If you do this, you'll have friends taking turns killing each other for experience, unless you had the loser lose as much experience as the winner won (in which case there would be no incentive on average).
Anyway, people don't need an incentive to duel - I'm sure they'd do it enough on their own.
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May 11, 2005, 04:32 AM // 04:32
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#22
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Pre-Searing Cadet
Join Date: May 2005
Location: SC
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Quote:
Originally Posted by Eclair
Yeah, I was hoping you could upgrade all your bags to 25 slots...
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Then it would be like your character is wearing 3 backpacks, thats quite alot. I think it would be cool if your character's speed/movement is affected by the weight of the items that it is carrying. Make it a bit more realistic.
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May 11, 2005, 04:53 AM // 04:53
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#23
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Frost Gate Guardian
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What's the reason for inventory limits, anyway? Is it just to prevent lag, or is there some gameplay/balancing reason for it?
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May 11, 2005, 05:49 AM // 05:49
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#24
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Academy Page
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Quote:
Originally Posted by Aidan Gawain
What's the reason for inventory limits, anyway? Is it just to prevent lag, or is there some gameplay/balancing reason for it?
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Probably because they wish to avoid a lewt-driven economy (which really only work well when you have massive storage space available).
Man people are obsessive about their goodies. How many people are traders only out of habit because it's how you 'get ahead' in other games? Won't get you ahead here, a massive gold stockpile can't really BUY anything. Gold supply exceeds item demands for it, even for casual players who don't play the market game.
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May 11, 2005, 05:57 AM // 05:57
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#25
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Ascalonian Squire
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I'd Like to see an auction system so you can look for things you want, and put your items up for auction and not have to worry about them, so when theyre bought the money goes to you. This way you wont have to hop from town to town, district to district spamming what your looking for or what your tryin to sell.
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May 11, 2005, 07:22 AM // 07:22
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#26
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Ascalonian Squire
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For me.....
Only 2things.....
u should jump!!!
More character slots !!!!!!
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May 11, 2005, 08:44 AM // 08:44
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#27
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Frost Gate Guardian
Join Date: May 2005
Location: UK
Guild: Guardians Of Gwen
Profession: W/R
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Quote:
Originally Posted by NiGht_HaWk
you can just be 1 profession if you want, you just dont accept a secondary profession from the other skill trainers.
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You could in beta (apparently), you can't now (also apparently)
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May 11, 2005, 08:47 AM // 08:47
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#28
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The Humanoid Typhoon
Join Date: May 2005
Location: UK
Guild: Servants of Fortuna [SoF]
Profession: R/
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Quote:
Originally Posted by Amigo
For me.....
Only 2things.....
u should jump!!!
More character slots !!!!!!
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Yes being able to jump would be fun Just don't allow people to jump off things... that is something that could be looked into in the future.
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May 11, 2005, 09:41 AM // 09:41
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#29
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Frost Gate Guardian
Join Date: May 2005
Location: UK
Guild: Guardians Of Gwen
Profession: W/R
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Quote:
Originally Posted by RTSFirebat
Yes being able to jump would be fun Just don't allow people to jump off things... that is something that could be looked into in the future.
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It would probably mean rewriting a large chunk of the collision code, as well as modifing existing levels, and a whole lot of testing. Yes it probably would be fun, but I think this is one thing you NEVER see.....
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May 11, 2005, 09:43 AM // 09:43
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#30
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The Humanoid Typhoon
Join Date: May 2005
Location: UK
Guild: Servants of Fortuna [SoF]
Profession: R/
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Quote:
Originally Posted by Judas Hawksriff
It would probably mean rewriting a large chunk of the collision code, as well as modifing existing levels, and a whole lot of testing. Yes it probably would be fun, but I think this is one thing you NEVER see.....
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I have done programming so I know... no need to lecture me
But adding jumping, within the current resrictions would atleast be fun
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May 11, 2005, 03:39 PM // 15:39
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#31
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Lion's Arch Merchant
Join Date: May 2005
Profession: D/
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If jumping is all cosmetic, then they only have to make new animations and wire them to a key. If the jumping is to alter the game itself, then heck no.
As for inventory space... I think inventory space is fine as-is. But you should be able to buy more storage space from npcs, I currently keep materials and dye in my storage and I only hyave four slots left. That's not a whole lot. The dev team has always pressed for making players manage their available item space but this game is skill not items, no?
Such as possibly buying another row for 250g, and another for 500.... 1000... 2000... and so on to whatever would best suit everyone. As well as something similar (but more expensive) for guild storage.
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May 11, 2005, 03:53 PM // 15:53
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#32
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Frost Gate Guardian
Join Date: May 2005
Location: UK
Guild: Guardians Of Gwen
Profession: W/R
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Jumping straight up isn't as bad as jumping forwards - no, but it still more work than you think, it always is!
I really like your idea about the storage though - having to pay for extra space!
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May 11, 2005, 10:09 PM // 22:09
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#33
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Lion's Arch Merchant
Join Date: May 2005
Profession: D/
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Quote:
Originally Posted by Judas Hawksriff
= Alpha Blending Issues, Happens when there is a character stood between some foliage and a backdrop, the foliage is anti-aliased with the colour from the backdrop, rather than the character between the two.
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You know, thinking about that - that might just be a graphics card problem.
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May 12, 2005, 01:29 AM // 01:29
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#34
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Desert Nomad
Join Date: May 2005
Location: Awaiting GW2
Profession: W/
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More storage is excessive. People should be allowed to become pack-rats .
I bought the storage box, and I have the 3 bags plus the backpack, and I have never run out of room in all of them. All the weapons I don't immediately sell and will never need I break down using the salvation kit. And you can have many of the same material in the same slot.
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May 12, 2005, 01:49 AM // 01:49
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#35
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Lion's Arch Merchant
Join Date: May 2005
Profession: D/
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Quote:
Originally Posted by ManadartheHealer
More storage is excessive. People should be allowed to become pack-rats .
I bought the storage box, and I have the 3 bags plus the backpack, and I have never run out of room in all of them. All the weapons I don't immediately sell and will never need I break down using the salvation kit. And you can have many of the same material in the same slot.
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I haven't had the problem of space either, but alot of people are requesting it... so, might as well throw it in there and it makes sense for it to cost something. Who knows!
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May 12, 2005, 02:05 AM // 02:05
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#36
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Ascalonian Squire
Join Date: May 2005
Location: Fortress-Monastery
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Here's a glaring bug I didn't see in the list:
Sometimes, when in a solo region with henchmen after being wiped out, upon ressurection henchmen will run off in the direction where they just died for no discernable reason. They will not follow the player(s) or otherwise stop. The real kicker, however, is that their Z-axis position remains the same throughout their... "journey," that is to say, their elevation in relation to the game world does not change. Furthermore, the move through any and all obstacles, clipping through the world the entire way. Eventually they stop (presumably at where they died), but do nothing afterwards. Ergo, if the rest of the party dies, the players are stuck and are forced to return to town, as the magic henchmen will blissfully stay put, neither dying nor rezzing, thereby preventing a group resurrection.
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May 12, 2005, 02:25 AM // 02:25
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#37
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Pre-Searing Cadet
Join Date: May 2005
Location: NYC
Guild: The Peasant Uprising
Profession: Me/E
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I think that Expertise for Rangers should be tweaked a bit. As the system currently is, if you put points and gain levels in Expertise, all of your skills still show their original stats (energy, casting time, refresh time). I'm sure this is confusing for many new Rangers, who dump points into Expertise, only to see nothing happen. It would be a simple fix- whenever a level is gained in Expertise, just show the updated stats for all the skills so we know it's doing something. I've wasted quite a few points going back and forth with Expertise, because its effects aren't that obvious. I wish I knew that it worked a long time ago and it'd be nice if we could spare that from all the new Rangers cropping up.
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May 12, 2005, 04:57 AM // 04:57
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#38
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Frost Gate Guardian
Join Date: May 2005
Location: Maryland
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Yah, i liked most of it, dont get me wrong, also, keep in mind, that ( with the dwelling at least ), they made an engen that they can modify, and perhaps change a good portion when a expantion comes out, but to change the game in a major way would require a new game to be written
EDDIT: grantit, i did not make the game
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May 12, 2005, 12:58 PM // 12:58
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#39
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Pre-Searing Cadet
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I agree with Jedi who posted earlier....I played over two hours last night opening up the map a great distance from any outpost. Every time the party dies, at least one henchman goes off in the distance....Then if the healer is killed I have to map travel to break out since we are all dead and the henchman is off in space...
We really need the ability to kill a henchman if they can't fix this.
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May 12, 2005, 07:31 PM // 19:31
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#40
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Jungle Guide
Join Date: May 2005
Location: USA
Guild: Karr's Castle
Profession: W/E
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You bug list is great, I'm not so sure about the new proffessions.
As for changes there a a few things I would love to see:
Remove some of the "invisible walls"
They don't usually hinder gameplay, but they are a constant reninder that this a game and the devlepoers don't want you to walk there. It hurts the imerrsion. If there is a 5 ft cliff, let me hop off it! I don't like having to run 50m around a cliff or hill that is 5-15ft high, when I could slide down it in 2 sec. I Also hate not being able to walk up hills that are the same grade as other hills I CAN walk up. Let me do them all! So far most of the invisible walls are not keeping me from cheating or getting stuck. So unless it's for a pit I can't get out of, or a rock my character can't walk over, let me go there!
Day & night!
I didn't realize how muvh this helps a game feel alive untill it wasn't there! There is a big difference. weather might be nice too.
The Mob Mobbing.
The aggro range of some monsters is to high. getting attacked by 12 mobs that run in from 80m away is kinda lame.
More cosmetic items. clothes & items to individualize!
=D
Last edited by Darksun; May 12, 2005 at 07:34 PM // 19:34..
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