20 Points - QOL and Improvements (plus a bonus!)

Show me the numbers! I like numbers, I like rpg’s. I like rpg’s (or mmorpg) that show me the numbers!

  1. While staying on the topic of the shed. Why is there a limit of 500 unique items? I understand the concept of arrays and how you probably load in the shed. I understand that it potentially creates an issue with your UI and the drag and drop and resorting of the array after. For lack of a better phrase, “Don’t care.” It should not be a 500 unique item limit. Ultimately it should be unbounded by item count, bound by weight. However, if you need a limit, make it 1000 unique items. If you think this is an issue, then by design, you have created too many unique items. The fault lies with that instead of the limitation of the shed item count.

  2. Give me / commands in chat. In an earlier point, the ability to hit shift tab to go back in the category list would be nice how about a /1 , /2, etc. for the category. Or . . . even better yet, a /a for area, /f for faction, etc.

2 Likes

you have some good suggestions in the listings there.

#1 - I can see a reasonable reason for this. I’d go further and ask to be allowed to move things around like SWTOR. Where there are no mods but you can have a completley different feeling UI depending on preference.

#2 - I agree with settings to lower the density but not the ability to turn them off. So much of this game’s combat is telegraphed through the particle effects. Such as you mention sacred ground. You need to see this to know your enemy is being healed dont fight in their sacred ground but to know that they need to be different colors. It would be nice to have this be a preference we set but I’d just accept some standardization.

#3 - The largest issues with Orichalcum are that it’s resource cycle is different from the other Tier 5 materials. They all have a common 50-10-10 daily cooldown. But many professions have multiple avenues to level. For example Armorsmith can go the fiber vs metal route. Arcana can go the magic weapons vs the consumable route. But weaponsmith its all metal and both armorsmith and weaponsmith are heavily metal based. There aren’t an equitable number of orichalcum nodes in the world to the others when you factor in usage. Then there also is the matter of the missing accumulation set for smelting. A full accumulation set on weaving and/or tanning is very significant in producing enough end product T5 materials to level crafting. Lastly, Armorsmithing has the guaranteed 600 BOE luck armor that’s rediculously popular and uses 520 orichalcum ingots per set. Add in that orichalcum is the only T5 resources with anything resembling Void Ore and you have a recipe for the situation we are in. In my opinion introducing the smelting set needs to be a priority 1 issue. After that determine how that effects the amount of ingots in the economy and from there consider increasing spawn locations for the ores themselves.

#4 - I would love to see this implemented. I would be okay with balancing it so that rerolled perks were weaker and weaker. By this I mean each time you reroll a specific perk whatever you get the effectivness is 100 GS lower than the previous. So I might start with a 600 GS luck perk…reroll that get a 500 GS harvesting perk… reroll that and get a 400 GS ability perk and keep that. So the weapon would still be 600 but i’d have 2 original perks at full effect and the third i rerolled at lower qualilty. Bonus points if the converters have an affinity perks that make sense with the attributes of the item.

#5 - this but universally for any crowd control style effect. 1-2 effects every 5 seconds is more than reasonable. You get hit by spammed stagger it shouldn’t continue to stagger you.

#6 - this is fine how it is. I don’t have bleeds and haven’t noticed this to be an issue. Some status effects are just longer you have to be aware of and have ways to address them.

#7 - yes to extra slots - disagree on changing how coatings work. Their cheap to make and being able to have a different coating on the two weapons you have equipped is extremely nice unless they want to allow us to stack them and use multiple coatings at once.

#8 - bag organization is needed badly. Let us “tag” items so that they can be grouped and easily recognized (colored corners based on tags).

#9 - totally for gear sets. Not only should you not be able to do the swap in combat - you shouldn’t be able to use it at all if you are pvp flagged. No quick insta swapping from harvesting gear to combat gear because you saw someone coming and wasn’t put in combat.

#10 - generally speaking the luck system has been explained pretty well but I think the issue is that in some cases the system is still bugged or not workign as intended and that causes some headache. Just look at how the rarer materials were super rare pre 1.2 versus after their “luck fix”.

#11 - agreed.

#12 - I would suggest that there be an enemy nameplate that shows in a fixed position on the screen which clearly shows buffs debuffs and health and it can just show the nameplate for the current enemy at your cursor. This should solve 90% of the issues.

#13 - Weapon swap should force a dump of all abilities and actions in whatever combat que they use and immediatley swap weapons. Except when a combat animation is already in progress and in that case the swap should occur fluidly as soon as the animation ends.

#14 - removing durability in 1.3 from non bound items is big but I’d like to see durability on bound items in your bags reduced by half of whatever it is now. As a tank who optimizes weapons and armor I carry three to four sets of gear and its extremely expensive to die because of that.

#15 - I disagree. Quest items are items. Need to plan and prioritize inventory capacity. If you want to run around with 50 quests with items there should be some cost o doing so.

#16 - yes please.

#17 - This already exists you can see your recipes in your tradeskill screen. It’s just not easy to search and sort the recipes.

#18 - shrugg I have a low end system and it runs fine for me.

#19 - Agree.

#20 - I like this idea and its original. Fits in with the UI theme of click context menus.

#21 - In my perfect world the territory owners would no earn any cash reward for controlling a territory but instead would earn company-wide benefits that make ownership highly coveted none the less. Examples might include: free fast travel to company owned territories, % accumulation bonus when refining reagents in owned territories, extra sales slots in owned territories, 50% reduction in all taxes within owned territory, etc. Then I’d introduce a plethora of various benefits that the territory can implement similar to twon buffs now. Except I wouldn’t make these part of the town board system. They would simply be straight cash purchases from the tax income. They might mimic muted options simliar to the guild perks for controlling the territory but a broader range of buffs. THen any money not spent each cycle gets divided between all the residents of the town itself.

2 Likes

#22 - introduce recipes to upgrade cartridges and arrows from lower tiers to higher teirs making the dropped stuff a reagents for higher level crafts.

#23 - this would be handled by the OP idea to reroll perks.

#24 - get rid of storage transfer fees all together and if possible get rid of not being able to do this outside your own faction territories.

#25 - Agreed

#26 - Yes

#27 - bots are getting by without it. Be nice to let the common folk auto follow someone while they go bio or whatever.

#28. Yes please

#29 - Leave it how it is but make it harsher. Dicourage zergs and encourage small group play as was intended.

1 Like

No QOL for sure… i think ags trying to kill the game as fast as they can so they can close the game for good… easy money… tactics it is…

#55
Add more better weapon crafting patterns.
Why is the legendary AXE eternal dusk crafting pattern 9str 19DEX??!! What the heck, noone is going to use that garbage.

I think the direction they went with timeless shards was the right one. Allowing more control over the outcome. I think it would make sense to have named crafting recipes for items that work similarly to shards where you get to pick 1 attribute and 1 perk and then have the recipe have 1 static perk that it applies that is unique to the specific weapon recipe and have those recipes have unique models rather than share the orichalcum versions of weapons. Get the best of all worlds.

Actually, I disagree.

I like 300 str for grit.
I like 50 dex for the + to crit.

I need to get the numbers from somewhere :slight_smile:

1 Like
  1. PLEASE figure out what browser function is causing major issues. This harkens to the older days when a flash app running in a browser would destroy the responsiveness of a game. I have noticed that if I have Chrome running, perhaps having YouTube running at the same time, I get game disconnects where I travel across the screen. It does seem to be some addon that I have for Chrome because if I do the same with Opera it is not an issue.

  2. PLEASE let umbral shards upgrade 590 crafted to legendary. Yes, I realize that this will impact crafting. It will make rolling a 600 on a craft seem less valuable. It will, however, reduce a TON of frustration.

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  1. PLEASE do not automatically use repair kits for repair all if they are in my bag. FIX the UI to give me a choice between gold + parts and gold + parts + repair kits.
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As I have mentioned, these are random thoughts and what I think can/should be done to the game.

Let’s talk about housing. Housing seems to be the redheaded stepchild of New World. It seems that whoever developed it, during the development stage got pulled off to do something else that had a higher priority.

Housing seems to be an issue as well as taxes on the houses as well as the income that the territory owner gets. Yes, there are a bunch of issues all within the housing category. So let me start from the bottom up and hopefully it will give some constructive feedback on what I think can be done about housing.

What compels someone to buy a 20k versus a 5k house?

  1. It’s bigger so I can put more stuff in it.
  2. It has a quicker cool down on recalling.
  3. I can put more storage chests in it.

Then there is the ‘cosmetic’ side. That is purely subjective and I am not touching that topic.

So every step beyond 5k gives me the ability to make it look pimper, slow down the recall and put more storage chests in it. For those three things I have taxes that are significantly higher. Assuming zero discount on the property taxes and the property taxes set at 5% (I have to use a base to establish the point), I can either pay 5% of 5,000 or 5% of 20,000 per 7 days. This is either 250 or 1000 per week. This begs the question, am I getting 750 gold per week benefit? I think the answer that most would say is NO. Yes, some really want to pimp that house out. Is that enough of the player base? I don’t think so. The most often statement I hear from people, “Houses are for storing trophies.”

How do we solve the value proposition? To me, it is obvious. You give more value.

The benefit for some people is the storage. The ability to have 3000+ pounds in a shed is VERY nice.

How about this for a potential solution.

5k house, 1 storage unit. 5 trophies, 4hr cooldown on recall, can’t buy the time down.
10k house, 2 storage units, 5 trophies, 4 hr cooldown on recall, can buy the time down.
15k house, 3 storage units, 1000 unique items, 6 trophies active. 3hr cooldown on recall, can buy the time down.
20k house, 4 storage units, 1500 unique items, 8 trophies active, 2hr cooldown on recall, can buy the time down.

Now you will get a good chunk of people who will at least move to 15k houses for the extra trophy slot or the extra unique item count in the shed. They will feel that they are getting value.

This will then create a whole new problem with a mass influx of gold to the territory owner.

Now we get into a bigger issue. Where does the gold go to? I think a fairer solution would be a cap on gold for the territory owners. Let the rest go to money heaven. Right now owning a territory gives a significant financial benefit to a company. It puts them at a competitive advantage over another company who wants to fight them. The fact that AGS has stated that they want the territory owners to win about 80% of the time also creates a situation that makes it harder for ‘under geared’ (read as underfunded) groups to take the territory over. We can argue the number that the cap on gold that the company gets and that will be heated, but let’s say it is capped, after expenses, at 200k a week.

Now, what would that do? That would be a move towards parity of the owners versus the defenders. It will not remove it completely, but it will lower the HUGE chasm that is in existence right now.

1 Like

Hey, I’m in love with your thread and most of the stuff you bring up is on point.
Someone posted a pretty good suggestion for Territory Tax Income in another Thread. I’d be pretty much intersted in what your thoughts are on his Tax Reformation.

F-ing Brilliant! YES please! THIS

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Thanks for the love!

I read that post. In a very short version of a reply, it is overly complicated and still has some issues.

" * Each week after maintenance is paid - if there is more gold in the treasury than is required for five upgrades (averaged across all available upgrades), then the excess money is distributed as follows: 10% is paid to the company who owns the territory, 10% is paid to the members of the company who owns the territory (divided equally), 20% is paid to homeowners in the territory based on the size of their homes, 20% is distributed to players who completed town board missions in that territory that week based on the number of missions they completed that week and the remaining 40% is split into an Invasion and War Fund."

If you look at territories in a very simple matter, you have income and expenses. The delta between those two is profit.

Do we want to control the profit?
Do we want to mandate the expenses?
Do we want to cap the profit?

See, once the trading posts were linked, it broke AGS whole system. You could have someone have very low trading fees to induce people to trade there. You could have a territory bust their butt to get all the tables to 5s. Then they could raise crafting fees because they were the only 5s in town. Now that everyone has 5s, then the crafting fees can either be set the same (via collusion) or competitive to get people to craft there. Well, the crafting there sucks because while the TPs are linked, the sheds are not. So there is no benefit to make me want to schlep my ore to a town to save money to craft.

This is why we have to look at the profit issue. There are TONS of threads that people are arguing over the profits that towns are getting. That is where we need to focus on it. The guy and I agree that the towns should pay for upkeep. Whether it is automatic or not, ok . . . that is not a line in the sand I’d fight for. I’d focus on the profit side. AGS has to decide if they want balance in the form of cash that people have for wars or they want to have one team (owners) have a huge advantage over attackers or they want to have a truly player driven economy. This is a fundamental issue. AGS wants gold sinks. That is why we have repair bills. Let the owner’s excess profit go to money heaven.

See what none of us know is what is going to happen with xpacs. If AGS opens the map and we get 10 more territories, how does that work for housing? How does that work for server counts this low? I feel quite confident that these are being discussed internally. It just makes sense. If you look at your server, it is probably like mine. There are a few mega guilds and then there are a TON of 5 to 20 person guilds. How does that work with new territories? This is why I suggest this money heaven cap.

1 Like

Normally, I wouldn’t comment unless you had 25 points, but since the community chipped in on this one, I will allow it.

In all seriousness though, your list is GOLD. Damage to things in bags. 4ealz! Sell orders Grrrrrr. This post is seriously nailing it.

I presume you’re talking about following someone’s online status and maybe activity, but in my mind I imagined this as that cruise control feature you get in high-end cars where they can follow the car in front and adjust for its speed.

How awesome would it be to pick another player, like a friend, and have your toon automatically follow them (with their consent, of course) while you browse the map or do other staff. One of you could lead both toons to where you wanted to go, while the other could go get two cups of tea!

  1. PLEASE . . . seeing that mutations are on a weekly cycle, why not standardize them across each server AND then announce a day or two before the new cycle what the upcoming one will be. This will let players PREPARE.
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@Luxendra Uhh hello :slight_smile:

Some of the points you have been talking about sending to the devs have been in this thread for about three weeks!

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So I have finally doubled the original 20 points :slight_smile:

  1. PLEASE . . . give me more information on a screen. Why do I have to go to an expedition, then hit E to see what level I can open up? Why can’t I just do that without the run? Put that info on a screen for me to see.

  2. Why can’t I see the tax rates for a territory without having to go there? Why can’t I see the tax rates on the map screen?

  3. Let me salvage crafted material and get back some of the material used. If I put in asmodeum, phoenixweave, etc., don’t return ori ingots. Return some of the other stuff.

  4. This one is a little harsh, but please, push text changes that show up on my screen to a group and get people to sign off of it. Why is it that if I go to an expedition, I see on the bottom of the screen it says to move to the next level you need gold, but if you click on the expedition level and see that screen it says silver.

  5. Please adjust the leash distances. There are two portals in Myrk that it takes just one person to grief a group of people. The second to last portal going up, there is a priest, a brute and a commander that can all be dragged to the portal and wipe out a group of people. Then there is a portal, east side, that there is a commander below that can be dragged up into it. It is annoying when you get griefed this way. Adjust the leash rates for those mobs to be a lot lower.

  6. If I am opening an expedition, PLEASE show me on that screen the GS of the people in the party. As we have to strategically use orbs, it is important that we not waste them. As you have established GOLD for the method to move up, having some player come in and just lie that they have the appropriate gear score, well, it is important that they meet it and that it be verifiable.