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Ten Things to Improve UO

  • Thread starter RavenWinterHawk
  • Start date
  • Watchers 1
R

RavenWinterHawk

Guest
Simplify, Engage players, and use common sense like PROGRESSIVE insurance.


1. Remove PvP facets and create player toggle that is on or off. Change occurs next day at sever up.

2. Remove 4 faction groups and call them Order and Chaos. Allow players to name their division within each faction. Almost like a guild within a faction. Towns are held either by order or chaos.

3. Establish progressive insurance. Resests at sever up to current cost. Each death progresses cost of insurance. Yeah toughen up. Just like car insurance. You keep getting in an accident your insurance goes up.

4. Death decrease your chance for item drops. SO stop dying. Argh.

5. Staying alive and delivering damage throughout monster kill increases your chances of item drop. You need to damage at start, middle, and end of life bar.

6. 4 and 5 require you to stay alive and give you more credit towards loot drop if you damage throughout battle. Just think about it.

7. Add basement to houses. Cost 25 million sub 1, Cost 50 million sub 2, Cost 100 million sub 3. Its a gold sink. You dont need a basement.

8. Take everything in UO and make it possible to be fished up in a chest or found in a treasure chest. How they heck do you know what the monster is stashing. Yeah the numbers of getting something good are staggering but you just might get a tangle in a chest.

9. If you dont add random exploration and adventuring soon the other 9 wont matter.

10. Create vendor request system. It is the 2nd way of a 2 way street. The buyers can set up vendors or post request of what they want. And any player can fill it.

Example. I go to request vendor and select Tangle and put price at 12 million. If a seller sees it and clicks its the transaction occurs. EA can work out the details.
 

Martyna Zmuir

Crazed Zealot
Stratics Veteran
Stratics Legend
Interesting suggestions...

Though forcing the PvP onto Trammel-esque facets and then having PvP essentially "run" the cities probably won't go over too well with the non-PvPers.

People who don't PvP don't tend to want it to affect their play time in any fashion.

Plus, Mythic would have to create a system where controlling a town is somehow meaningful as a worthwhile long-term goal. That scares me.

--

UO does need some 'exploration' crammed back into it. One thing could be a random encounter system. Wandering in the Deep Forest near Yew, an NPC appears and asks for your help killing something/gathering something/looking for something etc. You have the chance to say no, but saying yes would be far more profitable...

First, however, I think they need to do is unify ALL the current quests into the same system. The legacy quests break easily (in fact, I cannot do the Hag quest at all. It's been broken for me for almost a year. Mesanna even tried to fix it and couldn't :( )

--

One BIG thing they need to do is make a New Player experience that’s worth a damn. They have an extremely basic one if you use the EC, but it still dumps you into the world naked and confused. It barely explains combat, poorly explains magic and potions, and DOESN'T explain how the world works.

New players aren't even told they HAVE a bank, let alone how to use it. The skill quests don't tell you how to use a skill, they just say to go to Old Haven and practice.. Uhm...practice what? How? (This, of course, assumes there IS a quest for your chosen skill...)

UO needs a serious Newb experience that lasts at least an hour and can churn out people who know the basics of the game and won't want to quit in frustration due to the over-steep learning curve.

I've tried to being in brand new players. They refused to play after I left them on their own for a while, I had to hand hold them the entire time. I felt silly telling them they needed armor and such... Things the tutorial should have said.

*sigh*
 
R

RavenWinterHawk

Guest
RIGHT Simplicity.

Welcome to world. You are naked and alone.
Gather some armour. (and have armour explained)

You may have magic abilities. There are 6 books. (explained)

Etc etc.

It doesnt have to be fancy. Just simple.

I forgot about all the different quests chains. I find them horrific and boring.

I like the exploration idea you have.

AnYthING Please Devs.

Use malas for something by the way.
 

GalenKnighthawke

Grand Poobah
Stratics Veteran
Stratics Legend
The title of the thread should be "Ten things Raven Winterhawk would prefer."

Not all would agree these are improvements.

-Galen's player
 

Martyna Zmuir

Crazed Zealot
Stratics Veteran
Stratics Legend
Simple would be nice, but UO isn't a simple game. 13+ years of quirky systems with inconsistent implementation and generic gumps makes that difficult.

But yes, a tutorial that starts you out in basic clothes then introduces things basic combat and magic, etc. Helps you decide what you want your char to be. Do you want to be a mage? An warrior? Human? Elf? Gargoyle?

An elvin mage? Okay.. What kind of mage? Magery? Necromancy? Mystic? etc.

Okay, an elvin Necromancer! Here are the complementary skills....

Then you get to chose where to place the starting skill and stat points. AFTER its been explained.

Then it moves on to armor, weapons, spellbooks, reagents, your bank, mounts/pets, tells you how to make a little money, etc.

-----

I like the Hag quest, that’s why I'm sad that I can't do it. The majority of the newer SA quests are too grindy and have very little flair. "Go get me this..." or "Go kill X of this monster..." and get a bag of CRAP (yes, virtually all the rewards are crap..)

I'd rather have longer quests that are interesting and have you doing several related tasks, with a reward that’s fun.

I have to admit, I've been playing RuneScape since Skrag badmouthed it. While a lot of it is rather grindy, the quests are generally fun and have me running off to places I wouldn't otherwise go.

Somebody wants oak logs, okay.. I go get them.. but.. oh.. they want them cut into boards now.. sure... oh.. but they need to go to this place.. etc.. and the reward is gold or some useful item(s), and a quest point (and XP.. Though UO could handle that with SoT for an associated skill)

UO could handle quest points as loyalty. All the recognized governments’ should have a loyalty rating. Dawn, Empress of Tokuno, Zhah, Luna, Umbra, Meer, Ophidian, Terathan, Ver Lor Reg Gargoyles, Minax, VirtueBane, etc.

Each loyalty has different (but relatively equal) benefits, higher level quests, etc.

This would give people something to do when there aren't EM or metafiction events, add some exploration back into the world (there are lots of places that there are NO reasons to visit currently), and give an alternative to grinding X ubermob for pixelcrack of the month.
 

MalagAste

Belaern d'Zhaunil
Alumni
Stratics Veteran
Stratics Legend
UNLEASHED
Campaign Supporter
I'd like to see loyalty points. I'd like to be able to "help Queen Dawn" Help Zhah..... whatever... I think it would be neat.

I'd like to see things like that add to things like a community point system.... How about if you have loyalty with Queen Dawn then the things you buy in the Cities held by Britain are at a "discount". And Vendors there will always buy your wares because you are "well known".... or whatever....

I'd like to see special things being added if you have loyalty to a particular town...... such has I'm a miner and I do a bunch of business in Minoc... therefore I can earn a nice reward specific to Minoc..... but I can only be "loyal" to one city.... Building loyalty in one city will reduce loyalty in others.

I'd like to see special crafting "recipes" Given out too.

I agree about being able to get more cool stuff from treasures and from MIB's.

I think Monster loot should also be dependent on things like if you farm X monster for more than 2 hours the loot begins to decline...

But before any of that.... I'd like to see housing fixed, I'd like to see a balance to PvP... and I'd like something in place to encourage folk to follow the virtues.
 
R

RavenWinterHawk

Guest
The title of the thread should be "Ten things Raven Winterhawk would prefer."

Not all would agree these are improvements.

-Galen's player
Your right.
And some might say 1 thing to improve UO

1. Remove Raven
 
R

RavenWinterHawk

Guest
I'd like to see loyalty points. I'd like to be able to "help Queen Dawn" Help Zhah..... whatever... I think it would be neat.

I'd like to see things like that add to things like a community point system.... How about if you have loyalty with Queen Dawn then the things you buy in the Cities held by Britain are at a "discount". And Vendors there will always buy your wares because you are "well known".... or whatever....

I'd like to see special things being added if you have loyalty to a particular town...... such has I'm a miner and I do a bunch of business in Minoc... therefore I can earn a nice reward specific to Minoc..... but I can only be "loyal" to one city.... Building loyalty in one city will reduce loyalty in others.

I'd like to see special crafting "recipes" Given out too.

I agree about being able to get more cool stuff from treasures and from MIB's.

I think Monster loot should also be dependent on things like if you farm X monster for more than 2 hours the loot begins to decline...

But before any of that.... I'd like to see housing fixed, I'd like to see a balance to PvP... and I'd like something in place to encourage folk to follow the virtues.
Those are good ideas.

Let me tell you why. Ive been playing for 11 years. Suppose I started loyal to the Queen, if there was one back then.

Id have 15600000 loyalty points. What it does is let characters develop paths. Tim and loyalty gets you stuff. It is actually a real investment of a role you character plays.

As is now every cries I DIDNT KNOW I DIDNT KNOW i needed loyalty points
Or this is so unfair you didnt give me that reward.

BLAH

good idea.
 

I Play UO

Visitor
Stratics Veteran
Simplify, Engage players, and use common sense like PROGRESSIVE insurance.


1. Remove PvP facets and create player toggle that is on or off. Change occurs next day at sever up.

2. Remove 4 faction groups and call them Order and Chaos. Allow players to name their division within each faction. Almost like a guild within a faction. Towns are held either by order or chaos.

3. Establish progressive insurance. Resests at sever up to current cost. Each death progresses cost of insurance. Yeah toughen up. Just like car insurance. You keep getting in an accident your insurance goes up.

4. Death decrease your chance for item drops. SO stop dying. Argh.

5. Staying alive and delivering damage throughout monster kill increases your chances of item drop. You need to damage at start, middle, and end of life bar.

6. 4 and 5 require you to stay alive and give you more credit towards loot drop if you damage throughout battle. Just think about it.

7. Add basement to houses. Cost 25 million sub 1, Cost 50 million sub 2, Cost 100 million sub 3. Its a gold sink. You dont need a basement.

8. Take everything in UO and make it possible to be fished up in a chest or found in a treasure chest. How they heck do you know what the monster is stashing. Yeah the numbers of getting something good are staggering but you just might get a tangle in a chest.

9. If you dont add random exploration and adventuring soon the other 9 wont matter.

10. Create vendor request system. It is the 2nd way of a 2 way street. The buyers can set up vendors or post request of what they want. And any player can fill it.

Example. I go to request vendor and select Tangle and put price at 12 million. If a seller sees it and clicks its the transaction occurs. EA can work out the details.
Are you sure this isn't the list of the 10 dumbest things UO could do?
 

Anonymoose

Visitor
Stratics Veteran
Simplify, Engage players, and use common sense like PROGRESSIVE insurance.


1. Remove PvP facets and create player toggle that is on or off. Change occurs next day at sever up.

2. Remove 4 faction groups and call them Order and Chaos. Allow players to name their division within each faction. Almost like a guild within a faction. Towns are held either by order or chaos.

3. Establish progressive insurance. Resests at sever up to current cost. Each death progresses cost of insurance. Yeah toughen up. Just like car insurance. You keep getting in an accident your insurance goes up.

4. Death decrease your chance for item drops. SO stop dying. Argh.

5. Staying alive and delivering damage throughout monster kill increases your chances of item drop. You need to damage at start, middle, and end of life bar.

6. 4 and 5 require you to stay alive and give you more credit towards loot drop if you damage throughout battle. Just think about it.

7. Add basement to houses. Cost 25 million sub 1, Cost 50 million sub 2, Cost 100 million sub 3. Its a gold sink. You dont need a basement.

8. Take everything in UO and make it possible to be fished up in a chest or found in a treasure chest. How they heck do you know what the monster is stashing. Yeah the numbers of getting something good are staggering but you just might get a tangle in a chest.

9. If you dont add random exploration and adventuring soon the other 9 wont matter.

10. Create vendor request system. It is the 2nd way of a 2 way street. The buyers can set up vendors or post request of what they want. And any player can fill it.

Example. I go to request vendor and select Tangle and put price at 12 million. If a seller sees it and clicks its the transaction occurs. EA can work out the details.
Are you sure this isn't the list of the 10 dumbest things UO could do?

Lolwut? Cute ideas I guess... but if you want most of that stuff then maybe you should be playing a different game. I hear theres this game called World of Warcraft where you can craft/explore like a champ and everyone is a winner in PvP!!! (read: false excitement @ the toggle pvp off/on idea). The only thing UO has/had over other games like WoW is its PvP and even that is starting to fade due to (1) a lack of attention and (2) developers who are clueless to what is needed. The point is, don't wait around wishing and hoping for the underpaid, B-team devs to do all that for you because they just don't have the skill or the inclination to do it.
 

hawkeye_pike

Babbling Loonie
Stratics Veteran
Stratics Legend
While your ideas are interesting, what UO needs most are new players. All those nifty features in the game - even the High Seas Booster - are worthless if the player base is dwindling.

Unfortunately, I don't see that anything is done to bring new players to UO. All activities focus on bringing back veterans, and that is by far not enough.
 

MalagAste

Belaern d'Zhaunil
Alumni
Stratics Veteran
Stratics Legend
UNLEASHED
Campaign Supporter
While your ideas are interesting, what UO needs most are new players. All those nifty features in the game - even the High Seas Booster - are worthless if the player base is dwindling.

Unfortunately, I don't see that anything is done to bring new players to UO. All activities focus on bringing back veterans, and that is by far not enough.
You can't bring new players with nothing to offer but ancient graphics and bugs.

Where new players have no real assistance in learning the game.... they are swindled at every turn by jerks.... and nothing is done about it. And there isn't really any new player database.

Top that off with the fact that everything in game is tremendously expensive or hard to get and you get a recipe for disaster. No one is going to stay long enough to become an addict like us old timers.

They are going to log in laugh about the hideously outdated graphics, get frustrated immediately by the lack of some sort of a knowledge base or teaching base.... get jacked and ganked within the first week by some panzy a$$ed loser who can't PvP his way out of a paper sack but likes to lure Newbs to fel and take everything they own because he can..... and then the newb is going to page a GM or whatever looking for some sort of assistance and after waiting 5 or 6 hours the poor sap will get the blue button and the "we can not replace lost or stolen items" spiel with a busted link to nowhere ..... and then they will quit...
 

hawkeye_pike

Babbling Loonie
Stratics Veteran
Stratics Legend
You can't bring new players with nothing to offer but ancient graphics and bugs.

Where new players have no real assistance in learning the game.... they are swindled at every turn by jerks.... and nothing is done about it. And there isn't really any new player database.

Top that off with the fact that everything in game is tremendously expensive or hard to get and you get a recipe for disaster. No one is going to stay long enough to become an addict like us old timers.

They are going to log in laugh about the hideously outdated graphics, get frustrated immediately by the lack of some sort of a knowledge base or teaching base.... get jacked and ganked within the first week by some panzy a$$ed loser who can't PvP his way out of a paper sack but likes to lure Newbs to fel and take everything they own because he can..... and then the newb is going to page a GM or whatever looking for some sort of assistance and after waiting 5 or 6 hours the poor sap will get the blue button and the "we can not replace lost or stolen items" spiel with a busted link to nowhere ..... and then they will quit...
Exactly. And that's what needs to change before everything else.
(The ganking part I find a little exaggerated.)
 
B

Beer_Cayse

Guest
... People who don't PvP don't tend to want it to affect their play time in any fashion. ...
Personally, as a non-PvP player I only want to be able to do my business. It was the non-consentual part that I did not like. don't be dragging my butt into YOUR yard without my approval!

Not just as a crafter but as a hunter. If I was out hunting and all of a sudden some battle broke out, I wouldn't mind all that much as long as I could finish up and mebbe scoot over to the side. Even by watching I could learn a thing or two.

Then again, that's me ... I don't have the coordination to battle like that but it is part of the game.

... UO does need some 'exploration' crammed back into it. One thing could be a random encounter system. Wandering in the Deep Forest near Yew, an NPC appears and asks for your help killing something/gathering something/looking for something etc. You have the chance to say no, but saying yes would be far more profitable...
Random encounters, quest spawners randomly placed. Hell, just random spawns of stuff overland! Anything!

... One BIG thing they need to do is make a New Player experience that’s worth a damn. They have an extremely basic one if you use the EC, but it still dumps you into the world naked and confused. It barely explains combat, poorly explains magic and potions, and DOESN'T explain how the world works.

New players aren't even told they HAVE a bank, let alone how to use it. The skill quests don't tell you how to use a skill, they just say to go to Old Haven and practice.. Uhm...practice what? How? (This, of course, assumes there IS a quest for your chosen skill...)
Since I retired I have been playing some other places and games. One is DAOC which I played about 6 years ago. They revamped the Training Quests into an area like Haven based on the realm of the character.

During this time you can be doing battle, recovery, search and locate type of quests - helping warrior classes, civilians (town mayor, crafters). One of the subquests has you simply talking with <gasp> the Vaultkeeper (banker)! OMG, you find out you have a bankbox and how to use it!

Since DAOC is Mythic, UO is Mythic/Bioware or whatever ... they have the ability to use things from these different games. Hell, the DAOC graphics aren't all that earth-shattering, but It's better than CC, UI seems to be moddable, camera can be adjusted to suit - all sorts of stuff UO could be/have.

UO needs a serious Newb experience that lasts at least an hour and can churn out people who know the basics of the game and won't want to quit in frustration due to the over-steep learning curve.
To date, I have spent more than 4 hours in the newbie quest region of one realm. I'm at the stage where I just went into the world last night and am having a blast as the quests are still available - just harder and more lucrative. You see the different towns, speak to all sorts of NPCs. The player quest engine has more depth than UO ... and it's "live" in all parts of the realm - just for the asking/usage.

 

Basara

UO Forum Moderator
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What I'd do:

1. PvP toggle. Turned OFF for everyone initially. Quest must be done to turn it on, and another quest required to turn it back off. Quest to turn it back off cannot be done by a character with murder counts active. Certain areas of the game (arenas, Champ spawns that drop power scrolls) can only be entered if you have the toggle "ON". Only one of the quests may be done between any two given server maintenance times (so you can't switch back and forth in the same game day).

2. Return overland spawn to the level of the old days - even in Trammel and newer facets.

3. & 4. Same as 8 & 10 on Raven's list.

5. More quests to go to random locations (think of them as T-maps without the digging, but with little or no physical loot), for loyalty points, virtue points, whatever - using a rune-based travel method would automatically cause the quest to fail. As later posters described, something to get people to explore more.

6. Have Necromancy, Chivalry, Bushido and Ninjitsu be less compatible with each other. Starting at 60 real skill in one of them, the other three become limited to half (real or modified) of the highest's real skill, regardless of equipment that would take them higher. Make all 4 skills (not just Bushido & Ninjitsu) count toward Weapon special move cost reduction (or at least add Chivalry).

7. Loyalty changes like what MalagAste & Martyna suggested.

8. Loot rate changes, especially concerning over-farming of a specific spawn.

9. All Artifacts (minor, major, TOT or similar things such as replicas) be given an Artifact Rarity Number, retroactively. All items below "X" would become imbuable, if space on the item permits.

10. Items from SOS Chests and T-Map Chests would be considered exceptional, for purposes of Imbuing (while not actually POSSESSING any exceptional bonuses), making the loot more worthwhile (I suggested this one to a couple devs at the HS premiere, and they seemed to like it).

11. Give crafters the choice of not applying the Exceptional DI bonus to Exceptional weapons, and to "turn it off" as a Runic property. This would allow more useful weapons to be created. Also, allow certain specific properties to be removed in Imbuing, such as DI, Night Sight, Luck and Lower Requirements.

12. Add the ability to sail to Tokuno, and to Ilshenar, via something similar to Serpent Pillars. As it is, half the shards have access to an area of Ilshenar that the others do not. Allowing boat travel there would fix this, even if the area was only accessible by rowboat.

13. Was it ever conclusively said that the Lost Lands were Ambrosia? If Not, I wouldn't mind seeing a later expansion dealing with it (say, a booster pack with a small non-housing land and new dungeons).

14. Redesign of The Lost Lands to no longer look like someone drew a map, shoved it through a shredder, then taped it back together sloppily before digitizing it. Expand it, and pin it off as its own facet (possibly one connecting shards sharing a server location) without recall/gate ability. If the PvP toggle idea is in place, there would also be no need for separate Trammel & Fel versions. Add lots of overland spawn in the areas between the champ spawns, that cannot cross over into the spawn areas. If used to connect multiple shards, it would become a center for cross-shard trading.
 
G

grig_since98

Guest
1. I don't like the idea of a PvP toggle switch. I think it would really mess with my suspension of disbelief. Why can this guy next to me be ganked, but I can just sit and watch? Will you be able to heal people who are flagged? What is wrong with a PvP facet. If you go to Fel, you accept that there is non-consensual PvP there. By going to Fel, you are tacitly giving consent to PvP.

2. Number 2 is actually an old idea. If I recall, there has always been an Order/Chaos system in UO. I know there was when I started playing in 98. Personally I don't like the idea that there are two "good" factions, but they are at war with each other. ( Mages and TB )

3. Three might be interesting. Might be a good gold sink, but it would dot discriminate between those who have gold to sink, and new or casual players.

4. Four I disagree with. Its going to make the powerful more powerful and the new or casual players weaker.

5. Not a bad idea, but I'd also like to see combat support give loot rights/drop chance. Even support like giving someone a potion or resources, if that were possible.

6. Yes, but I think its better to reward skill rather than penalize "the old college try"

7. Wonderful idea if it is technically feasible. I don't know if that is doable or not.

8. I don't agree with 8. That would make that one activity the best activity for loot. I think there should be variety, including keeping server birth items rare, because that is a hobby in and of itself.

9. Yep, all for that.

10. I'm not exactly clear on what you mean for 10. Could anyone set up a "request vendor" at my house? I'm not sure I'd like that. Would such a system accomplish what a bulletin board can't?
 
P

Prince Caspian

Guest
1. Remove PvP facets and create player toggle that is on or off. Change occurs next day at sever up.
I like Felucca. The idea of risk vs reward is appealing. I can make much more gathering there, and I think I've been ganked like three times in the past 100 visits.


2. Remove 4 faction groups and call them Order and Chaos. Allow players to name their division within each faction. Almost like a guild within a faction. Towns are held either by order or chaos.
Factiions has been so broken since its inception. It could really be a great way to bring people into PvP, but right now there are more holes in the fundamental concepts than swiss cheese. I think fixing the underlying problems is more important than halving the groups.


3. Establish progressive insurance. Resests at sever up to current cost. Each death progresses cost of insurance. Yeah toughen up. Just like car insurance. You keep getting in an accident your insurance goes up.
4. Death decrease your chance for item drops. SO stop dying. Argh.
5. Staying alive and delivering damage throughout monster kill increases your chances of item drop. You need to damage at start, middle, and end of life bar.
6. 4 and 5 require you to stay alive and give you more credit towards loot drop if you damage throughout battle. Just think about it.

I like it. Insurance is far, far, far too cheap IMHO. There needs to be bite, or there is no risk in dying.


7. Add basement to houses. Cost 25 million sub 1, Cost 50 million sub 2, Cost 100 million sub 3. Its a gold sink. You dont need a basement.
I dunno why everyone is so hung up on basements. I say add another level to the top. I'd like to see a castle that really looks the part. Even the grandest castles in game are comparable in size to a HoJo.

8. Take everything in UO and make it possible to be fished up in a chest or found in a treasure chest. How they heck do you know what the monster is stashing. Yeah the numbers of getting something good are staggering but you just might get a tangle in a chest.
Agreed. As a regular T-Hunter, its become entirely too drab. Its also another problem in most CRPGs -- there is a set range to treasure and no matter how many of X monster you kill, you will always get more or less the same reward. Dang, maybe a mongbat DID come across that Beserker Red Tokuno Dye while it was out in the forest losing battles to rabbits.


9. If you dont add random exploration and adventuring soon the other 9 wont matter.
Well, for exploration, I don't see how tacking another facet on is going to do much good. After all, no matter where you go, you have a map with monsters on it. Nothing ever changes.


10. Create vendor request system. It is the 2nd way of a 2 way street. The buyers can set up vendors or post request of what they want. And any player can fill it.
I often wanted something like this. When I have a need for an item, I usually go to Luna, and usually spend anywhere from 10 minutes to an hour rifling through vendors and looking. It would be so nice to have a global vendor list filtered by item types. Plus, no more legions of Vendors with empty backpacks!
 
R

RavenWinterHawk

Guest
What I'd do:

1. PvP toggle. Turned OFF for everyone initially. Quest must be done to turn it on, and another quest required to turn it back off. Quest to turn it back off cannot be done by a character with murder counts active. Certain areas of the game (arenas, Champ spawns that drop power scrolls) can only be entered if you have the toggle "ON". Only one of the quests may be done between any two given server maintenance times (so you can't switch back and forth in the same game day).

2. Return overland spawn to the level of the old days - even in Trammel and newer facets.

3. & 4. Same as 8 & 10 on Raven's list.

5. More quests to go to random locations (think of them as T-maps without the digging, but with little or no physical loot), for loyalty points, virtue points, whatever - using a rune-based travel method would automatically cause the quest to fail. As later posters described, something to get people to explore more.

6. Have Necromancy, Chivalry, Bushido and Ninjitsu be less compatible with each other. Starting at 60 real skill in one of them, the other three become limited to half (real or modified) of the highest's real skill, regardless of equipment that would take them higher. Make all 4 skills (not just Bushido & Ninjitsu) count toward Weapon special move cost reduction (or at least add Chivalry).

7. Loyalty changes like what MalagAste & Martyna suggested.

8. Loot rate changes, especially concerning over-farming of a specific spawn.

9. All Artifacts (minor, major, TOT or similar things such as replicas) be given an Artifact Rarity Number, retroactively. All items below "X" would become imbuable, if space on the item permits.

10. Items from SOS Chests and T-Map Chests would be considered exceptional, for purposes of Imbuing (while not actually POSSESSING any exceptional bonuses), making the loot more worthwhile (I suggested this one to a couple devs at the HS premiere, and they seemed to like it).

11. Give crafters the choice of not applying the Exceptional DI bonus to Exceptional weapons, and to "turn it off" as a Runic property. This would allow more useful weapons to be created. Also, allow certain specific properties to be removed in Imbuing, such as DI, Night Sight, Luck and Lower Requirements.

12. Add the ability to sail to Tokuno, and to Ilshenar, via something similar to Serpent Pillars. As it is, half the shards have access to an area of Ilshenar that the others do not. Allowing boat travel there would fix this, even if the area was only accessible by rowboat.

13. Was it ever conclusively said that the Lost Lands were Ambrosia? If Not, I wouldn't mind seeing a later expansion dealing with it (say, a booster pack with a small non-housing land and new dungeons).

14. Redesign of The Lost Lands to no longer look like someone drew a map, shoved it through a shredder, then taped it back together sloppily before digitizing it. Expand it, and pin it off as its own facet (possibly one connecting shards sharing a server location) without recall/gate ability. If the PvP toggle idea is in place, there would also be no need for separate Trammel & Fel versions. Add lots of overland spawn in the areas between the champ spawns, that cannot cross over into the spawn areas. If used to connect multiple shards, it would become a center for cross-shard trading.
These suggestions or better then mine. You hijacked my thread.
 
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