Functioning Secret Door detection to be borked?
Yup. So, all those characters that cannot find secret doors without a clickie, won't be able to find secret doors again.
Since secret doors will now scale as the quest gets harder, I see a future where the same can be said for feather falling and underwater action items.
The farther you fall, the more you will need a higher level feather fall item. Don't have one, you can buy one at the store. This will also work as people take more damage from falling and if they survive the fall with their weak feather fall item, they will need healing. If the character dies, then it will need a rez cake from the store.
Underwater action items need to be changed so the deeper you go or the longer underwater you stay, the more you will need a higher level UW action item. Dying underwater will add a new dimension as people try to find your soulstone while they are worried about their UW action item not holding up. Again, luckily, the DDO STore has a semi solution.
My two ideas are even better than borking the functioning secret door detection process we have now.
Yes, these are three items I have never thought that I needed in the game to make the game play more enjoyable. Right up there with cosmetic pets.
Don't know what I am talking about, here it is from Purplefooz.
You are getting it Hendrik
With my ideas on feather falling and underwater action us players should be investing more points into Heal and Repair skills to get our hit points back. I also think all characters should be building up their tumble skills and eloquence skills, not to mention the listen skill.
My most favorite times in this game have been when I have been tumbling around and taunting the monsters with my awesome eloquence skill that they could not hit me. Then they would go bother someone else.
There was a time when in Tear of Dhakaan you could not open ANY shrine without a rogue. Well, there was one. But Turbine changed that one.
Now, if they put all shrines in all quests behind a locked door that would certainly raise the value of rogues and artificers further and put more value on a KNOCK spell.
Just think, the locked doors could be scaled with the difficulty of the quest to further enhance the game experience for rogues and artificers.
If rest shrines are locked behind doors that cannot be opened, the DDO store would then be utilized more for mana pots.
Micro Transactions to the fullest!!!!
I did forget to mention I am using a LOT of sarcasm in this thread to point out the abursdity of messing around with something that works, and with Turbine's past history of messing around with a functioning game mechanic, it usually turns into a disaster the first and second run through as we on the LIVE server alpha test the new mechanic.
Planar Gird Xorian Cipher
You must find the secret door before you can get access to the three locked doors for some of the loot.
The Grotto Quest on Korthos. In order to get out you must look for the currently no fail secret door. I assume this will always be non fail, but others have alluded to it.
Church and the Cult. You need to find that secret door to continue the quest right in the beginning.
I will keep thinking on it.
I was mostly ranting about Turbine doing something against something that works and the players don't complain about, and ignoring the myriad of other issues. Not to mention that when Turbine updates something, it is invariably broken in the worst way.
That trap in gianthold is a search and disable in the 60s. And there is actually really bad loot in that chest. Once you do it once, you will never want to waste your time on it again.