Grue
Active Member
Hi,
I'm enjoying myself so far. The population is crazy low right now and was only able to find one other person to group with for a while around south newhaven. looking forward to future changes and seeing stuff past the south newhaven gate.
General
- Noticed smuggler archer AI makes them walk backwards forever... Maybe have them switch to melee after a bit or stop moving backwards or something... or at least move backwards in a logical way, like so they always try to keep facing their target. It seemed like they just moved straight backwards (regardless of what angle I am at) when approaching melee range making them incredibly tedious to kill.
- Bag locking. Perhaps just have the contents drop on the ground. Had an issue Sunday where I couldn't trade with someone who hadn't collected their bag yet, so I couldn't give them anything to help... I didn't have anything super awesome for them at that point, just some cloth armour drops, but in the future it might make a difference helping someone get their stuff back.
- Death punishment. I appreciate the "corpse run" and I can accept the financial penalty to repair my gear for my own failure to git gud... but sitting for that long to heal wounds is annoying. By all means, force us to find a fire to make that wounds debuff go away, that seems fair, however the time to heal wounds is too long imo.
- Combat logging, or API for DPS/Heal parsing.... Ooooh... if you could throw the combat log into a DB format like sqlite, or mysql so I don't have to write a text parser. Me love you short time.
- Can I have more than one trade skill at the beginning? Lvling prospecting to 6 before I can get a trade skill to make something with the ingots I've been smelting is making me not want to do any TS.
- I personally am not fond of node based resources. I find it becomes a solo task that you have to grind separately. No one wants to follow you around finding nodes, groups wanna go do content; not search for copper or wood... I suppose one could say that of trade skills in any MMO. Resources are always a drag to collect. Changing resource collection to mob drops would be a different kind of solo grind that might also affect lower level players negatively if mobs are monopolized... I don't have anything helpful... However, it doesn't change I'm still not fond of resource nodes. lol.
- Mobs sometimes move very close to you when in combat, sometimes so far into you as to cause a not facing target message dealio.
- First aid range feels short for a heal, also has a long recast time. Oh poo moments are not recoverable with healing spam and getting off a quick heal on a retreating ally is not possible.
UI
- Pressing escape when a window is open will clear your targets before closing the window. Should be closing/clearing everything Esc can close/clear in reverse order as it was added to the stack.
- Some kind of cancel cast button (or at least the option to set one) that doesn't involve jumping (which uses sta) or pressing esc (which clears a target).
- Keep the loot roll window up a bit longer while there are still group members who have not selected a need/greed/pass. When grouped I missed so many rolls just because I was looking at mobs and party life bar and not at the loot window. Does the loot window remember your loot preference for each item type? I didn't remember to check that.
- More chat windows. I want to be able to put group in one window, ooc in another, general in another, guild in another, etc...
- Enabling/Disabling reagents is not obvious in the UI. If there was a tooltip, or tutorial message about it, I missed it.
Movement and other Control
Obviously coming from many years of EQ I have a way I am expecting an MMO to feel as far as controls and movement go... While that sounds like old man Grue complaining about why everything doesn't work like stuff from the old days does, I'd like to point out that the EQ control and movement feel is also the same type feel of other tab target MMOs. WoW, KoToR, EQ2, etc...
- Movement. Make the bound keys for turn left and right, turn the toon as expected, unless right mouse is held, then they become strafe left and strafe right?
- Increase tab and mouse targeting range?
- Is combat stance required? I haven't played all the roles yet, so it might be important in some fashion... but right now it just feels like one more button press to remember after I'm done killing something.
- Turn off auto attack when the mob your targeting dies. Remembering the button presses after combat feels like I have to tidy up after playing with my legos...
I'm enjoying myself so far. The population is crazy low right now and was only able to find one other person to group with for a while around south newhaven. looking forward to future changes and seeing stuff past the south newhaven gate.
General
- Noticed smuggler archer AI makes them walk backwards forever... Maybe have them switch to melee after a bit or stop moving backwards or something... or at least move backwards in a logical way, like so they always try to keep facing their target. It seemed like they just moved straight backwards (regardless of what angle I am at) when approaching melee range making them incredibly tedious to kill.
- Bag locking. Perhaps just have the contents drop on the ground. Had an issue Sunday where I couldn't trade with someone who hadn't collected their bag yet, so I couldn't give them anything to help... I didn't have anything super awesome for them at that point, just some cloth armour drops, but in the future it might make a difference helping someone get their stuff back.
- Death punishment. I appreciate the "corpse run" and I can accept the financial penalty to repair my gear for my own failure to git gud... but sitting for that long to heal wounds is annoying. By all means, force us to find a fire to make that wounds debuff go away, that seems fair, however the time to heal wounds is too long imo.
- Combat logging, or API for DPS/Heal parsing.... Ooooh... if you could throw the combat log into a DB format like sqlite, or mysql so I don't have to write a text parser. Me love you short time.
- Can I have more than one trade skill at the beginning? Lvling prospecting to 6 before I can get a trade skill to make something with the ingots I've been smelting is making me not want to do any TS.
- I personally am not fond of node based resources. I find it becomes a solo task that you have to grind separately. No one wants to follow you around finding nodes, groups wanna go do content; not search for copper or wood... I suppose one could say that of trade skills in any MMO. Resources are always a drag to collect. Changing resource collection to mob drops would be a different kind of solo grind that might also affect lower level players negatively if mobs are monopolized... I don't have anything helpful... However, it doesn't change I'm still not fond of resource nodes. lol.
- Mobs sometimes move very close to you when in combat, sometimes so far into you as to cause a not facing target message dealio.
- First aid range feels short for a heal, also has a long recast time. Oh poo moments are not recoverable with healing spam and getting off a quick heal on a retreating ally is not possible.
UI
- Pressing escape when a window is open will clear your targets before closing the window. Should be closing/clearing everything Esc can close/clear in reverse order as it was added to the stack.
- Some kind of cancel cast button (or at least the option to set one) that doesn't involve jumping (which uses sta) or pressing esc (which clears a target).
- Keep the loot roll window up a bit longer while there are still group members who have not selected a need/greed/pass. When grouped I missed so many rolls just because I was looking at mobs and party life bar and not at the loot window. Does the loot window remember your loot preference for each item type? I didn't remember to check that.
- More chat windows. I want to be able to put group in one window, ooc in another, general in another, guild in another, etc...
- Enabling/Disabling reagents is not obvious in the UI. If there was a tooltip, or tutorial message about it, I missed it.
Movement and other Control
Obviously coming from many years of EQ I have a way I am expecting an MMO to feel as far as controls and movement go... While that sounds like old man Grue complaining about why everything doesn't work like stuff from the old days does, I'd like to point out that the EQ control and movement feel is also the same type feel of other tab target MMOs. WoW, KoToR, EQ2, etc...
- Movement. Make the bound keys for turn left and right, turn the toon as expected, unless right mouse is held, then they become strafe left and strafe right?
- Increase tab and mouse targeting range?
- Is combat stance required? I haven't played all the roles yet, so it might be important in some fashion... but right now it just feels like one more button press to remember after I'm done killing something.
- Turn off auto attack when the mob your targeting dies. Remembering the button presses after combat feels like I have to tidy up after playing with my legos...