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What feature would you like to see Blizzard adopt?Follow

#77 Nov 28 2011 at 8:01 AM Rating: Good
Yeah it's a setting. It still has a limited range, but if you enable the AoE looting, if the corpses are fairly close to each other you only have to click one.
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#78 Nov 28 2011 at 8:05 AM Rating: Default
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Borsuk wrote:
Forgot about that - Fishing.

Needs a complete overhaul. Horribly boring... I'd suggest getting rid of the "Fishing Nodes" if you can't aim your cast. It's kind of stupid.

My suggestion would be to assign fish to specific zones and specific types of water. (I know they already do this - but not to the extend I'm suggesting)
I can see fishing being instanced, and then Blizz needs to copy any fishing game on the market.
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#79 Nov 29 2011 at 11:36 AM Rating: Decent
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AOE looting would be fantastic - so long as it doesn't create huge lag. One of the things I hate about grouping is that my connection is slow, and if I'm grouping I can't loot AND keep up with my group.

Being able to change your taxi destination is a winner. Don't know how many times I've clicked on the wrong destination by mistake! Even if there was a tiny surcharge for this, it'd be worth it.

Being able to hearth anywhere you've been before would probably be overboard. I can see the farmers abusing it. I'd be happy to just be able to choose from 3-5 hearths.

I'd even be good with having a "local" hearth and a "city hearth". You set your "local hearth" to the area where you're questing and your "city hearth" to whatever is most convenient for you to bank, work on tradeskills, do your dailies etc. Right now my main is questing in Plaguelands with her hearth in IF. Whenever she needs to train or go back to IF for something important its a good 15 minute or more flight to get back.

A bag just for quest objects would absolutely rock! It'd make it a lot easier to confirm that yes, you had the right object and if it didn't take away from regular bag space, even better!

I also used to have an addon that sorted my bags so food was in one place, mats in another, etc. Sadly that addon stopped being supported for a while and I gave up on it before I quit. I haven't looked for a replacement since I got back to the game, but I probably should - I hate wasting time rooting through my bags! Wish Bliz would implement something like this.

Also I've been using the new Bliz system for my equipment, but I wish it worked a little more like Outfitter, automatically changing your equipped gear when you change stances. For instance putting a dagger in your main hand when you stealth (for backstab) changing to your mounted gear when you mount up (to take advantage of trinkets that increase mount speed) etc. I don't even know if these are needed in the present game. Are there still mount speed trinkets? I don't think rogues still need a dagger to backstab.





#80 Nov 29 2011 at 12:26 PM Rating: Good
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(First time poster, though I've been following Zam for a while now. =) )

It's a bit silly, but I would like to see Profession titles. If you're going to go through the pain of leveling Jewelcrafting or Engineering, having a nifty title like 'Master Mechanic' or 'Illustrious Jeweler' would be kind of cool to have floating above your head once you get your 525 achievement. I, personally, would rather enjoy having 'Master Mixologist' to go along with my Alchemy resume.

I'd also like to see Engineers being able to make a trinket called 'Gryphon Rocket Booster' to increase the speed of your taxi flight. If, for nothing else, to increase the taxi speed! Argh! I've taken to calling the long flights over continents 'sandwich flights' because some of them seem to take forever!
#81 Nov 29 2011 at 1:02 PM Rating: Excellent
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the downside with profession "titles" other than Salty (fishing) is each expansion moves the skill cap, are we to lose the title until we get to the new 600 cap come MoP?
#82 Nov 29 2011 at 1:47 PM Rating: Decent
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Could do the profession titles the same way other MMOs have and add a title for each rank.

Journeyman <Profession> <Name>
Expert <Profession> <Name>
etc etc
#83 Nov 29 2011 at 2:18 PM Rating: Good
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Or like with archeology where it's about how much you do, not your skill level.

Make 100 alchemy items and get <Apprentice Mixologist>, make 5k and get <Master Mixologist>, 10k for <Grand Master Mixologist>, etc.
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#84 Nov 29 2011 at 3:33 PM Rating: Good
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Relative PvE scaling, even instances That's my number 1. I would love to go into some old instances and have to really work my tail off to solo them. Make them pug-easy for 5 toons (scaling to median level) and that automatically makes them hardcore as hell for solo players or smaller groups of 2-3. Would also open up tons of other content for new and old players. If the challenge (and reward) from clearing the Barrens quest chains scaled to level cap zones I would totally do them. Right now, there's very little immersion or reward for doing those at level cap.

The rest in no particular order:

Persistent PvP zones with multiple objective tiers (old AV was somewhat like that, if poorly implemented)

A non-grind power plateau for PvP, nobody likes grinding BGs (or raids) to even out the power differentials from gear in PvP. Nobody.

More Battleground maps and game types. Why no King of the Hill or Carry the Pumpkin maps? /sadpanda

Did I mention PvE content scaling?

"On use" skill acquisition (as opposed to having to go to a trainer), the more you use a sword, the better you are at it or the chance to unlock a skill/spell/whatever. Some games (Skyrim for example) use this rather than "+20% damage" talents/glyphs/traits/etc to great effect.

Auto or area looting. FFS Blizzard isn't it time?

Remove "tagging" of mobs. If two players hit that gnoll, shouldn't they both get credit?

All races available for all classes. Yes, lore etc but... at this point it seems a bit silly that some races are restricted.

(Actually, most of the above are things I've been asking for years and several of them will be in some upcoming MMOs like SWTOR and GW2, so.... hmmm.... )
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#85 Nov 29 2011 at 4:03 PM Rating: Good
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TherionSaysWhat wrote:

"On use" skill acquisition (as opposed to having to go to a trainer), the more you use a sword, the better you are at it or the chance to unlock a skill/spell/whatever. Some games (Skyrim for example) use this rather than "+20% damage" talents/glyphs/traits/etc to great effect.


Apart from the fact that they removed weapon skills I can still see the sense in there being some connection between what you do and how good you are at it. I know it was a bit of a pain but I never really minded topping off my weapon skills each level. It was part of improving my character. I don't know why they got rid of them.

Quote:

Auto or area looting. FFS Blizzard isn't it time?

We have Auto looting - unless you mean not even having to click. AE would be good. I would rather initiate the act though since I have absolutely no wish to loot all those wolves that got in my way when I was turkey hunting.

Quote:
Remove "tagging" of mobs. If two players hit that gnoll, shouldn't they both get credit?


I'm sorry but I think this is a horrible idea
Having played EQ where "kill-stealing" was a very real issue I have no wish to return to a situation where some griefer can mess with my mobs. I don't think you're making enough allowance for the darker side of human nature.

Where quests are involved there are already a lot of places where everyone present gets credit - often to a ridiculous extent - even if they are not grouped
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#86 Nov 29 2011 at 4:12 PM Rating: Good
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TherionSaysWhat wrote:
Remove "tagging" of mobs. If two players hit that gnoll, shouldn't they both get credit?


Who would get the loot?
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#87 Nov 29 2011 at 4:26 PM Rating: Good
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Apart from the fact that they removed weapon skills

I was more referencing ability acquisition. So, for instance, if I kill 100 mobs with Fireball I would then suddenly learn Pyroblast or something. This is in opposition to the "I dinged 20, guess I should head to Org and learn Pyroblast from my trainer." system. Weapon skill points were a leftover from Optima 2 type PC-RPGs and doesn't really add anything to a game outside of trying to emulate a pen-and-dice offline RPG.

Quote:
I would rather initiate [looting] though since I have absolutely no wish to loot all those wolves that got in my way when I was turkey hunting.

Actually a very good point, but personally I would love to just be able to turn on fully automatic AOE looting and auto-sell the scrap later. Being able to turn it on and off would leave it to personal preference and make certain activities (farming instances) easier. =)

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Having played EQ where "kill-stealing" was a very real issue I have no wish to return to a situation where some griefer can mess with my mobs.

The point of removing the "ownership" from tagged mobs is exactly in order to remove griefing of all types. Both players get equal credit for the kill. I would have never thought this would be a good thing until playing the GW2 demo but it really does change how you treat others in the PvE game world.

Quote:
Who would get the loot?

Both players would have loot from the above system. I thought EQ1 had a similar system?

BTW, this was a wishlist thread, right? A boy can dream! =P
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#88 Nov 29 2011 at 4:29 PM Rating: Good
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Yeah, was just curious. Can't really see why it wouldn't work.
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#89 Nov 29 2011 at 5:11 PM Rating: Decent
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Besides alot of the things already mentioned, I'd also like to be able to drop a profession and later on pick it up again starting a decent level, not just at 1. For example 450 drops down to 375, 375 to 300 etc etc, just go down one mastery level.
I know why they won't have it, but it would make it a lot easier when I decide to swap around professions again.



Ps, Maz, come tank for my pala!
#90 Nov 29 2011 at 5:19 PM Rating: Good
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My Druid's been transferred to Alliance, but sure.

I don't remember your Paladin's name, though.
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#91 Nov 29 2011 at 6:17 PM Rating: Decent
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Can't speak for EQ2 but in the original the player who did over 50% of the damage to a mob received both loot and experience for the kill.
#92 Nov 29 2011 at 7:03 PM Rating: Good
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TherionSaysWhat wrote:
Quote:
Who would get the loot?

Both players would have loot from the above system. I thought EQ1 had a similar system?

BTW, this was a wishlist thread, right? A boy can dream! =P


"ok, this mob's hard to find and has a 10% chance to drop valuable loot. I've gathered all 50 of you here to poke the thing with your weakest ability. Any loot goes to the gbank, it'll get auctioned and the proceeds split evenly."
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#93 Nov 29 2011 at 7:13 PM Rating: Good
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Yeah, on second thought, it might not work out so well.

They could tweak it so that only the "primary looter" - the person who did the most damage to the mob - gets blue+ gear on the mob, but that would also suck if you're farming world spawns for mounts or whatever.

Still, they could implement it with xp only. Mob gets tagged by the first person to engage, but everyone helping kill it would get a share of the xp (rather than their share simply being cut from the tagger's portion as it is now).

Edited, Nov 30th 2011 2:13am by Mazra
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#94 Nov 29 2011 at 7:17 PM Rating: Excellent
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Mazra wrote:

Still, they could implement it with xp only. Mob gets tagged by the first person to engage, but everyone helping kill it would get a share of the xp (rather than their share simply being cut from the tagger's portion as it is now).

Edited, Nov 30th 2011 2:13am by Mazra


...and everyone who damages a quest mob gets credit and/or can loot the quest item. (though they've gotten better at this).

Edited, Nov 29th 2011 5:19pm by someproteinguy
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#95 Nov 29 2011 at 11:17 PM Rating: Decent
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FFXI's Level sync system. Where the leader can reduce everyone's level down to a lower persons level.

EG 2 x level 80's want to play with a friend who is only level 35. create a party, level sync down to 35 and then all 3 people will be reduced to level 35 stats.
#96 Nov 30 2011 at 12:08 AM Rating: Good
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Tepogue wrote:
FFXI's Level sync system. Where the leader can reduce everyone's level down to a lower persons level.

EG 2 x level 80's want to play with a friend who is only level 35. create a party, level sync down to 35 and then all 3 people will be reduced to level 35 stats.



FFXI has a level sync system? Where was this when I was playing? I kept needing to prove myself to new people because I'd get some folks who realized I was competent despite being a Dragoon and a bit of a snowflake (did some playing around with Drg/Brd and Drg/Rdm while levelling, could so some interesting stuff though it was so long ago that I can't recall what), but then I'd take a weekend off or spend a week writing a paper, and be unable to group with them anymore.

Edited, Nov 29th 2011 10:08pm by selebrin
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#97 Nov 30 2011 at 12:50 AM Rating: Good
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LOTRO's crafting system, where the materials you were capable of acquiring from mobs were the materials you needed to make gear at your own level cap. Unlike WOW's crafting system where there's no way in heck to solo mobs with the crafting items you want. So you have to buy them on the AH. And since you are a lower level toon with a lower capacity for making money, the mats you want are out of your price range, unless you have another level-capped alt somewhere.

I presume BLizzard did it this way (forcing most people to buy crafting mats rather than farming them when they were relevent) in order to create a working economy on the Auction House. But guess what? Even though LOTRO's crafting system was so much more (perfectly) in sync with your toon's own level, there was a thriving economy anyway. Gear and crafting mats sold really well on the AH
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#98 Nov 30 2011 at 1:39 AM Rating: Decent
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Tepogue wrote:
FFXI's Level sync system. Where the leader can reduce everyone's level down to a lower persons level.

EG 2 x level 80's want to play with a friend who is only level 35. create a party, level sync down to 35 and then all 3 people will be reduced to level 35 stats.


This would make way too much sense, especially in battlegrounds below the level cap.
#99 Nov 30 2011 at 3:20 AM Rating: Good
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SW:tOR actually does something similar in battlegrounds. Instead of lowering everyone to a specific level for a battleground that is for, say level 10-19, they instead boost everyone's stats to roughly equal levels, meaning a level 10 and a 19 could go at each other with equal danger. The 19 would have more/better abilities, but that's about it.
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#100 Nov 30 2011 at 4:22 AM Rating: Good
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Greyseller is an excellent addon that automatically sells all your greys anytime you click on a vendor NPC.

I was silly the first times I tried fishing, and waited for the bobber to splash to click on it, reguardless of how close to the fishing pool the bobber landed. Of course, the right thing to do is to recast immediately until the bobber lands in the fishing pool, and then wait to hook a fish.

I agree fishing is awful, but it's nothing like the hell on Earth that was fishing in FFxi. Trust me, it was literally 1000 times longer to level in FFxi. WOW fishing, I just turn my own favourite music up really high, and zone out.

I would prefer that we can only autoqueue for instances that we have found the entrance to out in the zones, no matter what level instance. I thinks it's a real shame that all the wide world's content can now be skipped by levelling in dungeons and battlegrounds. You still wouldn't have to quest, but you'd have to do a modicum of exploration.
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#101 Nov 30 2011 at 10:28 PM Rating: Decent
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Mazra wrote:
Yeah, on second thought, it might not work out so well.

They could tweak it so that only the "primary looter" - the person who did the most damage to the mob - gets blue+ gear on the mob, but that would also suck if you're farming world spawns for mounts or whatever.

Still, they could implement it with xp only. Mob gets tagged by the first person to engage, but everyone helping kill it would get a share of the xp (rather than their share simply being cut from the tagger's portion as it is now).

Edited, Nov 30th 2011 2:13am by Mazra



So here I am questing away with my lvl 40. Along comes some lvl 85 with a 12 yr old moron behind the keyboard, and tags the mob I'm fighting. Since he's level 85, I get zero xp from the kill.

Even worse if the person who does the most damage gets the blues.

Meanwhile, this 12 yr old hasn't been taught manners by his parents and thinks it's very funny that he's stealing my xp, so he follows me around until I get disgusted and log.

I like the system the way it is now. I don't need the "help" thank you.
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