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View Full Version : Wouldn't it be nice. (lots of points)



Chaosprism
05-13-2010, 07:43 PM
I put all my more recent suggestions in one post so people can comment, or devs can have a browse.


Quests:

The LFM panel now displays the quests to choose from in a tree form, with level of quest being more selective then followed by area you get the quest., you can also select by story quest which ONLY lists linked story quests and lists them in level order.
Hard Difficulty now gives +30% for first time bonus rather than the same +25% that normal gives.

Deleras Tomb, running back out of the tomb after reading the note is now part of the completetion of the quest again. Dimension door works, you just need to get all living players (at least 1 person) to the entrance to finish. (when you pickup the note, everyone gets a copy, it drops on leave adventure, and it checks to see if you have it when you get to the start area)

Ruined Signet Ring Quest:
Taking the ruined signet ring back to the entrance should be part of the quest again.
Thining the quickfoot is only an optional.
The ruined signet ring is a tradable, drop on death, drop on leave adventure item. (no longer a keepable item) That the adventure checks if a player that goes to the entrance has.




Graphics:

Creatures now burn a little longer when defeated by fire effects, they'll blacken and smoke a bit.
Animations for 2-handed piercing(spears) , 2x 1 handed piercing , 1 handed piercing are now in the game. (you get the animation for 2 x 1 handed piercing if either weapon is a piercing weapon)
Improved world effects: persistant Spells effects like grease, cloud kill, fog cloud etc etc now FADE away rather than just disappearing instantly.


New weapons:

Dire weapons are now in the game: double scimitars, double swords, dire mauls, dire mace,double axes, urogosh, gnome hookhammer. Using the quarterstaff animation.
Tridents(1h and 2h) , Spears(1-h) , Halberds(2h) , Long Spears(2-h) are in the game
Weapon range is in now, bastard swords, greatswords, quarterstaffs have the longest reach. Daggers, Sickles are close in weapons but make up for that by being slightly faster at attacking.




Spells:

Dismiss charm is now available for all characters, clerics using symbol of persuasion, other characters with UMD wands of charm etc rejoice!

A now easy to see Spell targetting reticule thats projected on the ground, it's turned on automatically when you get magical training. You can turn it off/on in the options.

Cantrips can now be cast: They cost 2 mana and are a lot faster to cast than level 1 spells.
Wizards and sorcerors get flare , finger of fire, acid splash, cold ray, resistance
Bards get flare, minor cure wounds, resistance
FvS and Clerics get minor cure wounds, resistance, spark of light

New spells:
Freeze Ground: Makes the ground very slippery, and deals 1d6+caster level damage per second to all creatures on the ice.
Dispel Magic, Greater Dispel magic can now be aimed at the scenery, it has a chance to remove 1x spell on any target in the area of effect, and works on persistant spell affects in the area. It now has a longer recharge time so it cant be spam cast.


New Conditions:

Charmed: Players can now be charmed (in a way) when charmed you cannot hurt the creature that charmed you, if you accidentally hit a player with a spell/arrow/ melee attack you will put a temporary curse (called betrayed) on them for 6 seconds. They will suffer double damage from everything that hits them and get -4 to saves.

Beserk: When creatures are beserk they will attack the closest thing to them ally or enemy (has stars over their head). When players are beserk they have a 50% chance to put a "betrayal" curse on their fellow player if they accidentally hit them with something or an attack.

Deafness: If you are deaf you suffer 20% spell failure, have no listen check, and cant read /say from creatures or players.

Insanity: You and other creatures can now be insane (outside of delirium) by spells/effects there:
Sub states of insanity include: narcolepsy: (go to sleep every now and then for 6 seconds), Hysteria: Laughing occasionally every now and then, Loopy: Dancing for 3 seconds every now and then. Paranoia: you go beserk every now and then for 4 seconds.


Summons:

You can now summon from 3 options for summon monster spells of all levels. (neutral , evil and good choices)
The usually come in 4 flavours: Tank, Ranged Dps, Dps Melee, Control and sometimes a few buffer casters.
Good clerics cannot summon the "evil choices"
Metal Companions are on a different channel to a palemasters summon and a summon monster spell, natures ally is also on a different channel.
So you can have 1 of each out if you so choose.


Hirelings:

Rogue, Ranger, Bard hirelings are now in the game. Some are range focused, others are melee.
Rogues have search, open lock, disable device and 1 other hireling specific ability.
Rangers usually have search, 2x ranger spells, 1 hireling specific ability.
Bards usually have Courage Song and 2x bard spells and 1 hireling specific ability (competence song or other songs, other spells , open lock)
Hirelings on PASSIVE mode, wizard, sorceror, missile ranger/bard/rogue, clerics/fvs on defensive realise that they're a bit squishy and will try and kite and run away from creatures that target them for melee poundings.


Potions:

Minimum level of effect on ALL potions is level 5 (so 5 min duration minimum)
There are now potion cases that autocollect your potions you pick up for you.


Scrolls:

Scrolls are have caster level 10 minimum when used to cast from. (your ability to cast the scroll is still dependant on your character level vs the scroll caster level)
There are now scroll cases that will auto collection your scrolls for you.


Feats:

Tumbling gives +2 ac dodge and +2 insight reflex save to all characters who are tumbling.
Mobility now has no effect on tumble, it instead negates this new global effect: A -2 to ac vs melee attacks ALL creatures and characters get when they are moving.
New enhancement: Magic Arcana (2 action points), (for bards, sorcerors and wizards) uses your caster level instead of the item's if it's higher for clickable items.


Emotes:

/point now says "X points over there." when there is no target or "X points at the Y" if there is a target and distance is not an issue.
/wait now keeps tapping the foot till you do something else (as if you were dancing)
/perform now toggles : showing weapons in your hands when you do other emotes.


Items:

Emerald claw pendant upgrade #1 now casts SCARE instead of cause fear.
Some clickies now take their caster level from the user's umd score and/or their level
Returning weapons are a little slower attack speed than ones with finite charges.
Throwing flasks are now in the game, they're filled with all sorts of substances and takes your throwing weapon skills into count when working out if you hit dead where you aimed it, otherwise it may end up somewhere else completely. and are also purchasable from a certain favor reward vendor (free agents). (acid flasks, greek fire, frost , damage over time elemental stuff, poisonous and filthy disease laiden flasks etc)


Barrels:
Barrels exploding can now damage surrounding barrels possibly causing them to explode (ahhrrgh! chain reaction!)
Barrels can have other substances inside them, fog cloud, grease, glitter dust, Acid blast, Otilukes Freezing Sphere and other conjurations/evocations.
Some barrels and other destroyables are tougher than others and take more than one hit to destroy. Some even have innate resistances.


Creatures:

Glass spiders can sometimes do more than try and lay eggs on you. Some of these mother spiders want to take you out first before bringing new life into the world.


Bugs:

Creatures no longer move around when they are meant to be paralysed, or turned to stone, or held in someway if they are also blinded at the same time.
Hirelings: When you post an LFM and then summon a hireling it will not longer corrupt the display only showing your name even when other players join. Hirelings are now listed in LFM's their name is in blue instead of white.
Hirelings: When they are not facing an enemy they're trying to cast a spell at they'll try and face them rather than just return an error and do nothing.

Forsworn conjurer in gianthold is now much more helpful and says that he is INDEED a spirit binder.
Laina the Restless isles spirit binder also now advertises this to the wanderer.
Meridian spirit binder now advertises the fact.

The SYNC error between client and server when characters try and jump onto ladders or jump out of the water onto a ledge (most noticable on slightly lagged connections) has been fixed. No more rubber banding, the client will now reflect what the server thinks you've done.

Zombiekenny
05-13-2010, 08:41 PM
I put all my more recent suggestions in one post so people can comment, or devs can have a browse.


Quests:

The LFM panel now displays the quests to choose from in a tree form, with level of quest being more selective then followed by area you get the quest., you can also select by story quest which ONLY lists linked story quests and lists them in level order.
Hard Difficulty now gives +30% for first time bonus rather than the same +25% that normal gives.

Would maybe be nice, but not that exceeedingly needed.


Deleras Tomb, running back out of the tomb after reading the note is now part of the completetion of the quest again. Dimension door works, you just need to get all living players (at least 1 person) to the entrance to finish. (when you pickup the note, everyone gets a copy, it drops on leave adventure, and it checks to see if you have it when you get to the start area)

No. Just no.
New players come into this quest without holy weapons, and you don't get the club till part1 is done... Need I say more?


Ruined Signet Ring Quest:
Taking the ruined signet ring back to the entrance should be part of the quest again.
Thining the quickfoot is only an optional.
The ruined signet ring is a tradable, drop on death, drop on leave adventure item. (no longer a keepable item) That the adventure checks if a player that goes to the entrance has.

Its already an annoying quest most people skip, why make it more so?



Spells:
[/color]
Dismiss charm is now available for all characters, clerics using symbol of persuasion, other characters with UMD wands of charm etc rejoice!

Would be nice.


A now easy to see Spell targetting reticule thats projected on the ground, it's turned on automatically when you get magical training. You can turn it off/on in the options.

Or hold right-click (use T) to place the marker where you need.


Dispel Magic, Greater Dispel magic can now be aimed at the scenery, it has a chance to remove 1x spell on any target in the area of effect, and works on persistant spell affects in the area. It now has a longer recharge time so it cant be spam cast.

Break Enchantment



New Conditions:

Charmed: Players can now be charmed (in a way) when charmed you cannot hurt the creature that charmed you, if you accidentally hit a player with a spell/arrow/ melee attack you will put a temporary curse (called betrayed) on them for 6 seconds. They will suffer double damage from everything that hits them and get -4 to saves.

Beserk: When creatures are beserk they will attack the closest thing to them ally or enemy (has stars over their head). When players are beserk they have a 50% chance to put a "betrayal" curse on their fellow player if they accidentally hit them with something or an attack.

Why? Seems more annoying/not necassary rather than handy/nice.


Deafness: If you are deaf you suffer 20% spell failure, have no listen check, and cant read /say from creatures or players.

No.


Insanity: You and other creatures can now be insane (outside of delirium) by spells/effects there:
Sub states of insanity include: narcolepsy: (go to sleep every now and then for 6 seconds), Hysteria, Laughing occasionally every now and then, Loopy: Dancing for 3 seconds every now and then. Paranoia: you go beserk every now and then for 4 seconds.

No. Why? Theres no reason for additions like this.



Summons:

You can now summon from 3 options for summon monster spells of all levels. (neutral , evil and good choices)
The usually come in 4 flavours: Tank, Ranged Dps, Dps Melee, Control and sometimes a few buffer casters.
Good clerics cannot summon the "evil choices"
Metal Companions are on a different channel to a palemasters summon and a summon monster spell, natures ally is also on a different channel.
So you can have 1 of each out if you so choose.

Summon changes in some form would be kinda nice, since they are useless now.



Hirelings:

Rogue, Ranger, Bard hirelings are now in the game. Some are range focused, others are melee.
Rogues have search, open lock, disable device and 1 other hireling specific ability.
Rangers usually have search, 2x ranger spells, 1 hireling specific ability.
Bards usually have Courage Song and 2x bard spells and 1 hireling specific ability (competence song or other songs, other spells , open lock)
Hirelings on PASSIVE mode, wizard, sorceror, missile ranger/bard/rogue, clerics/fvs on defensive realise that they're a bit squishy and will try and kite and run away from creatures that target them for melee poundings.

Or even make so hirelings will try to heal themselves more instead of slowly dying when they have self-healing capability (Clerics *sometimes* try to heal themselves, sometimes)



Potions:

Minimum level of effect on ALL potions is level 5 (so 5 min duration minimum)
There are now potion cases that autocollect your potions you pick up for you.

Or don't raise min levels on potions that are handy at lower levels. Maybe put in higher level ones in the twelve vender or something, but don't touch min levels on most of em.
The potion change needed is to make curse pots work when raged...



Scrolls:

Scrolls are have caster level 10 minimum when used to cast from. (your ability to cast the scroll is still dependant on your character level vs the scroll caster level)
There are now scroll cases that will auto collection your scrolls for you.

No casting from scrolls till level 10? That couldn't possibly be a bad idea.



Feats:

Tumbling gives +2 ac dodge and +2 insight reflex save to all characters who are tumbling.
Mobility now has no effect on tumble, it instead negates this new global effect: A -2 to ac vs melee attacks ALL creatures and characters get when they are moving.

Stupid idea.



Items:

Returning weapons are a little slower attack speed than ones with finite charges.

Or not. Its a game, not a reallistic simulation of waiting for your already sub-par DPS weapon to come back to you...


Throwing flasks are now in the game, they're filled with all sorts of substances and takes your throwing weapon skills into count when working out if you hit dead where you aimed it, otherwise it may end up somewhere else completely. and are also purchasable from a certain favor reward vendor (free agents). (acid flasks, greek fire, frost , damage over time elemental stuff, poisonous and filthy disease laiden flasks etc)

Could be interesting, wouldn't waste dev time on something like this ahead of stuff like fixing curse pots, fixing a myraid of existing bugs, new races, new quests, etc though



Barrels:
Barrels exploding can now damage surrounding barrels possibly causing them to explode (ahhrrgh! chain reaction!)
Barrels can have other substances inside them, fog cloud, grease, glitter dust, Acid blast, Otilukes Freezing Sphere and other conjurations/evocations.
Some barrels and other destroyables are tougher than others and take more than one hit to destroy. Some even have innate resistances.

Seems kinda pointless again for something that has little effect on gameplay.



Creatures:

Glass spiders can sometimes do more than try and lay eggs on you. Some of these mother spiders want to take you out first before bringing new life into the world.

Would be nice if they attacked rather than lay eggs only



Bugs:

Creatures no longer move around when they are meant to be paralysed, or turned to stone, or held in someway if they are also blinded at the same time.
Forsworn conjurer in gianthold is now much more helpful and says that he is INDEED a spirit binder.
Laina the Restless isles spirit binder also now advertises this to the wanderer.
Meridian spirit binder now advertises the fact.
And a million others.

Falco_Easts
05-13-2010, 09:27 PM
Deleras Tomb, running back out of the tomb after reading the note is now part of the completetion of the quest again. Dimension door works, you just need to get all living players (at least 1 person) to the entrance to finish. (when you pickup the note, everyone gets a copy, it drops on leave adventure, and it checks to see if you have it when you get to the start area)

Ruined Signet Ring Quest:
Taking the ruined signet ring back to the entrance should be part of the quest again.
Thining the quickfoot is only an optional.
The ruined signet ring is a tradable, drop on death, drop on leave adventure item. (no longer a keepable item) That the adventure checks if a player that goes to the entrance has.
Not sure what your aiming for with these 2?



Creatures now burn a little longer when defeated by fire effects, they'll blacken and smoke a bit.
Animations for 2-handed piercing(spears) , 2x 1 handed piercing , 1 handed piercing are now in the game. (you get the animation for 2 x 1 handed piercing if either weapon is a piercing weapon)
Improved world effects: persistant Spells effects like grease, cloud kill, fog cloud etc etc now FADE away rather than just disappearing instantly.
Fluff, but nice fluff.



Dire weapons are now in the game: double scimitars, double swords, dire mauls, dire mace,double axes, urogosh, gnome hookhammer. Using the quarterstaff animation.
Tridents(1h and 2h) , Spears(1-h) , Halberds(2h) , Long Spears(2-h) are in the game
Weapon range is in now, bastard swords, greatswords, quarterstaffs have the longest reach. Daggers, Sickles are close in weapons but make up for that by being slightly faster at attacking.
/Signed. Would be good to see some more weapons coming in.


]
Dismiss charm is now available for all characters, clerics using symbol of persuasion, other characters with UMD wands of charm etc rejoice!
And for god's sake make dismiss charm easier to target.



A now easy to see Spell targetting reticule thats projected on the ground, it's turned on automatically when you get magical training. You can turn it off/on in the options.
Meh. Already have the target but can see some people might need a bigger one.



Cantrips can now be cast: They cost 2 mana and are a lot faster to cast than level 1 spells.
Wizards and sorcerors get flare , finger of fire, acid splash, cold ray, resistance
Bards get flare, minor cure wounds, resistance
FvS and Clerics get minor cure wounds, resistance, spark of light
Again fluff but nice fluff.



New spells:
Freeze Ground: Makes the ground very slippery, and deals 1d6+caster level damage per second to all creatures on the ice.
Grease 2, Frosties revenge.



Charmed: Players can now be charmed (in a way) when charmed you cannot hurt the creature that charmed you, if you accidentally hit a player with a spell/arrow/ melee attack you will put a temporary curse (called betrayed) on them for 6 seconds. They will suffer double damage from everything that hits them and get -4 to saves.

Beserk: When creatures are beserk they will attack the closest thing to them ally or enemy (has stars over their head). When players are beserk they have a 50% chance to put a "betrayal" curse on their fellow player if they accidentally hit them with something or an attack.
I like the idea but think it a bit complicated. Make charmed players unable to negatively affect mobs via spell or weapon. Leave berserk off for the time.



Deafness: If you are deaf you suffer 20% spell failure, have no listen check, and cant read /say from creatures or players.

I like this idea. Especially if it stops all sounds affects coming through as well as voice chat.



Insanity: You and other creatures can now be insane (outside of delirium) by spells/effects there:
Sub states of insanity include: narcolepsy: (go to sleep every now and then for 6 seconds), Hysteria, Laughing occasionally every now and then, Loopy: Dancing for 3 seconds every now and then. Paranoia: you go beserk every now and then for 4 seconds.
I like the idea.



You can now summon from 3 options for summon monster spells of all levels. (neutral , evil and good choices)
The usually come in 4 flavours: Tank, Ranged Dps, Dps Melee, Control and sometimes a few buffer casters.
Good clerics cannot summon the "evil choices"
Metal Companions are on a different channel to a palemasters summon and a summon monster spell, natures ally is also on a different channel.
So you can have 1 of each out if you so choose.
Again, I think overly complicated. Assign 3 monster types to each dungeon that suits the dungeon. When summon is cast you have random chances of summoning each type of monster. Kobolds, Black Widows and Oozes for WW etc... Scorrow, Knoll Archers or Mummies for Desert etc...



Rogue, Ranger, Bard hirelings are now in the game. Some are range focused, others are melee.
Rogues have search, open lock, disable device and 1 other hireling specific ability.
Rangers usually have search, 2x ranger spells, 1 hireling specific ability.
Bards usually have Courage Song and 2x bard spells and 1 hireling specific ability (competence song or other songs, other spells , open lock)
Hirelings on PASSIVE mode, wizard, sorceror, missile ranger/bard/rogue, clerics/fvs on defensive realise that they're a bit squishy and will try and kite and run away from creatures that target them for melee poundings.
/signed



Minimum level of effect on ALL potions is level 5 (so 5 min duration minimum)
There are now potion cases that autocollect your potions you pick up for you.
/signed



Scrolls are have caster level 10 minimum when used to cast from. (your ability to cast the scroll is still dependant on your character level vs the scroll caster level)
There are now scroll cases that will auto collection your scrolls for you.
Like the idea of scroll cases but think caster levels would play with UMD to much.



Tumbling gives +2 ac dodge and +2 insight reflex save to all characters who are tumbling.
Mobility now has no effect on tumble, it instead negates this new global effect: A -2 to ac vs melee attacks ALL creatures and characters get when they are moving.
Don't see the need?



/point now says "X points over there." when there is no target or "X points at the Y" if there is a target and distance is not an issue.
/wait now keeps tapping the foot till you do something else (as if you were dancing)
/perform now toggles : showing weapons in your hands when you do other emotes.

/Shrug. Fluff but needed?



Emerald claw pendant upgrade #1 now casts SCARE instead of cause fear.
Some clickies now take their caster level from the user's umd score and/or their level
I would like to see feat/enhancement lines taht allowed the use of meta's on clickies.



Returning weapons are a little slower attack speed than ones with finite charges.
Is there a need? Are there that many overpowered throwers out there?



Throwing flasks are now in the game, they're filled with all sorts of substances and takes your throwing weapon skills into count when working out if you hit dead where you aimed it, otherwise it may end up somewhere else completely. and are also purchasable from a certain favor reward vendor (free agents). (acid flasks, greek fire, frost , damage over time elemental stuff, poisonous and filthy disease laiden flasks etc)
/Signed.



Barrels exploding can now damage surrounding barrels possibly causing them to explode (ahhrrgh! chain reaction!)
Always wondered why this was not in game?



Barrels can have other substances inside them, fog cloud, grease, glitter dust, Acid blast, Otilukes Freezing Sphere and other conjurations/evocations.
/signed.



Some barrels and other destroyables are tougher than others and take more than one hit to destroy. Some even have innate resistances.
/signed.




Creatures no longer move around when they are meant to be paralysed, or turned to stone, or held in someway if they are also blinded at the same time.

/signed.

Chaosprism
05-13-2010, 09:56 PM
Originally Posted by Chaosprism View Post
Deleras Tomb, running back out of the tomb after reading the note is now part of the completetion of the quest again. Dimension door works, you just need to get all living players (at least 1 person) to the entrance to finish. (when you pickup the note, everyone gets a copy, it drops on leave adventure, and it checks to see if you have it when you get to the start area)

Ruined Signet Ring Quest:
Taking the ruined signet ring back to the entrance should be part of the quest again.
Thining the quickfoot is only an optional.
The ruined signet ring is a tradable, drop on death, drop on leave adventure item. (no longer a keepable item) That the adventure checks if a player that goes to the entrance has.

Not sure what your aiming for with these 2?

Just trying to make these quests like they were originally designed.

You need to "get out" as part of the quest, and you need to make it so recall and re-enter wont cheapen it, you do it with "drops on leave adventure" items.





Originally Posted by Chaosprism View Post
A now easy to see Spell targetting reticule thats projected on the ground, it's turned on automatically when you get magical training. You can turn it off/on in the options.

Meh. Already have the target but can see some people might need a bigger one.

I'm not sure if I'm explaining myself, this one is projected onto the ground.. so you can see exactly where that fireball will detonate.

Quote:
Originally Posted by Chaosprism View Post
Cantrips can now be cast: They cost 2 mana and are a lot faster to cast than level 1 spells.
Wizards and sorcerors get flare , finger of fire, acid splash, cold ray, resistance
Bards get flare, minor cure wounds, resistance
FvS and Clerics get minor cure wounds, resistance, spark of light
Again fluff but nice fluff.





Beserk: When creatures are beserk they will attack the closest thing to them ally or enemy (has stars over their head). When players are beserk they have a 50% chance to put a "betrayal" curse on their fellow player if they accidentally hit them with something or an attack.

I like the idea but think it a bit complicated. Make charmed players unable to negatively affect mobs via spell or weapon. Leave berserk off for the time.


Well beserk for creatures at least.. which is like a lesser alternate charm. And it suits the spell "song of discord" which makes a whole group of creatures beserk which might be more useful than mass charming them. Makes the creature "neutral" aligned so it sees everything as an enemy, all it's spells affect everything (except itself)



Originally Posted by Chaosprism View Post
Deafness: If you are deaf you suffer 20% spell failure, have no listen check, and cant read /say from creatures or players.

I like this idea. Especially if it stops all sounds affects coming through as well as voice chat.

Yeah may as well do that as well, maybe a slight wind sound comes through instead.





Originally Posted by Chaosprism View Post
You can now summon from 3 options for summon monster spells of all levels. (neutral , evil and good choices)
The usually come in 4 flavours: Tank, Ranged Dps, Dps Melee, Control and sometimes a few buffer casters/healers.
Good clerics cannot summon the "evil choices"
Metal Companions are on a different channel to a palemasters summon and a summon monster spell, natures ally is also on a different channel.
So you can have 1 of each out if you so choose.
Again, I think overly complicated. Assign 3 monster types to each dungeon that suits the dungeon. When summon is cast you have random chances of summoning each type of monster. Kobolds, Black Widows and Oozes for WW etc... Scorrow, Knoll Archers or Mummies for Desert etc...


It's not overly complicated, you just have a modal spell with 3x options for each level of casting. Random is fun also, i'd be up for that but if random isnt viable having 3 options to choose from would be good, you try them out see which suits your play style or area the best.




Originally Posted by Chaosprism View Post
Tumbling gives +2 ac dodge and +2 insight reflex save to all characters who are tumbling.
Mobility now has no effect on tumble, it instead negates this new global effect: A -2 to ac vs melee attacks ALL creatures and characters get when they are moving.


Don't see the need?

I do, mobility in pnp was about avoiding attacks of opportunity, in a real time game thats not realistic but this has the same "feel" to it and it makes sense to me doing this.



Originally Posted by Chaosprism View Post
/point now says "X points over there." when there is no target or "X points at the Y" if there is a target and distance is not an issue.
/wait now keeps tapping the foot till you do something else (as if you were dancing)
/perform now toggles : showing weapons in your hands when you do other emotes.
/Shrug. Fluff but needed?

Yep just fluff, wont take long to fix though.




Returning weapons are a little slower attack speed than ones with finite charges.
Is there a need? Are there that many overpowered throwers out there?

The attack speed isnt fast, but a stack of X non-returning throwing items should be a lot faster, stacks should also probably go up to 50 of one sort for throwing daggers and shuriken.

Chaosprism
05-13-2010, 10:21 PM
The LFM panel now displays the quests to choose from in a tree form, with level of quest being more selective then followed by area you get the quest., you can also select by story quest which ONLY lists linked story quests and lists them in level order.
Hard Difficulty now gives +30% for first time bonus rather than the same +25% that normal gives.

Would maybe be nice, but not that exceeedingly needed.

The lfm panel simple list of everything doesnt make it easy to find the quest.
In fact listed by "area" then "level" would be probably the best way.

like
Ruins of Threnal
....The library of threnal 9
....In need of supplies 8
etc.






Deleras Tomb, running back out of the tomb after reading the note is now part of the completetion of the quest again. Dimension door works, you just need to get all living players (at least 1 person) to the entrance to finish. (when you pickup the note, everyone gets a copy, it drops on leave adventure, and it checks to see if you have it when you get to the start area)

No. Just no.

New players come into this quest without holy weapons, and you don't get the club till part1 is done... Need I say more?

You're missing the point, if you have good aligned stuff you can fight your way out or use magic, otherwise your'e MEANT to run out, need I say more?

Why cant you understand that sometimes you need to flee, it's about survival, people have forget this in their journey.




Ruined Signet Ring Quest:
Taking the ruined signet ring back to the entrance should be part of the quest again.
Thining the quickfoot is only an optional.
The ruined signet ring is a tradable, drop on death, drop on leave adventure item. (no longer a keepable item) That the adventure checks if a player that goes to the entrance has.
Its already an annoying quest most people skip, why make it more so?
Quote:

I'd add some named loot to make people want to come in there and do it properly



A now easy to see Spell targetting reticule thats projected on the ground, it's turned on automatically when you get magical training. You can turn it off/on in the options.
Or hold right-click (use T) to place the marker where you need.


You're missing the point, looking through the reticule doesnt tell you where the spell is going to drop. You need a projected disc that you can see how far away the spell is going to drop when you cast it.



Quote:
Dispel Magic, Greater Dispel magic can now be aimed at the scenery, it has a chance to remove 1x spell on any target in the area of effect, and works on persistant spell affects in the area. It now has a longer recharge time so it cant be spam cast.

Break Enchantment

Break enchantment is a higher level spell, and only removes the bad stuff, dispel is it's lesser cousing but still needs to work in areas like the original pnp spell.




Insanity: You and other creatures can now be insane (outside of delirium) by spells/effects there:
Sub states of insanity include: narcolepsy: (go to sleep every now and then for 6 seconds), Hysteria, Laughing occasionally every now and then, Loopy: Dancing for 3 seconds every now and then. Paranoia: you go beserk every now and then for 4 seconds.
No. Why? Theres no reason for additions like this.

Theres always a reason, it's fun, and it makes the game more like the richness of the original rules.




Hirelings:

Rogue, Ranger, Bard hirelings are now in the game. Some are range focused, others are melee.
Rogues have search, open lock, disable device and 1 other hireling specific ability.
Rangers usually have search, 2x ranger spells, 1 hireling specific ability.
Bards usually have Courage Song and 2x bard spells and 1 hireling specific ability (competence song or other songs, other spells , open lock)
Hirelings on PASSIVE mode, wizard, sorceror, missile ranger/bard/rogue, clerics/fvs on defensive realise that they're a bit squishy and will try and kite and run away from creatures that target them for melee poundings.

Or even make so hirelings will try to heal themselves more instead of slowly dying when they have self-healing capability (Clerics *sometimes* try to heal themselves, sometimes)

Yeah some Ai tweaks will always help, self preservation is good, but standing there guzzling healing potions while an ogre smacks you down instead of running is NOT self-prervation. RUN You FREAK!




Scrolls are have caster level 10 minimum when used to cast from. (your ability to cast the scroll is still dependant on your character level vs the scroll caster level)
There are now scroll cases that will auto collection your scrolls for you.
No casting from scrolls till level 10? That couldn't possibly be a bad idea.
Quote:


You misunderstand, you cast it at whatever level you're valid for.. ie. you can use a fireball scroll when you're a level 5 wizard or sorce.. but the spell activates as a level 10? get it, it's based on the original rules.



Feats:
Tumbling gives +2 ac dodge and +2 insight reflex save to all characters who are tumbling.
Mobility now has no effect on tumble, it instead negates this new global effect: A -2 to ac vs melee attacks ALL creatures and characters get when they are moving.

Stupid idea.

Sorry dont agree with you there, mobility is closer to pnp this way, and is separate from tumbling which it should be.




Items:

Returning weapons are a little slower attack speed than ones with finite charges.
Or not. Its a game, not a reallistic simulation of waiting for your already sub-par DPS weapon to come back to you...

Dont give me the "its a game" argument thats never been a defence.



Quote:
Throwing flasks are now in the game, they're filled with all sorts of substances and takes your throwing weapon skills into count when working out if you hit dead where you aimed it, otherwise it may end up somewhere else completely. and are also purchasable from a certain favor reward vendor (free agents). (acid flasks, greek fire, frost , damage over time elemental stuff, poisonous and filthy disease laiden flasks etc)
Could be interesting, wouldn't waste dev time on something like this ahead of stuff like fixing curse pots, fixing a myraid of existing bugs, new races, new quests, etc though
Quote:

Time making the game more interesting for all is not wasted, and the devs that make new stuff arent the same ones that fix bugs. So both can be done, given the necessary resources.



Barrels:
Barrels exploding can now damage surrounding barrels possibly causing them to explode (ahhrrgh! chain reaction!)
Barrels can have other substances inside them, fog cloud, grease, glitter dust, Acid blast, Otilukes Freezing Sphere and other conjurations/evocations.
Some barrels and other destroyables are tougher than others and take more than one hit to destroy. Some even have innate resistances.

Seems kinda pointless again for something that has little effect on gameplay.

It can have huge effects on game play, sneaking to a location, throwing a missile into a barrel that explodes in choking dust (stinking cloud?) might stun a group of enemies long enough to take them down.

But you'd rather just plow and zerg through with your overpowered items right, no strategies necessary?

Zombiekenny
05-15-2010, 02:49 PM
The deaf thing would just make vent/TS better, and lessen use of ingame voice, so PUGs would be even less common/accepted.

The Deleras thing: Its a low level quest. We come in there with twinked out characters, but I remember coming in there as a new player and having a hard time with those skellies, it wasn't fun it was frustrating. This isn't a fun addition it would be annoying for people that can handle it without issues, and would suck for players that are new. It really doesn't benefit people other than the minority that like running backwards through the dungeon they have already been through.
Basically, yeah, it doesn't hurt a ton, but it doesn't help anyone really at all, with the exception of a small minority that might like it.

Yeah a recticle for targetting spells would be kinda nice

Break enchantment removes everything, but yeah, it is higher level.

I don't find spells that make me helpless and only able to stand there and watch myself die fun. There is enough of them for a challenge already, no need to implement more.

With the returner thing, waiting for an axe to come back to catch wouldn't take much more/any more time than digging in a bag/reaching into a holder of some kind for a new axe anyways, and its already very sub-par for anything. And yes, games are meant to be fun. Gameplay should always come before reallism, plus we are playing a fantasy mmo anyways, so reallism is already quite abstract.

Chaosprism
05-15-2010, 11:50 PM
Spells that do that should be minimal on players which is a change they've made for balance reasons.

Just like getting tripped constantly is no fun for anyone.


As for returning weapons, i'm good with keeping the fire rate for returners as is, just want the stack of X to be a faster throw, since you could theoretically have your other hand feeding your throwing hand.


For deleras, I'd change the last part once you get the note to say "flee from the black skeletons and return to the entrance" with the optional to kill them all still there.

To stop people staying at the start, so you actually have to flee. You only give the copy of the note to people standing in the last room. And you finish when a note carrier (any one) makes it back to the start.

It's actually a good lesson to new players to realize that you cant fight your way out of every scenario, sometime you have to run and come back when you're better prepared. I'd also change the end of the part 1 that gives you a club of the holy flame into a quarterstaff or at least give people the option of a club or staff. (still -1 flametouched either one)

Daliyn
05-16-2010, 07:24 AM
You're missing the point, if you have good aligned stuff you can fight your way out or use magic, otherwise your'e MEANT to run out, need I say more?

Why cant you understand that sometimes you need to flee, it's about survival, people have forget this in their journey.

You can't just "run out" with dungeon alert.

Chaosprism
05-16-2010, 11:22 AM
Well they need a way to put a (-x) dungeon alert setting for particular parts or for adventures in total. When the mission already overspawns things, and running is part of the idea of the mission.

I'd turn it off for blood offering and delera part1 one at least when you get the note.

Oolung
05-16-2010, 11:43 AM
Barrels:
Barrels exploding can now damage surrounding barrels possibly causing them to explode (ahhrrgh! chain reaction!)

just amagine that in the explosives-packed room in Hiding in Plain Sight! :eek:

donfilibuster
05-16-2010, 11:57 AM
Disclaimer! No real idea bashing intended here! Just the related toughts.

- LFM panel? I believe it is called Social panel because the focus of d&d is in the players.
Agreed that the panel indeed needs some filtering and sorting but if it is based on quest level alone it will become 'zoning' like in your typical MMO.
Now where it really needs filtering and sorting is at the screen where you create the ad, since it is a hassle and people just skip it and write it in the text to save time.

- Hard giving 30% xp the first time? Get rid of it altogether it causes serious wastage of questing time when people drop off a bad party instead of giving the effort and have fun.
xp shouldn't be scarce, if there's a lack of f2p quests then that's what gotta be asked from the devs.

- Running back to the entrance? Oh you mean passing the ghostly skeletons, well you 'can' run past them indeed.
Once the quest is complete nothing stops you from fleeing, recalling, teleporting, etc.
If it's on the storyline like in the end of the sharn chain or in stormcleave that's fine, but if not you are just assumed to have been able to work your way out (like taking 20 on a roll in PnP).
In case of the ghostly skeletons the goal was finding the need of a weapon to fight them, they aren't particulary harder to bypass than regular skeletons.
As for dungeon alert, that's when the monsters are aware of your presence, and thus would be lessened after beating the dungeon's boss.

- All of the graphics ideas are nice and natural to have, sadly we are bound by the graphics engine limitations.
Nor there's wind, light, or physics engine, with which the clouds could float by or disperse and such.
Beyond this there's two things to note: First, magic may be cheap but still have a cost, thus the conjurations or evocations are brief.
Second, the dead monsters dissapear in the same way you release your spirit when dead
(or seen from the monster's viewpoint: players respawn at inns).

- Reach weapons and lots of other things like grappling and combat maneouvers beyond trip are also sadly out because of engine limitations
(in ddo, we know turbine has it all working fine on lotro, so there's hope).
For Eberron, however, they are also out of campaign setting scope much like horses are.
Polearms and magical weapons don't coexist in the same way fireguns made armor obsolete.

- Dismiss charm. This isn't a real ability or power, just the caster being able to end the effect at will.
There's thus absolutely no way that a third person could be able to dismiss someone else spell without actual dispelling power.
And that's what the 'dispel magic' spell is for, so no need of making a new spell for a 'wand of dismiss' let alone a class ability.

- Spell targetting grid? ok, i see your replies and the compendium lacks the area measures but still frown at the idea.
Sorry, someone would then suggest a laser pointer for rays or a bull's eye illusion for missiles.

- Cantrips are very much like polearms and horses. A wizard can cast em but has no use even if the sp cost is cheap.
The eternal wand of cure minor wounds is a nice toy yet you outlevel it too soon.
In PnP, being turn based, the activation time is also the weak point of unlimited magic items.
In DDO we have casting speeds and cooldowns to account for it which as far as i can see are more or less balanced.

- Freeze ground would be higher level than sleet storm and ice storm? could be along the lines of incendiary cloud but being cold damage.
It wouldn't last too long tho, and similar spells like the acid ones cause damage every few seconds not every second.

- Area dispel is entirely ok with the original PnP version. Hey, i agree with something on your list! :)

- Charmed. The charm and dominate spells and powers are supposed to work with more detail than the game allows now.
However, in d&d charms are easy to break and usually getting hurt even by allies make u roll a save or be freed.

- Berserk isn't for heroes. d&d equivalent is Rage, and a barbarian champion may not be berserk enough to be blind fighting anything that moves.
The confusion spell is more like that altough don't give any bonuses, and DDO has a Mad Rage effect too.
Fighting to death non-stop is what orcs used to do and keep them being 1 HD monsters but now they are a respectable band with tactics and class levels that allow them to fight with archers, clerics, etc.
And the stars over your head sound like final fantasy, that's the kind of berserk spell that seems out of place.

- Deafness. It'd be deadly if it can silence the combat music that let u know that a monster is around.
In d&d there's a deafness spell but possibly the one that better fits here is good old silence spell.

- Insanity. Would be fun at that small scale, mind affections are as undervalued as diseases and poisons.
A small but varied selection would be nice, anything more complex would be an overkill.
Surely there's no room these but there's a few mind affections in game limited to dumb down spellcasters (like touch of idiocy) and the point is they shouldn't be limited to that.
Now for dev time, they should definitely go with illusions first.

- Summons. Agreed that it could be like in PnP where there's a list of monsters for each summon spell and are aligned or elemental.
There's however that variant rule where you can only summon one kind which is the one of your alignment or element.
Most of the selection are monsters though, hard to think of a ranged one for example.

- Multiple summons. Rumor has the palemaster was a dev's experiment to test multiple summons for players, such as animal companion, familiar, etc.
What is extremely annoying is that the enemy casters can summon infinite mephits up to the point of crashing your computer.
Equal summon rights!

- Rumor also says a dev spoke about varied hirelings in the future, including rogue and fvs, not sure about the source of the gossip.
Problem with hirelings AI is the same as with enemy AI when dealing with danger and death: they carelessy fight to death.
But the issue is far from mechanic, PnP monsters and hirelings do exactly the same, presumibly from knowing death is not permanent.
It is even more so in Eberron where spirits can release, recall and respawn.
And apparently it is that way too for players, which can be seen playing carelessy and die often knowing they can be raised at shrines...

- Potions and scrolls. The caster level is fixed to what the potion or scroll was created to have.
The player caster level or class level has nothing to contribute to it.
For wands and staves there's feats that let you cast them at higher levels at the expense of charges, but pots and scrolls are one use and thus not powerful enough to amplify.
As for being too low level or short duration then you are, first, supposed to carry multiple potions and, second, incur in the expense of wasting a precious moment to drink each one.

- Cases and boxes. This is an issue that is seen from the player's convenience.
It is usually argued that 'you can carry as many plate armor than wands' since they fit in the same inventory space.
The thing is, it is not that wands occupy the same space that a plate armor.
If you remember the PnP rules for magic items there's that obscure bit where a looted armor resize to fit its new owner.
Long story short, it is the plate armor that occupy the same (small) space than a wand.

- Tumble. Tumbling as a skill had nothing to do with AC and a lot to do with not being targetted while in reach of the opponent.
In DDO mechanics it should be akin to what diplomacy now does, and the rogues need badly a way to shed off the hate and aggro.
That DDO have changed all skills to better fit the game don't mean we can go make further changes for the sake of it.

- Emotes are welcome! Can't agree more with you here and don't seem have any game engine limitation.

- Caster level of clickies. This is fixed, UMD can't change it, skills are training not powers, feats can.
There's some non-core feats that helped overcome an item's caster level.
In DDO there's the enhancement that raise the DC of wands and enhancements are on par to feat power anyways so will be ok to let one raise an item caster level.

- Return weapons. Well, technically they do fly back to the owner's hand, but are supposed to do it in time to be thrown again so no delay.
That the animation show them 'appearing' instead of flying back is just a graphic's engine cheap convenience.

- Throwing flasks are welcome!
Altough the low level ones or non-magical projectiles are out of scope there's indeed room for magical or high level ones.
Surely they got cut by the devs in the same way slings were, yet that's what kobolds throwers fling all the time.
Now, as far as feature requests do, you may want to take back this one on grounds of being potentially too dangerous for players.
There's lot of cool but painful throwable stuff in PnP books to discourage it, one of which would be oozes in jars.

- Magic on barrels. Barrels left around in rooms are supposed to be just that. If anyone would trap a barrel may as well trap the wall or the floor in a more permanent fashion.
And traps casting high level spells are expensive, even in a high magic world.

- Tougher barrels. Not seen tougher barrels but there's tougher and bigger crates, coffins, etc.

- Spiders. The common spiders in my room always try to nest and lay eggs wherever they can!
If they were a little bigger i'm sure they'll decide to jump on me as well.

- Bugs. Not sure what you mean by moving when blinded but being blinded has never been an issue to monsters or animals and is ultimately a simple -4 to hit.
What bothers more people is the circling to flank still done by mindless monsters like oozes and mindless but not as much like rats and skeletons.
Can still be out of instinct, like an eagle knowing the turtle is only edible from its bottom side, the player would only be edible from its backside.

Chaosprism
05-17-2010, 07:48 AM
Disclaimer! No real idea bashing intended here! Just the related toughts.

- LFM panel? I believe it is called Social panel because the focus of d&d is in the players.
Agreed that the panel indeed needs some filtering and sorting but if it is based on quest level alone it will become 'zoning' like in your typical MMO.
Now where it really needs filtering and sorting is at the screen where you create the ad, since it is a hassle and people just skip it and write it in the text to save time.

Yep granted, definitely needs to be an easier way to select the quest (or quest chain) you're doing. It would even be nice for it to say what PART of the chain this quest you're wanting to do is.



- Hard giving 30% xp the first time? Get rid of it altogether it causes serious wastage of questing time when people drop off a bad party instead of giving the effort and have fun.
xp shouldn't be scarce, if there's a lack of f2p quests then that's what gotta be asked from the devs.

Not sure what the number of f2p quests has got to do with this one, i'm just saying give more xp for the higher difficulty, not the same as what normal gives. Elite gives +50% which is fine, hard should simply give more than 25% so I suggested 30%



- Running back to the entrance? Oh you mean passing the ghostly skeletons, well you 'can' run past them indeed.
Once the quest is complete nothing stops you from fleeing, recalling, teleporting, etc.
If it's on the storyline like in the end of the sharn chain or in stormcleave that's fine, but if not you are just assumed to have been able to work your way out (like taking 20 on a roll in PnP).
In case of the ghostly skeletons the goal was finding the need of a weapon to fight them, they aren't particulary harder to bypass than regular skeletons.
As for dungeon alert, that's when the monsters are aware of your presence, and thus would be lessened after beating the dungeon's boss.

Dungeon alert IS an artificial contrivance, if the story line of the quest wanted to put an actual barrier down and have creatures come in from side doors, then hey I'm all for that. Just not a favor of artificial structures to prevent fleeing.



- All of the graphics ideas are nice and natural to have, sadly we are bound by the graphics engine limitations.
Nor there's wind, light, or physics engine, with which the clouds could float by or disperse and such.
Beyond this there's two things to note: First, magic may be cheap but still have a cost, thus the conjurations or evocations are brief.
Second, the dead monsters dissapear in the same way you release your spirit when dead
(or seen from the monster's viewpoint: players respawn at inns).

They're not all brief, I just dont see what a cloudkill a level 5 spell which is already way more potent than a obscuring mist should last so much longer. They should all last roughly the same time regardless of level because the strength of the cloud is what changes as the level of spell goes up. (cloud kill's duration is about right)



- Reach weapons and lots of other things like grappling and combat maneouvers beyond trip are also sadly out because of engine limitations
(in ddo, we know turbine has it all working fine on lotro, so there's hope).
For Eberron, however, they are also out of campaign setting scope much like horses are.
Polearms and magical weapons don't coexist in the same way fireguns made armor obsolete.

Engine limitations? I dont think the engine is that limited, it seems to do quite a bit already, but I'm not after grappling manuevers. I just want swinging range to be a bit variable. Swinging from miles away and hitting with the dagger, and swinging and seeing your dream edge - quarterstaff pass through the enemy but miss is what i'm meaning.



- Dismiss charm. This isn't a real ability or power, just the caster being able to end the effect at will.
There's thus absolutely no way that a third person could be able to dismiss someone else spell without actual dispelling power.
And that's what the 'dispel magic' spell is for, so no need of making a new spell for a 'wand of dismiss' let alone a class ability.

No no no..not what i'm meaning at all, i'm meaning a cleric DISMISSING charm on his own creature that he charmed with his symbol of persuasion. I agree 100% that you should not be able to dismiss charm on some other persons pet.
Dismiss charm as a free feat for ALL classes to work EXACTLY as it does now, is fine. ANYTHING YOU charmed you can uncharm.



- Spell targetting grid? ok, i see your replies and the compendium lacks the area measures but still frown at the idea.
Sorry, someone would then suggest a laser pointer for rays or a bull's eye illusion for missiles.

Just an overlaid disc that shows the area of effect for a 10' spell would be fine. Perspective being like it is.



- Cantrips are very much like polearms and horses. A wizard can cast em but has no use even if the sp cost is cheap.
The eternal wand of cure minor wounds is a nice toy yet you outlevel it too soon.
In PnP, being turn based, the activation time is also the weak point of unlimited magic items.
In DDO we have casting speeds and cooldowns to account for it which as far as i can see are more or less balanced.

I never mentioned horses, thats never been my fish to fry. The wands are already in the game, i'd just like to see cantrips being there to supplant the wands.



- Freeze ground would be higher level than sleet storm and ice storm? could be along the lines of incendiary cloud but being cold damage.
It wouldn't last too long tho, and similar spells like the acid ones cause damage every few seconds not every second.

Always to be tuned for balance of course, but yeah probably around level 7, I even suggested ICE SHARDS (the ice flenser ability) be made a spell available.



- Area dispel is entirely ok with the original PnP version. Hey, i agree with something on your list! :)


- Charmed. The charm and dominate spells and powers are supposed to work with more detail than the game allows now.
However, in d&d charms are easy to break and usually getting hurt even by allies make u roll a save or be freed.

Just an idea, so many spells etc mention immunity or resistance to charm etc for players, but no players can ever be charmed. The thing you CANNOT do is take control of the player's avatar , thats just frustrating. but putting certain shackles on them to change how they behave (like fear does), is how it should be done. Careful when you swing or target your spells, you'll debuff your friends and make it easier for the enemies to kill them , you wont kill them yourself.



- Berserk isn't for heroes. d&d equivalent is Rage, and a barbarian champion may not be berserk enough to be blind fighting anything that moves.
The confusion spell is more like that altough don't give any bonuses, and DDO has a Mad Rage effect too.
Fighting to death non-stop is what orcs used to do and keep them being 1 HD monsters but now they are a respectable band with tactics and class levels that allow them to fight with archers, clerics, etc.
And the stars over your head sound like final fantasy, that's the kind of berserk spell that seems out of place.

The stars is just a display idea , certainly better than the charm pink hat, or dominate blue hat. Confusion is something the game is missing though panacea etc mention the state even though it doesnt exist yet for players, and insanity for that matter.
Beserk is a state that song of discord does, making creatures see EVERYTHING as an enemy, puts them into a neutral alliance.




- Deafness. It'd be deadly if it can silence the combat music that let u know that a monster is around.
In d&d there's a deafness spell but possibly the one that better fits here is good old silence spell.

True, there is a place for this. Deafness belongs too, even just for the 20% spell failure.



- Insanity. Would be fun at that small scale, mind affections are as undervalued as diseases and poisons.
A small but varied selection would be nice, anything more complex would be an overkill.
Surely there's no room these but there's a few mind affections in game limited to dumb down spellcasters (like touch of idiocy) and the point is they shouldn't be limited to that.
Now for dev time, they should definitely go with illusions first.
[quote]

Insanity that causes you to activate intimidate ability when you dont want it or diplomacy ability from time to time while you're raving like a loon would be funny too :)
maybe even change your equiped weapon to something else out of your inventory.
Or randomise your spell selection to a different spell. (oh **** I just cast grease instead of greater heroism!)

[quote]
- Summons. Agreed that it could be like in PnP where there's a list of monsters for each summon spell and are aligned or elemental.
There's however that variant rule where you can only summon one kind which is the one of your alignment or element.
Most of the selection are monsters though, hard to think of a ranged one for example.

Yeah 3 different choices per level would be enough I think to mix a few ranged ones, a few control casters, buffers, melee tanks, melee dps etc in there. Most of the summons would be melee dps or tank in nature i'd say. Especially at low level.



- Multiple summons. Rumor has the palemaster was a dev's experiment to test multiple summons for players, such as animal companion, familiar, etc.
What is extremely annoying is that the enemy casters can summon infinite mephits up to the point of crashing your computer.
Equal summon rights!

As I said i'd just be happy with iron companion AND a summon monster at the same time.



- Rumor also says a dev spoke about varied hirelings in the future, including rogue and fvs, not sure about the source of the gossip.
Problem with hirelings AI is the same as with enemy AI when dealing with danger and death: they carelessy fight to death.
But the issue is far from mechanic, PnP monsters and hirelings do exactly the same, presumibly from knowing death is not permanent.
It is even more so in Eberron where spirits can release, recall and respawn.
And apparently it is that way too for players, which can be seen playing carelessy and die often knowing they can be raised at shrines...

Touche! :)



- Potions and scrolls. The caster level is fixed to what the potion or scroll was created to have.
The player caster level or class level has nothing to contribute to it.
For wands and staves there's feats that let you cast them at higher levels at the expense of charges, but pots and scrolls are one use and thus not powerful enough to amplify.
As for being too low level or short duration then you are, first, supposed to carry multiple potions and, second, incur in the expense of wasting a precious moment to drink each one.

Well the LEVEL requirement for potions for example is something DDO added, it's not a PnP game limitation at all. All potions should be level 5 brewed at least I think. But you SHOULD be able to use them at level 1 , if the spell is level 1 etc.
I guess what i'm asking for is a different caster level than the "usable" level for potions and scrolls anyway.



- Cases and boxes. This is an issue that is seen from the player's convenience.
It is usually argued that 'you can carry as many plate armor than wands' since they fit in the same inventory space.
The thing is, it is not that wands occupy the same space that a plate armor.
If you remember the PnP rules for magic items there's that obscure bit where a looted armor resize to fit its new owner.
Long story short, it is the plate armor that occupy the same (small) space than a wand.
Silly isnt it ;)




- Tumble. Tumbling as a skill had nothing to do with AC and a lot to do with not being targetted while in reach of the opponent.
In DDO mechanics it should be akin to what diplomacy now does, and the rogues need badly a way to shed off the hate and aggro.
That DDO have changed all skills to better fit the game don't mean we can go make further changes for the sake of it.

I'm just saying if you're going to spend time tumbling you should get some benefit from it. Mobility currently gives +4 ac to you when you tumble. My point is mobility has NOTHING to do with tumbling it's how you weave and move around in combat. your skill here would enable you to move around combatants with a bit more dexterity and not open yourself UP for easy attacks.
Which is why I suggested ALL characters moving without mobility skill get a -2 AC penalty to melee attacks. (moving wouldnt make you any easier to hit to a ranged attack)



- Emotes are welcome! Can't agree more with you here and don't seem have any game engine limitation.

[quote]
- Bugs. Not sure what you mean by moving when blinded but being blinded has never been an issue to monsters or animals and is ultimately a simple -4 to hit.
What bothers more people is the circling to flank still done by mindless monsters like oozes and mindless but not as much like rats and skeletons.
Can still be out of instinct, like an eagle knowing the turtle is only edible from its bottom side, the player would only be edible from its backside.

Well f you're not sure what I mean you haven't seen the combination yet ; Do this: go into a mission, get somebody to FLESH TO STONE, HOLD PERSON a creature then cast a GLITTER DUST in the area or cast CONTAGION - BLINDING SICKNESS or a BLIND spell.

You'll see what I mean, it really is hysterical to see moving statues dance around the ballroom in the cursed crypt.

I'm sure it's an easy one to fix really, you just move the order of "state" testing so that blindness is checked "AFTER" the creature has already made the decision to NOT MOVE because it CANNOT. Then if it can move, but it finds it's blind, it does it blind wander.