mmm not sure if this is better or worse then what we have now
mmm not sure if this is better or worse then what we have now
Kill'em all and let their favorite deity sort'em out
Quote from a shroud run "I am an idiot, not a newb"
Man you kids going on and on about "death penalty"
Let me explain something to you all there is NO death penalty in DDO, you dont lose gear or xp you don't lose anything at most what you "lose" is the time to restart a quest
Get real play DF or Tibia then you'll see what death penalty is
What I do wanna talk about is ammenities cost and if there are new ships level 80- can anyone answer that
New ships are level's 100+ with the best Plat ship at Guild level 150 as far as I recall (my memory's not perfect though).
I think it was Guild levels 110, 130 and 150 for the plat ships.
All the new Astral Shard Ships were set at Guild Level 0 last I saw them.
Ohh so at guild lvl 45 I can buy a Typhoon ? Seriously ? lol...
Also another thing I just considered is that the cities will be empty since now nobody will go CH or just hang out becouse very few like me make the ship with all the business points but now that is a single ammenity for all everyone will have and cities will be empty and new players will see them empty and will think its a dead game and will quit
Consider that dev's
1. please let us put some items on the deck. The main reason why we got a astral shard ship was for the nice deck. let us put the tavern and bank and a chest there. the dummy would be nice to have as well for decoration. The top deck is where we gather, around the tavern, in between quests. Please.
Well can a dev tell us if there will be new ships level 80- and if AS ships will have no minimum guild level ?
Maybe I am the only one but..... other then the idea of the buff all button, a timer that pauses in public, and some new/different buffs the update to guild ships is terrible.
1. You removed everything from the top of the ship. Many guilds have a banker, mailbox, tavern, dummy, auction, etc. on this top deck and is, at least in my guild where people congregate doing account maint. while waiting, or to do a quick sell between quests. Why even bother to have the top deck be so large? Might as well make it a small dingy.
2. All the huge wasted space with giant "room" amenities, window dressing, and poor layout in lower decks makes little to no sense. I have no clue why you took the few good ideas forumites had and made it into this abortion....likely spending huge amounts of design hours for no reason.
3. Retroactively and seriously changing airships people purchased with real money. Lower decks to accommodate the new buffs should have been added not completely taking away the existing ship and forcing a bad design on the player base and pushing all existing hook points into a dark cellar you likely will take away at some later update.
4. "Legacy buffs" I know there is the crowd saying ship buffs make the game to easy, but after years of having them don't you think its a little to late to remove them? Remove the buffs or not the game as a whole (especially heroics) has been made to easy catering to the casual crowd. You could remove all ship buffs and the game is still to easy.
5. This is yet just another example of throwing out or ignoring the old system, while adding or replacing with an overly complex and uneeded system.
Really what is the vision here? Trying to force guilds off their ships?
Sad....just very sad. The guild ship update as it currently stands should be scrapped.
The convenience deck can have
Shroud crafting (which now has the altar to make greensteel blanks!)
Orien Express: Mail box, auctioneer and bank
Sellsword's Tavern: Barkeep and all hireling vendors
Three Finger Thad's: General Vendor and pawn shops
Crusader's chapel: Divine vendor with spell materials
Arcane Sanctum: Arcane vendor with spell materials and spell inscription materials
Archery Range: House D ammunition Vendor
The only thing I would like to see changed is that the entire floor with the tavern should have tavern regeneration instead of city regeneration.
The cannith crafting room I am a bit concerned about due to potential lag. I saw a 20 second lag spike when placing it, but haven't seen any other lag since then. That is convenient to break down items rather than sell.
I certainly wouldn't object to having the bank, tavern and mail box up top, but the new system is still saving me so much time and offering so much more.
CC Casting Druid: https://www.ddo.com/forums/showthrea...C-Summer-Build
Shiradi Wiz Plan for 1st Lifers: https://www.ddo.com/forums/showthrea...r-First-Lifers
U25 Patch 1 Dex Halfling Assassin Build: https://www.ddo.com/forums/showthrea...x-Assassin-1-0
Warlock DC Caster: https://www.ddo.com/forums/showthrea...ld-Blast-Build
Several characters on Sarlona all starting with "Rand" in the Guild "Guardians of House Cannith". My main four characters are Randowl (20 Warlock EA DPS Build), Randslar (Bard 14 / Fighter 4 / Rogue 2 Swashbuckler), Randek (Druid CC Caster 17/Fvs 3) and Randomall (Rogue 20 assassin).
I agree with all of this even though it would be nice to have the stuff on the top deck it is already vastly superior to what we have now bot in terms of time and what is offered.
And the crafting hall on ship might fix a lot of lag issues depending on how they do it specific crafting instance lag may go away and no worry about i2049 anymore.
Perhaps I missed it somewhere but can we name our ships? (every good ship has to be named)
More importantly, can we name the training dummy? - let's face it, we have all encountered at least one person who's name belongs on that dummy...
(Combat): You are hit by your knockdown.
After messing about with the new ships for a while now I have a few comments to make, some good but some not so good. These comments should be tempered by the fact that what we are seeing on Lamaland is obviously not even pre-beta; the high number of really obvious bugs show that this is a block of code slapped straight into test right after the code monkey finished typing it up as not even a novice would have let some of the flaws through after a simple string test (falling through the Stormglory Tempest – I mean really). So here goes:
1. PRO - Staterooms: Really like the new concept of permanent ‘state rooms’ which give buffs particularly when you can replace them at higher levels with rooms that combine buffs from several lower level ones. The old system was very limited in that way forcing you to choose only a few buffs and constantly having to pay to renew the amenity or switch in others, particularly when your guild was low level and you had so few hookpoints.
2. PRO - Increased Time: Longer lasting buffs which pause outside dungeons and persist through death also a big plus. It was so annoying that you would buff up and then could lose half your time while just getting to the dungeon entry and then blow the whole thing on your first death. Much better this way.
For those who think that buffs lasting through death is hitting the easy button you are obviously not running EE. If you think a few extra AC or some resists are making it ‘easy’ then you are probably running things below level or covered in so much shiny bling that the monsters die as soon as they see you. Try running dungeons above level and with basic gear and you will see that the buffs just give a small edge to help survive-ability, they are not game changing. And as for ‘death penalty’ this game doesn’t have any so why moan about the buffs not fading? Try doing an EQ1 corpse recovery (the original version) with no gear when your body is next to Trakanon the undead dragon in the depths of Sebilis – now that was death penalty.
3. PRO - Cargo Hold: Keeping the ‘legacy’ buffs alive, at least for a short time, is a big help as some of us have a ton of old amenities stocked up and it would be a real bummer to have to toss these out. It allows a good transition from old to new so that you can try out new amenities to see what has cross-over with your old set before committing to a layout. I’d actually prefer to see the old amenities remain available as an option for reuse but if at least there is a good long transition period (at least a year) then it is a big help.
4. CON - Empty Main Deck: Really DO NOT like that there are no hookpoints on the main deck. This is the primary area that people congregate and discuss things before dungeon delving. It was incredibly convenient to have a tavern, mailbox, guild chest, banker etc on the main deck so that you could repair, heal, change spell lists, change gear etc all in the one spot while planning. If you have these spread across multiple decks you now need to move about grabbing things and remembering where the tavern is (so you don’t e.g. quaff a draft and then immediately zone thus losing it). At the very least if you have a tavern anywhere on the ship the tavern regen & food/drink effects etc should encompass the entire ship and not just the deck it is on. Preferably there should be old-style hookpoints on the main deck for these convenience vendors even if it means the old system is used just for them.
Also something needs to be done on the main deck to liven it up – you have these massive main decks which are completely empty and overly dull. Have kobold and bugbear crewmen running about doing things as the Captain yells orders (cries of “Haul up the mainsails”, “Strike the Colours” and “Avast there ye landlubber, look lively or I’ll keelhaul ye” should be common). Have a bunch of crewmen playing dice and drinking on the fore deck which could double as the tavern area. Let the ship pass through/over the various zones of Stormreach so that the surrounding scenery isn’t just a constant dull blue haze – do something to liven the place up so it is not just a boring spot to slip into for buffs. Guild ‘Halls’ should be places of activity, not monotony.
5. CON - Guild Level Spread: (maybe) Not sure if this is a CON or not as the ship purchase interface is so badly bugged that it is hard to get the information needed to judge.
Under the old system the ships became available at stupidly erratic levels. You could get your first at 20 (or 15 for AS) then you pretty much immediately replace it at 25. You are then left waiting an eternity until you reach 50 to get the next ship which doesn’t last long before you replace it at 55. Then again you wait ages to get one at 80 which gets thrown out at 85.
At the moment we cannot tell what level requirements there are for the new ships or if the old ones have changed as the UI is **** – you can’t see the full list of ships and for those you can see the guild level is not shown except for some of the Windspyres. Whatever it ends up as, the gaps between ships need to be more even and representative of the effort required to gain those levels. You don’t want to have slogged through 25 guild levels just to get a couple of extra small hookpoints as under the old system. If there are to be 12 ships in all (6 new and 6 old) over the 200 guild levels then there is no reason why these cannot be spaced out say every 15 levels (15, 30, 45, 60, 75, 90, 105, 120, 135, 150, 165, 180) with comparably even increases of large/small rooms so that you have a steady improvement instead of a hard slog followed by immediate replacement.
6. CON - Activating Hookpoints: It’s probably a bug (there are so many it is hard to know) but at the moment you have to hit the button on one deck then go to another and back again to get the hookpoints to appear and even then not all rooms will have active hookpoints so you have to switch if off and cycle through decks flicking the button until the one you want works properly. There should be a button on the main deck that you hit, or even keep the old system of talking to the first mate (who currently is just another string table error) to have the hookpoints appear throughout the whole ship and they then stay on when you change decks.
7. CON - Getting Off: Some of the ships are so big with such convoluted main decks that you can get lost trying to find the Captain so you can get off. Why not just have the first mate or another NPC (say the Quartermaster – although strictly speaking the QM should really be the one activating hookpoints and the First Mate should throw you overboard) stand on the largest part of the main deck (i.e. next to where you appear when you get on the ship) and act as the means of getting off instead of hiding the Captain on some weird mezzanine wheel deck?
8. CON - Vault: Probably also a bug, but the Guild Vault does not seem to do anything. You cannot put anything in the chests, you cannot get a list of amenities you own, you cannot assign rights to chests so that officers have their own etc. This needs much improvement.
Note: Overall the guild ranks need to be improved with more ranks and greater ability to assign authorities. These have not changed since guilds were introduced many years ago and fall far behind what is expected of current MMOs. There is not even a means to assign who can add/change staterooms at the moment, something which definitely needs some control in a larger guild.
9. CON - Vendor Rates: The vendors on board do not sell at guild prices and some still demand that you have House faction. If we are going to pay to have these guys onboard then the least they can do is offer proper guild discounts and let us bypass faction needs or else they should not be peddling their wares on our ship. Repairs and tavern food should also be appropriately discounted by onboard vendors.
10. CON - Tooltips: More bugs but really annoying. The amenities UI does not have tooltips for the rooms (except to say that they all give a CHA bonus) and the individual “get buffs” orb in each room do not work so the only option is to use the ‘get all’ and then mouseover the buff and work out which comes from each room – some of which do not work either (I mean an explanation like “your guild connections grant you bonuses” is a bit weak). The UI needs to be fixed with proper tooltips, the individual buff orbs need to be fixed and the buffs all need to have proper tooltips showing their benefit and origin.
Lastly a note on conversion.
Since we have no way to bring our live guilds onto test we cannot see how the old boats will convert to the new ones and test if everything is intact. Turbine needs to make sure that all existing amenities and ship cosmetics on the live ships convert appropriately to the new ones including any items which might be in guild chests. The current state of Lamaland does not bode well for the quality of testing which is not being done by unpaid player volunteers and prior conversions have never happened correctly – don’t mess it up again folks.
Last edited by Derkallah; 05-25-2014 at 01:53 AM.
Shrugs I'm just resigned to the fact that is the current status quo. Unless we all hold another bridge protest or something, doubt anything gets changed.
Ah well. Like this for example: https://www.ddo.com/forums/showthrea...oon-as-i-enter
Ok so none of the new amenities have tavern regen. I tested all of them. So no clickies regen. This seems like a strange choice and a bad idea. Also why have a completely blank top of the ship? There seems like there was no thought or purpose put into this area that could be utilized like it current is on existing live ships.
After looking at the changes extensively on lamania, reading through many peoples comments on this thread. I think something like the following might solve my concerns and the concerns many people have.
Instead of completely removing all the old amenities and pushing everything into the cargo hold why not populate the top deck with a few of them mostly convenience items. You could then remove the hook points from the cargo hold that would be placed on the top deck. This would also allow the hook points in the cargo hold to be spread apart a bit making it significantly easier to add time to them.
The following image shows the intention to allow only the convenience items to be bought and place on the top deck. Since this may conflict with some of the new amenities either remove the new ones, Allow both, or instead of providing an old style hook point provide for the new style ones to be placed on the top deck but make sure they have the same exact features of the old ones...like tavern regen.
Stormglory Typhoon Pictured
So this arrangement populates the top deck to create a "meeting area" for the guild and with the new buff all button means only the resists and other "legacy" items the devs wish to phase out go into the cargo hold. As you can see these hook points would not sell or allow resist shrines or other amenities the devs don't want on the top deck or anywhere but the cargo hold.
However it also provides for a quick easy place to vendor, recharge clickies, post an auction, check mail, etc. or a meeting place while filling a group / raid. Also....don't take away the dummy.
On *this* particular point I agree with you!
Glin or Maj?!?! Are you out there? Paying attention! This is *very* critical *imo*! We need clickies & boosts to regen & to be able to switch spells etc out!! And sell stuff!!
Asking nicely/sincerely/politely! Otherwise please explain the rationale/reasoning behind this design/management/production decision! Please & thanks a bunch! :P! ! !
Apparently there is no tavern regen anywhere on ship regardless what amenities you have active. We need to be able to have a tavern area on the ship. This is basic common sense, and a hard requirement.
Please fix this before it goes live.
EDIT: We need tavern regen to 1) recharge clickies, and 2) allow changing spells.
Last edited by EllisDee37; 05-25-2014 at 09:30 PM.
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I think the entire airship should automatically count as a tavern regen area regardless of any tavern amenities bought or not bought.
Your idea for placing convenience amenities on the top deck is good--but instead of placing them there rather than in the lower decks, I think it would make sense if when you place any of the new corresponding amenities on a lower deck, a small convenience version also appears on the top deck. And likewise, if you remove/change the amenity below deck, the small one vanishes from the top deck. This would help keep the new amenity system consistent.
So, I'm the guy that you normally end up waiting for at the quest entrance, or who has to go AFK mid-fight because of a phone call. Unfortunately, RL seems to consistently get in the way of my gaming time. In true form then, I am only now posting my thoughts on the new guildships and amenities. I partook in two of the last 3 Laminia events, and did quite a bit of poking around the new guildships and so on, mostly because I am ast of a large guild with my main characters, and a smaller guild as part of a family guild for when my son and I get to play together. I am sure that many (perhaps all?) of my points have been mentioned previously (again, pesky RL preventing me from reading 13 pages of posts), but I hope that someone (dev?) at least takes to time to read as I I have taken the time to test.
So, here goes:
• Hitting the twirly thing is really annoying. I am sure that you'll fix this before it hits live.• In my opinion, if you're going to put a ladder there, and a hatch below, let me climb the ladder to go up, or click on the hatch to go down. But please oh, fortheloveofallthingsgood, get rid of the dialogue boxes! Personally, I can's stand 'em in the explore areas (new discoverables / scrolls / stars etc.) and I certainly hate them on the guildships
Hookpoints becoming inactive
• Swithcing floors seems to help, but still a pain. Again, sure that this will be fixed
Waste of top deck space
• What's the point of having all that space up there and nothing to do? Are you expecting more screenshots of the week with the whole guild present? I really hope that it's not ALL for "skinned" ships.
Interior hull stain not working, only gets 1 room
Ship map instance naming
• would be really nice if I could look at the mini-map an tell a guildmate / party member / random stanger on which deck I am. Instead, I have to open the map and figure it out. The technology already exists to tell me in which instance of the harbor I'm in, can you not use that?
Map notes of installed buffs
• I would love to be able to open the map and see a bunch of map-notes indicating which buff / amenities is located where. Running through a massive ship looking for the GS or Cannith crafting devices is only fun for so long
The button on the top deck doesn't really look like a button. Change it or call it something else
When purchasing new amenities, group like with like or tell me that I have an amenity which already does this before I buy.
Auto set on personal shards seems like a cheap shot to me. Have the guild shards auto selected when I open the buy-window.
Auto theme / bundle offers
Consider having or selling discounted themed bundles of amenities. Some ides could include:• SocialDance Hall, Tavern, Concert Hall etc.• TinkerersA lot like crafting, but more like trapping etc.• Seekers of knowledge"Whether it's holy, godly, spiritual, mystic or just plain wrong, we know the secrets you need to know"• Brawlers, fighters and snipers"Melee? Ranged? Sneak-attacking-super-ninja-thingy? We got you covered! Come train with us!"• EntrepreneursBuying, selling, banking, storage etc.• CraftersAll crafting devices, including cannith, GS, etc.
Lowering the guild req to access ships seems to have increased the number of hookpoints for 1st and 2nd level ships. The problem is that there is not enough of a choice of what to place.
Please don't add them to the (not) button
In closing: what about giving us the option to remove buffs… maybe a chaos orb type thing? Sometimes I don't want to run around all buffed up.
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