Development Cycle Archive
Thread: In-Concept Open Discussion (Week Ending 5-10-04)
TH,
in your new endeavor to get a rep from each profession, I read in BE forum about a very exciting idea i want to put here to be sure u read it: about dna sampling, make it so from novice to master there is improvement in dna samples numbers harvested at each try. Example: a novice get max one sample for each successfull try. Lvl 2 get 2 sample (SAME dna), lvl 3 get 3, and so on till say 5 dan sampes from one successful tryas master. Benefits? Less space taken to store samples - .possibility to make a fatory run of 5 pets since we get 5 identical dna samples.
poulp from kauri
1)Player cities -
Mayor withdrawl now i may be wrong but at present there is no way for a mayor to withdraw from the running? This would be useful as a way off passing over to new mayors without having to make sure everyone votes which is nigh on impossible unless the town is tiny. If more than one person runs for mayor there should be an option to withdraw.
Mayors need more control, at the moment we have a situation where players houses/vendors can sit unused for months if they have enough maintenance in them is it possible to create a cut off point where mayors can remove structures/vendors.
Mayors at master politician level should be able to place and own ANY civic structure including cantina and med center.
Cities should be able to have an option to show their status and enforce some rules. By this i mean enable some decor changes to civic structures dependant upon faction and possibly the ability to pay for factional NPC's to patrol the town.
2)Creature mounts -
Preferable to speeders personally but can they not be made to permanantly gallop as long as they are fed? this would make them a worthwhile part of the game again and a new food could be developed between chefs/be's for allowing this.
3)Imperial bases/rebel bases -
Can faction scanners be made more effective? by this i mean give them the ability to focus all troops in range on any targets they scan and put out an alarm or a siren or something.
Hi.
Is it possible to implement a kind of additional grouping system, wchich could be used to allow pvp regardless of faction alligment?
Anybody could create such a group. Creator woud allow, or not people to join, so only trusted players could participate.
raynedog wrote:
Well this is a long shot but then again that's what this forum is for I would guess.
As a medical supplies crafter, and ex- master arch, crafting seems far too "solo" driven. As well, loot still seems a bit useless. I would puropose that a few more items, craftable by elite crafting proffesions would have a sopt for an ingediant that would come from another proffesion, this item would be completly optional however.
So, items that are being made now would not change it the least bit, should you obtain this optional componet, you could incress the, stats, or different color, or more units made, ect, ect by a small amount. Some of these optional componets could come from Rangers, meaning that only rangers would have the skill to extract a Bol Chest Bone, the chest bone could then be used to add a few more points to the healing factor of a stim pack or something of that nature.
In this system there would be other items that others could obtain, such as we already see with the Peko Peko feather, and some items that can only be crafted by other crafters such as we see with BE+Taylors, or Taylors+Armorsmiths, both those proffesions can use something that the other makes to enhance thier items.
In summary, the items would optional,would be on a few schem not all, and throught the wide variety and number of schems out theremany if not all of the proffesions could have something to offer.
ABSOLUTELY NOT!!!!
The need to farm for drops is what makes EverQuest crafting a pain in the patottie!! There's a reason it's nicknamed EverCamp! Hours andhours dedicated to hunting down monsters I could care less about just to get a few lousy items to craft with. And makingother classesthe only ones that can get them means holding our ability to craft these items hostage to another class.
NO, NO, NO, HELL NO, JUST SAY NO!!!!
BTW, Did I mention I really don't like this idea?
I think we'd be seeing a lot more harassment and anti-social behavior. One of the reasons it's so prevelent in EQ is the ease with which people can create a "throwaway" character and train (with monsters, not skills)or harrass others. Then delete it and the CSR's have nothing to follow up on. And there's no player backlash either, since the offender is "unknown."
Barafu wrote:
This has been suggested before but I wanted to bring it up again. It might seem extreme but I think it could have major impact on the game.
(snipped)
Here's where the "useless" part comes in -- in order to for this proposal to not be effectively granting everyone a second account, the second slot would be completely nerfed. I mean completely. No skills, can't take missions, can't carry more than a few items (clothes and a couple of props), etc. Basically anything that would useful from a game mechanical point of view could be taken away while leaving the character the ability to walk around and create content. Obviously, with no usefulness to the character, you'd be able delete the character and create a new one for another event on a whim.
I think we'd see a lot more interesting stuff occurring in-game if we had this option.
PAY MORE? insanity!
Complex dungeons, more plots/quests and a more rewarding experience for soloists in general.. these things should be expected, not begged for.