I have tried to get most of you to think what could the dev do for us in the comming year, but.... well kids lets just say your asking way too much of these one trick ponys in a year...
It takes 3 acts of congress to get a GM to show up to fix a bug...
So you really expect the Dev to do the EC quickly???
I dont think so...
So let's try the list again but this time I will be more to the point of what is easy to do in a 11 month span (january is almost half done so I will not say 12 months).
Starting with something simple...according to Grim not me this should be a easy thing for the "newguy" to do.
1. Tone up the inside of all the pouches, bone containers, just about all bags.
Reason: simple You cant see the black rock or any other small dark object that pops in your pack... might also want to do it to the pack animals while your at it...
2. Bod Books, 1 stone/1 lockdown 500 bod limit, useable when locked down using the same set user menu of other items.
Lets face it the pink and blue books went over so well this is the logical next step in bod book tech. Crafters have suffered with needing a way to keep all the bods to do their crafting and getting penilized for it in house lockdowns and inability to access it other then in hand. Lag has over the years been a factor when passing a home filled with vendors holding mountains of bod books. The menu needs work but that is a bit more then a small change so I would put that as a long term goal for later consideration.
3. Ore and Lumber Spots. Making them back to a set location.
While the game was a big draw for the lower end of rabble, The Dev found it fit in to place in a random spot system for said items... but it has a major problem.. it didnt stop them, and made it down right hard on the good players to get what is needed to work in game. We still have scripters, and we have lost many to fustration. Over the years while we were told the locations would change once the ore was mined to a sufficient level. Now this random change would happen to a different ore type and the process would again begin till it too was mined out. Only this is not the case once a place gets changed to iron ore. I personally have mined one spot for hours in one sitting for years and it has never reverted to another ore type. I seems that many change to iron and never change again to any other type of ore. Similar is the condition of the tree's.
Over the years I have complained that finding Frostwood has been fruitless..
4. The Gift Giving... Making things a bit more of a randomization.
Long ago the Dev's of the past gave a ticket with a random item generator link from the gift list for that seasonal time. Ie: the potted plants, ranger armor, angel boxes from the newer years and the like. You never knew if you were going to get the one you wanted so it made trading and chance part of the giving. These days like this last christmas, the Dev made us a very clever Tub and gift box set.... I loved the tub btw..but with having house for the average player these days and up to 7 characters on an account... thats alot of tubs for one house... over kill if you get my drift...same with the lobster dinner... Yes many collect the gifts in hopes they have a "Rare" but the rest of the items are storage eating debackle for the average player. I am not saying take away the boxes or stop gifting but perhaps make it so there is a tad bit of chance of getting something with less... Less is more fits this.
5. NPC Vendor's need to carry more...
To explain this is the fact that 20 of any one regent or blank scroll with the timer of over 20 minutes to get more off them has got to change. Time to play in game for many players has gotten shorter. Familys, work , and the general world has changed to limit many of us to a fraction of time. And shopping for these items have lead to relying on scripters. This is also a problem for #3 above too. 500 of any one item on a general NPC vendor would suffice. Though we are use to 999. Players would play instead stand at the local shop in distracted mode till the ofending npc restocked...
6. Bod Rewards and usefull items.
As it stands much of the bod items given are getting old... and well... to be frank some is down right junk.
I am not saying toss it all out.. but try a consensus of the things we use and sell the most and you will have a clear picture. Smithing and Tailoring have had boon times as armors and wys have evolved. The Rewards should too. Talk to the players here for ideas, also if you cant see doing a much larger use count on tools perhaps a small boost to the crafters #'s on the kits they make is the right step... like no tool use number under 50 for starters.
Ok by now most of you who have read this get my drift..i hope
Asking for wild stuff like a total fix of the EC or things we know they cant do in a short ored gets this thread no where... they work like we do at a set number of hours and are due the respect that they are people not gods.... (Sorry Bonnie *hands back her whip*)
Try your hand at some small change to add to this list or perhaps even finaggle something easer for one i already did...
Oh and DEV read and understand we are trying to help...
It takes 3 acts of congress to get a GM to show up to fix a bug...
So you really expect the Dev to do the EC quickly???
I dont think so...
So let's try the list again but this time I will be more to the point of what is easy to do in a 11 month span (january is almost half done so I will not say 12 months).
Starting with something simple...according to Grim not me this should be a easy thing for the "newguy" to do.
1. Tone up the inside of all the pouches, bone containers, just about all bags.
Reason: simple You cant see the black rock or any other small dark object that pops in your pack... might also want to do it to the pack animals while your at it...
2. Bod Books, 1 stone/1 lockdown 500 bod limit, useable when locked down using the same set user menu of other items.
Lets face it the pink and blue books went over so well this is the logical next step in bod book tech. Crafters have suffered with needing a way to keep all the bods to do their crafting and getting penilized for it in house lockdowns and inability to access it other then in hand. Lag has over the years been a factor when passing a home filled with vendors holding mountains of bod books. The menu needs work but that is a bit more then a small change so I would put that as a long term goal for later consideration.
3. Ore and Lumber Spots. Making them back to a set location.
While the game was a big draw for the lower end of rabble, The Dev found it fit in to place in a random spot system for said items... but it has a major problem.. it didnt stop them, and made it down right hard on the good players to get what is needed to work in game. We still have scripters, and we have lost many to fustration. Over the years while we were told the locations would change once the ore was mined to a sufficient level. Now this random change would happen to a different ore type and the process would again begin till it too was mined out. Only this is not the case once a place gets changed to iron ore. I personally have mined one spot for hours in one sitting for years and it has never reverted to another ore type. I seems that many change to iron and never change again to any other type of ore. Similar is the condition of the tree's.
Over the years I have complained that finding Frostwood has been fruitless..
4. The Gift Giving... Making things a bit more of a randomization.
Long ago the Dev's of the past gave a ticket with a random item generator link from the gift list for that seasonal time. Ie: the potted plants, ranger armor, angel boxes from the newer years and the like. You never knew if you were going to get the one you wanted so it made trading and chance part of the giving. These days like this last christmas, the Dev made us a very clever Tub and gift box set.... I loved the tub btw..but with having house for the average player these days and up to 7 characters on an account... thats alot of tubs for one house... over kill if you get my drift...same with the lobster dinner... Yes many collect the gifts in hopes they have a "Rare" but the rest of the items are storage eating debackle for the average player. I am not saying take away the boxes or stop gifting but perhaps make it so there is a tad bit of chance of getting something with less... Less is more fits this.
5. NPC Vendor's need to carry more...
To explain this is the fact that 20 of any one regent or blank scroll with the timer of over 20 minutes to get more off them has got to change. Time to play in game for many players has gotten shorter. Familys, work , and the general world has changed to limit many of us to a fraction of time. And shopping for these items have lead to relying on scripters. This is also a problem for #3 above too. 500 of any one item on a general NPC vendor would suffice. Though we are use to 999. Players would play instead stand at the local shop in distracted mode till the ofending npc restocked...
6. Bod Rewards and usefull items.
As it stands much of the bod items given are getting old... and well... to be frank some is down right junk.
I am not saying toss it all out.. but try a consensus of the things we use and sell the most and you will have a clear picture. Smithing and Tailoring have had boon times as armors and wys have evolved. The Rewards should too. Talk to the players here for ideas, also if you cant see doing a much larger use count on tools perhaps a small boost to the crafters #'s on the kits they make is the right step... like no tool use number under 50 for starters.
Ok by now most of you who have read this get my drift..i hope
Asking for wild stuff like a total fix of the EC or things we know they cant do in a short ored gets this thread no where... they work like we do at a set number of hours and are due the respect that they are people not gods.... (Sorry Bonnie *hands back her whip*)
Try your hand at some small change to add to this list or perhaps even finaggle something easer for one i already did...
Oh and DEV read and understand we are trying to help...