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

#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:

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  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.

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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.

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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.

I would like to be able to Switch my Key 3 to something else besides a Food/ Potion Slot.

I would like to be able to open my Inventory whilst Running.

I would like to have a /Who to search for players in other companies or in the Area.

I would like a “Dungeon Finder” / "Que for OPR from anywhere.

You can do this one already :slight_smile:

Did they change it? Because when the game first came out, It would not let us re-Bind the number 3.

About your 41.
You can do that. Open the map, click on the City, look in to the Right “Tab”, Scroll Down. All Taxes Listed. :wink:

What are your thoughts on that:

  • Armor preset !
  • More consumable slots !
  • Global coundown for all CD stuff
  • Remove the 5 limit trophies per house !
  • Remove repair parts limit !
  • Cross server OPR !
  • Enable joining OPR from anywhere !
  • Chat system to see income/outcome dmg, loot !

This was solved in a previous patch. The situation was if my character died, every piece of armor and weapon took durability damage regardless if the gear was bound to me or not. The patch made it so that only that BOP (bound to me gear) was damaged. This was a fair solution.

Imagine this scenario . . . (only the characters name has been changed to protect his identity) A character called Dayou :slight_smile: saw in an earlier patch that leveling up Weaponsmithing and Armorsmithing went from being slightly annoying to extremely expensive. In previous patches, that character figured the cost per XP point in that tradeskill was .002 cents. Now, somehow, because of the patch, the cost per XP point in that tradeskill was 2 cents. This was a HUGE increase in cost.

That ever creative person found a solution to get the cost per XP point lower. It was doing town boards quests. There were quests in most towns that were for weaponsmithing or armorsmithing. It would require making something and then going to the townboard to turn it in.

As the townboards require the territory owners to have bought something at the territory table, this would mean that the town may not have a quest. Dayou :slight_smile: found that Restless, Reekwater, WW, Ebonscale, Brightwood 99% of the time had one. Mourningdale and Everfall had one 50% of the time. Dayou would go around to these towns, grab all the quests. However, some of these required a tier 4 forge to craft and sense the required items to craft varied, Dayou had all the materials in Windsward. Not every territory had a tier 4 forge. Windwsard always had a tier 5 forge.

After crafting 12 of these quests, Dayou learned that each quest item was 20lbs in his bags. He suddenly was holding 240lbs of quest items. As Azoth travel punished distance and weight, it was RUN to that town, turn it in or pay a lot of Azoth to travel. Sometimes, due to the ownership of forts, it could be two maybe three travels to territories and now Dayou was azoth broke and running around.

Poor Dayou :slight_smile: Glad I protected his name from being shamed!

Now, with the February patch the cost for travel is a flat rate. There will be no more distance charge and weight charge like it was. This change, to a flat 20 azoth, honestly, probably solves this weight issue. People will now just travel around easily and while it still adds weight, immediately turning them in, even if it is across the map, is not that bad.

I realize that. However, it might not be as bad as we think. I am not sure if you were around when AGS introduced the speed bonus for running on a road. Before this, the run speed of the character was constant, it did not matter if I was in a quarry or in the woods or on the road. Now, after that patch, if I stay on a road, I get a 3% speed bonus. That concept that they have geo fenced in an area that if I am there, I get a different state with my character, they can do the same with the trading post.

In fact, they already kind of have this. Have some fun and test this. Go near a storage shed. You can be about 2 to 4 steps away from it. Hit Tab and open your inventory. Sometimes, when do you actions, like salvage, quickly, it will open your storage shed! So there is something in the code that sees that you are near the shed and it assumes you are interacting with it.

This suggestion would be similar. Have a geofence around the trading post. Let me hit Tab to open my inventory. Let me find the item in the bag. Let me click on it and the menu that currently has salvage/repair, etc. will have a new option, “Sell at Trading Post.” If I click that, it will automatically interact with the trading post, open the ‘sell item’ screen where I see the current buy orders, sell orders, etc. This is a QOL issue that will remove the time required to go to the TP, open the sell item window, scroll down all the items that I have in my inventory and shed.

You are wise! Yes. This topic touches everything in the game. It is architectural and would require a whole lot of thinking of what it touches.