View Full Forums : What Issues would you like to see Fixed (Read the Rules)


Sobe Silvertree
12-15-2002, 05:38 PM
<span style="text-decoration:underline"><strong>Rules:</strong></span>

<strong>1.</strong> This post is only for issues that you like to see fixed. IE: FYI
<strong>2.</strong> Try to limit one post per this thread, add to your own if you forgot something.
<strong>3.</strong> No Discussions in this thread, just describe in detail the issue that you want to see fixed.
<strong>4.</strong> No Bashing or flaming.
<strong>5.</strong> All post that try to discuss an issue will be deleted.
<strong>6.</strong> Please use the format shown below and be specific about where you have seen problems such as pathing, drops, etc.. I will edit your post requesting more information, you may remove the editing after you have fixed the post or have added more to it. (Sobe being a bit anal because he will have to put it all together in the end.)
<strong>7.</strong> If you like to discuss a specific issue:

Create a new post and in subject put:
<strong>Issues:</strong> (<em>Subject</em>)
----------------------------
Add in the reasons you want to discuss this issue and possibly you may know there was a fix to this.

--------------------------



<strong>Reason for this post:</strong>
This Post is created because I hear in many post people discussing "this or that needs to be fixed before yada yada @#$% Fireworks was fixed.

Though some people do not realize that SoE/VI is broken up into different departments and some things that are issues or that are fixed or improved may not be the same department as spell stacking issues.. etc.. With that in mind, please use the features EZboards has set up and format it so its easy to understand. Any issue from any expansion should be posted here.


<span style="color:red;font-family:georgia;font-size:large;"><span style="text-decoration:underline">Please Take the Time to Follow This Format</span></span> - If you look under the Subject, there is a new spot where it says Formatting.. Click on ezCodes. Then just Highlight the words you want underlined or Bold.. etc... and click on the new buttons .. such as <strong>B</strong> (Bold) / <em>Italic</em> <span style="text-decoration:underline">U</span> for underline.. the new tools are pretty easy to use.

<strong>Issue #1:</strong>
<span style="text-decoration:underline">Spells Stacking Issues</span>
1. The levitation component of Spirit of Eagle (single version) is getting dispelled when Flight of Eagles (group version) is casted on you.
2. When Foilage Shield is casted on the group and you hit Innate Camo AA you do not go invisible.

Tatankawd
12-15-2002, 05:49 PM
OK, I'll go first =)

I know I will add more later, but for now:

<strong>Issue #1:</strong>
<span style="text-decoration:underline">/Camp Desktop, Loggin off:</span>
Fix /camp desktop!!! C'mon, it >used< to work. (/edit) Frustration!

<strong>Issue #2:</strong>
<span style="text-decoration:underline">Bazaar Feature:</span>
Implement shopping lists in the bazaar, maintained in eqclient.ini, or some file that applies for all chars on the account. I have about 10-20 items I regularly check in the bazaar, most of which have no relation to each other. Some are armor, some weapons, some spells, some tradeskill components, etc. The names are all different, etc. It takes too long to sit there typing in the same stupid names into the search box EVERY single time I log in. With a shopping list I can see everything I'm looking for at once.

Tat

<em><strong>Edit:</strong> Fixed to the format provided, I like that shopping list btw :) .. (/drools)</em>

Quelm
12-15-2002, 06:42 PM
<strong>Issue #1:</strong>
<span style="text-decoration:underline">Spell Issue (Rain Lines):</span>
Rain-type damage spells have an auto-resist feature when an xp mob is nearly dead. Rains should be able to kill.

<strong>Issue #2:</strong>
<span style="text-decoration:underline">Pet Pathing Issues:</span>
Charmed pet pathing, their inability to follow closely, and their warp-to-spawn-point feature when they're lost are all problems. They are most apparent when dealing with Dire Charmed pets. Dire Summon as a new AA ability is a potential fix. I also think it would be nice if "/pet follow" worked as well as aggroing a mob. Another nice change would be making lost charmed pets warp to their last "/pet guard" point, instead of their spawn point.

<strong>Issue #3:</strong>
<span style="text-decoration:underline">Zoning Death Issue</span>:
Character ghosts can die after zoning. It is not cool that I can make it to a zone line, or hit Exodus and see it fire, yet still end up naked at my bind point. Tighten up or reorder client / server synchronization around zoning. Losing buffs after zoning while low on health is also a bug that deserves some attention IMO.

<strong>Issue #4</strong>
<span style="text-decoration:underline">30 Minute Delay after successful Trial attempts</span>
When the Prime Exe dies, he leaves a corpse with the marks necessary for obtaining flags. Due to Exe's level, this corpse lasts 30 minutes. To prevent people from looting marks without earning them, the trial is inaccessible during the entire 30 minutes of the corpse timer. Suggestions: Make Exe an 8-minute corpse, and shorten the wait between trials. (I thought the line for trials would go away in time, but it hasn't. The 30 minute wait after a successful attempt is frustrating.)

-Quelm, Storm Warden
Drunken Tsunami, Terris-Thule

Tippwindy
12-15-2002, 08:11 PM
Not all of these are considered "Bugs", some are merely subjective issues I believe should be addressed.

<strong>#1</strong>
<span style="text-decoration:underline">'/camp desktop' is not functioning correctly.</span>

<strong>#2</strong>
<span style="text-decoration:underline">'/serverfilter' on is not functioning correctly.</span>

<strong>#3</strong>
<span style="text-decoration:underline">30 minute wait between successfull trial attempts.</span>
These are only there to prevent looting of corpses from the next group in. Have the boss mobs have 7 minute corpses to cut down on unneccesary wait time.

<strong>#4</strong>
<span style="text-decoration:underline">Pet pathing.</span>
Pets are unable to follow their masters properly and get lost in many occasions. Often this is in tight corridors with multiple turns, or natural land formations such as rivers or gorges. Please give Druids "summon companion" and allow charmed and dire-charmed pets to be effected by the spell. Also look into making pets warp to their masters location when they lose pathing, much an aggroed NPC would.

<strong>#5</strong>
<span style="text-decoration:underline">Spell stacking issues.</span>
PotG/PotC and Aego are equally valued buffs, please look into having both spells bounce off each other so that mana is not wasted having to recast PotG/PotC after cleric buffs.

<strong>#6</strong>
<span style="text-decoration:underline">Itemization, Loot tuning</span>
Mid and high tier PoP zones have exceeding rare, if not non-existant loot. Loot should be tuned based off the difficulty and amount of people needed to overcome the risks of these more difficult zones.

<strong>#7</strong>
<span style="text-decoration:underline">Parchment drops.</span>
Parchments are too rare considering the amount of casting classes that have to compete for them.

<strong>#8</strong>
<span style="text-decoration:underline">Duplicate spells upon parchment turn in.</span>
Have the NPC hand you a worthless norent item upon request of a specific spell which you then hand in along with the parchment to get a specific spell the caster wants. Another alternative would be is to have spells drop as they did in previous expansions.

<strong>#9</strong>
<span style="text-decoration:underline">Flag system.</span>
Planer projections are despawing too soon or not properly flagging people. People are failing to aquire flags after an encounter because they failed to hail an NPC previous to the encounter.

<strong>#10</strong>
<span style="text-decoration:underline">Zoning when low on health.</span>
People are dying while in the process of zoning when low on health.

<strong>#11</strong>
<span style="text-decoration:underline">Encounter Tuning.</span>
The trial of execution is not balanced versus the other Justice trials. Even after multiple attempts at every trial, the majority of the player base prefers to wait for the trial of execution instead of attempting any of the other trials.

Kaledan
12-15-2002, 11:02 PM
<strong>Issue #1:</strong>
<span style="text-decoration:underline">Zone Experience Modifiers:</span>
Experience disparity between PoP and non-PoP zones. Old world mobs 55+ mobs have way too many hps for their level, making exp that much slower even ignoring zone bonuses etc.

<strong>Issue #2:</strong>
<span style="text-decoration:underline">PoP Parchment Drops:</span>
Named mobs in PoP not always dropping loot or parchments (e.g. named blob in PoD, Terror Matriarch in PoN, all nameds in BoT and HoH).

Mini-bosses and boss mobs not dropping a reasonable amount of spectral parchments

<strong>Issue #3:</strong>
<span style="text-decoration:underline">PoP Flags:</span>
Boss mobs needed for flagging not always up. Make them 2 hour spawns, take the loot off them, and add 3 day spawns like 'Grummus' treasure chest' that only become targetable once their owner dies. This would fix the 'blowable spawn' problem too, as noone is going to be able to blow a spawn once ever 2 hours 24/7 without getting GM attention.

Soru

<em><strong>Edit:</strong> Added Format to you details. Please use the format if you add to your own list.</em>

Twenu Trefoyl
12-16-2002, 12:50 AM
<strong>Issue #1</strong>
<span style="text-decoration:underline">Foliage Shield</span>
Foliage Shield overwrites the Self Only Versions of Invis. Thats a bad thing for the Caster that doesnt realize that his fixtime invis has gone.

<strong>Issue #2</strong>
<span style="text-decoration:underline">Natures Recovery Recasttimer</span>
If you cast Natures Recovery and the targeted Player gets out of range, the recast should be immediatly. At the moment the recast timer is the same, as if the spell were really cast on the player.

TeriMoon
12-16-2002, 02:31 AM
<strong>Issue #1</strong>
Foliage SHield stacking issues as many folk have already mentioned.

<strong>Issue #2</strong>
Ending up dead after zoning/successful egress with enough health, as many have already mentioned.

<strong>Issue #3</strong>
Reuse timer on SotW could use a drop down please.

<strong>Issue #4</strong>
Fix exp in the old world so we aren't all plugged up in PoP please.

<strong>Issue #5</strong>
Improve the drop rate on Improved Superior Camoflage.

<strong>Issue #6</strong>
Realign druid heals from 30-60. The amount of levels between greater heal and superior heal is still not appropriate for a priest class. NT needs a faster cast time.

<strong>Issue #7</strong>
Rethink PoP flags based on the premise that not everyone plays 7 days a week and are going to miss out on multiple flagging events. This expansion should not separate me from friends I have played with for years with so little chance of being able to play with them again due to the design of the game. *edit* Although the obvious and talked about fix here is to allow guild-based flagging, I believe that the more fair fix would be to make alternative ways of getting the keys if you miss raids that allow you to progress along the story line (no need to go back and do the guild event as well).

Kulothar
12-16-2002, 05:32 AM
<strong>Issue #1:</strong>
<span style="text-decoration:underline">Mob Types:</span>
Animals? What animals...?

<strong>Issue #2:</strong>
<span style="text-decoration:underline">Plant Charm:</span>
Limits on charming Plants (upgrade to charm plants)

<strong>Issue #3:</strong>
<span style="text-decoration:underline">Walling a Mob= warp.</span>
Mobs getting knocked under the earth (or into a wall) then summoning people. If a mob gets knocked under the earth it should gate.

<strong>Issue #4:</strong>
<span style="text-decoration:underline">Pet Pathing Issues:</span>
Summon Pet Spell for lost pets.


<em><strong>Edit:</strong> Fixed Format, if you add to this please follow the format I have set up, thank you</em> ;)

Lalian
12-16-2002, 06:04 AM
<strong>Issue #1</strong>
<span style="text-decoration:underline">Mobs proccing when they should not be able to</span>
1. Mobs can proc when out of melee range. Either give the ability to players or fix the bug.

Maladay
12-16-2002, 07:11 AM
1. (Druid) Epic Quest should not accept hand-ins if the quest is broke. Tried and lost hand-ins several times now (EK is the worst) on Bristlebane. Petitions either ignored, answered 3-5 DAYS later, or told "too bad so sad". If it doesn't work, fix it or remove it, simple as that.

2. Speaking of petitions - if you don't have enough GM's or knowledgable guides to handle petitions - hire more. It should not take DAYS to get a response. Your PoP Manual, page 121, says "this may take a few moments, so please be patient". Moments in SOE's eyes are a tad too long, needs rebalanced.

3. Camp Desktop - this worked for years, then broke when the newui came out - its been bugged, petitioned, discussed, you name it, it aint fixed. I find it very difficult to believe its not reproducable at SOE. I am actually surprised at the few times it DOES randomly work.

4. Bazaar has outgrown its britches. The 500 trader limit sure didn't help the lag, perhaps its time for multiple bazaar zones.

5. We should be able to see how much mana in REAL NUMBERS we have, just like hitpoints are shown. I shouldn't have to rely on complicated formulas or offsite places like Magelo to figure out how much mana I have. Whats the big secret?

6. Putting someone on ignore should do just that - ignore EVERYTHING they do. Shouts, tells, ooc's, spell effects, if I went to the hassle of putting them on ignore then I don't want to half-@#%$ ignore them, I don't want to hear from them again.

Batou062671
12-16-2002, 07:14 AM
<strong>Issue #1:</strong>
Spell Drop Rates need to be set back to pre nerf values

<strong>Issue #2:</strong>
Contraction of places to xp. Overcrowding is getting absurd at high levels.

<strong>Issue #3:</strong>
If you miss one raid for flagging, both you and your guild is screwed. The guild should get a certian number of 'tags' for each kill and each member of the raid should count toward that guild limit in the zone. Thus the guild will have to kill mobs a certian number of times maintaining the bottleneck for verant) but not making it so absurd. The players, of course, keep their own personal tag.

<strong>Issue #4:</strong>
Spirit of the Wood and Divine Barrier stacking. This needs to be fixed ASAP. You can't use it to save your clerics life. In fact, you're more likely to kill your cleric by using this ability.

corlathist
12-16-2002, 08:09 AM
Issue #1

XP window tightens too much. Mobs that are green at 64 and 65 are still highly dangerous, and even difficult.

Issue #2

XP outside of PoP does not address difficulty. Umbral and Cazic Thule are more difficult then they are worth.

Issue #3

Named should always drop something. Item, or Parchment
((Etheral in 1, Spectral in 2/3, Runes in 4/5). You should never hit a rare mob after 8 hours only to find the "fun" of opening the corpse to nothing.

Issue #4

PoP Items need adjustment

Focus 4 Effects ((and specialized focus)) need to be more available based on class. There are far too many "Int Caster" only focus effects.

There is far too much "Leather Wearer" only items that are not worth wearing compared to many easy to get "All/All" items. ((Coldain Skin Gloves))

Issue #5

Fix Spell Stacking. POTG/Aego should bounce.

Issue #6

Fix Druid Charm cap to be more in line with rest of charm spells. 63 Charm would be more approiate.

NilweanTP
12-16-2002, 08:38 AM
<strong>Issue #1:</strong>
/serverfilter needs to be fixed. I am unable to do anything at a lot of raids now without a huge delay.

<strong>Issue #2:</strong>
<span style="text-decoration:underline">TGB and Foliage Shield</span>
If you have /tgb ON and cast Foliage Shield with someone outside your group targeted, it will attempt to give that group invis. It should always invis your own group no matter what your target.

Seriena
12-16-2002, 08:48 AM
I'm basically going to copy and paste what others have already said in my order of importance:

#1
Parchment drops.
Parchments are too rare considering the amount of casting classes that have to compete for them. Spectural drops specifically needs addressed.

#2
Reuse timer on SotW could use a drop down please.

#3
Foilage Shield bug

#4
Itemization, Loot tuning
Mid and high tier PoP zones have exceeding rare, if not non-existant loot. Loot should be tuned based off the difficulty and amount of people needed to overcome the risks of these more difficult zones.

#5:
Contraction of places to xp. Overcrowding is getting absurd at high levels

#6
Adjust the exp in old world high risk dungeons to equal pop exp.

#7
Forget the flag system on most zones. Keep it for a few select zones for the upper tier guilds to play in.

#8
/serverfilter

#9
/camp desktop

AzariahTunare
12-16-2002, 09:49 AM
Issue number one:
Spectral Drop rates need to be increased, especially off named mobs. It is shocking to see only an ethereal (if corpse isn't empty) off a level 65+ named creature in PoS/PoV. Evening allowing one spell 61-65 to be vendor bought would help with this problem. Provides some incentive to level.

Issue number two:
Considering the rareness of spectral spells, Verant should eliminate duplicate spells.

Issue number three:
Upgrade zones in non-POP zones to be blue to level 61-65.

Issue number 4:
Fix stacking problems. Most have been highlighted in other people's posts, won't go over them here.

Issue number 5:
If a guild completes a trial (for example killing the dragon to be flagged for HoH) please please please don't have it be bugged so the mob you have to hail never spawns. And if it is bugged, allow your GM's to do something to help the players. Its obvious when a BIG dragon corpse is dead in the zone that the raid did successfully pass the trial, so why won't GM's do something to help them get flagged when the planar projection doesn't spawn?

Issue number 6: Fix pathing issues in all "save NPC_00001" quests. KEy example - trial in PoI. NPC spontaneously likes to go back to bind spot.

Azariah
63 druid
Tunare

And thanks for taking the time to compile all of this!

Firemynd
12-16-2002, 10:39 AM
<strong>Issue 1</strong>
<span style="text-decoration:underline">Parchment drop rates need to be addressed</span>.

Too many people have complained about this to disregard lower drop rates as 'bad luck' -- and too many 'difficult' mob types which *used* to drop parchments are no longer dropping them at all.

<strong>Issue 2</strong>
<span style="text-decoration:underline">An NPC which is Dire Charmed should follow the <em>exact</em> steps of its charmer, irregardless of normal NPC pathing routes</span>.

Until this is possible via coding improvements, we need an in-game workaround, similiar to Summon Companion which other pet classes were given to help offset pathing glitches. This 'Dire Summon' should have an aggro-clearing component to offset additional aggro caused by bad pathing/warping and through no fault of the player.

<strong>Issue 3</strong>
<span style="text-decoration:underline">Nature's Touch should have its casting time reduced</span>.

The spell currently resembles an upgrade to the lower level Healing line (minor/light/greater/superior), but NT would be more appropriate as an upgrade to Chloroblast and its cast time should reflect this. If not, the mana cost should be lowered.

<strong>Issue 4</strong>
<span style="text-decoration:underline">Dying during the zoning process after a successful evac is unacceptable</span>.

A client-side file should be written at the moment evac finishes casting; while zoning, the server would use that file to synchronize the character and restore any health lost due to any direct damage inflicted after the evac. To prevent tampering, the file could encrypted with a randomly generated code on write, and decrypted by the server during the client/server re-synch.

<strong>Issue 5</strong>
<span style="text-decoration:underline">Item loot in PoP zones needs to be retuned</span>.

Mobs dropping quest pieces is fine, but players also need to have a chance of getting items which they can actually use without additional farming and forced tradeskills.

<strong>Issue 6</strong>
<span style="text-decoration:underline">Old world dungeons which are under-populated should be revamped for higher level use</span>.

The player base of high level characters has outgrown the content. Revamping a zone (add a couple new storylines, bump up mob levels, add some new unique items) is far more cost effective than designing new content from scratch, and will serve to give players some alternatives to crowding into the limited number of PoP zones.

<strong>Issue 7</strong>
<span style="text-decoration:underline">More Focus items!</span>

SOE/Verant never really lived up to its promise of adding focus to more old-world items; they apparently dropped the ball after 'round 2'. There is still a very few select items from which to choose for desirable focus III effects, and far too often those items are downgrades in all aspects <span style="text-decoration:underline">except</span> their focus effects.

There should be a greater number of Focus III/IV items available, even from tier1/2 zones. This applies for all casters, but especially for priest classes, who seem to have been sorely neglected for focus in PoP.

For instance, nothing is more frustrating than seeing an Improved Damage focus item which would be an upgrade for most priests in its stats, but which is tagged 'NEC MAG ENC WIZ' ... perhaps in addition to putting more items in, existing items should be reexamined and adjusted.

~Firemynd

Havok82
12-16-2002, 11:45 AM
I agree with the other posts.

1) Nature Walker's Behest - This pet is cute and all, but at level 55 the pet is almost useless. Any mob that I would use it on would eat it up. Mostly because mobs you would hunt at 55+ have gross hps (gorangas) and hit like a train. Even buffed, the pet is still a pansy. It is great to absorb some punishment to save your butt for a second or two so you can zone, but way underpowered in comparison to other pets. Druids are the keepers of nature. Until you get dire charm, this is the best *reliable* pet spell.

2) Charm spells are a bit underpowered. Have at least a minimum timer on them. Nothing frustrates me more than charming a mob only to have it break in under 30 seconds. I am not talking about charming whites and above...I mean blues. Given that we are the masters of nature, our charm spells through 65 should work like chanter or necro charms. We are already shackled by the "animals only" clause.

3) Unsnareable/Unrootable mobs. I am perfectly fine with not snaring a mob. That is fine, but making it unrootable kinda stinks. That is sometimes your only "get out of jail" card. Try porting in to Cobalt Scar only to have someone drop off a very ticked of Yvolcarn on you.....if you aren't sow'ed, you are dead. Have the mob have a higher than normal root resist, but not completely unrootable. I still get rooted from time to time by green drachnids in FV.

I had another point, but I lost my train of though....darn IM's....

Daki666
12-16-2002, 12:52 PM
Issue #1:
Flag system, many possibility i won t go into this.

Issue #2:
I spent 5aap pre-PoP in exodus; when i hit that little button i want to LIVE through it, sometime it takes so long for the lag-before-load to stop that i may loose from half-life to dead before it start. Fix the zone lag (it'll kill the crash exploit as well probably if not done yet)

Issue #3:
Enhance raid-xp imho. It still isn't decent, as a druid i gain some more than i loose in death, but for a warrior i'm pretty sure it's the same or under what he loos from deaths. What's the problem if you're making "decent" (1/2 of the day-to-day grouping) . I don't see a reason for hardcore raiding guild not to be able to reduce their out-of-raid xp time with it since they're still busy enough raiding :)


I'm especially annoyed by issue 1 and 2 here. i feel issue 3 = semi-waste of a lot of work from VI, it could have been much much better if the xp bonus per player in raid was being calculated a bit better.

ccLothar
12-16-2002, 03:19 PM
- Losing all my buffs zoning when I have more hitpoints from gear than I have remaining hps.
- Getting off, exodus, gate, evac, or zoning and still ending up dead.
- Bad pet pathing.
- Lack of places to hunt at 65 that I can get to.

Panamah
12-16-2002, 08:35 PM
#1 The PoP Contracton (xp places, old zones)
---------------------------------------------
The lack of things to do if you're level 65 and not in an uber guild.

#2 PoP Flags
---------------------------------------------
Get rid of most of them. Let the difficulty of the content determine who goes where.

#3
Foilage Shield bug

#4
Itemization, Loot tuning
Mid and high tier PoP zones have exceeding rare, if not non-existant loot. Loot should be tuned based off the difficulty and amount of people needed to overcome the risks of these more difficult zones.

#5
Adjust the exp in old world high risk dungeons to equal pop exp.

#6
/serverfilter

#7
/camp desktop

#8 Bugs with Slow (mobs in PoS marked unslowable)

#9 Shaman potions not stacking with buffs and yet using up the potion.

#10 No warning to shammies about slow mitigation

#11 Show us numbers on mana

#12 More work on the UI (like adding more / commands and hotkey functionality)

#13 Make a filter for /random -- I'm sick of getting spammed by people being idiots and casinos in Bazaar.

#14 Tash as WAY too much aggro. Tone it down.

#15 Bad pathing.

BriennaMonk
12-17-2002, 07:17 AM
<strong>Issue #1:</strong>
Spell issues
---------------------------------------------
a) Spirit of Ash (level 39 druid spell) overwrites Koadic's Endless Intellect (level 60 enchanter spell)

b) Some Luclin spells are way too rare. Levitation, Everlasting Breath, Remove Curse and Remove Greater Curse all need to have their drop rates looked at and/or need to be added to more mobs. There are approximately 80 people in my guild, and as far as I know, only 1 person has any of those spells, despite numerous raids in Luclin zones.

c) Mana numbers are not shown. Originally we were told this was for RP reasons, but with the advent of the new UI, we can see every number about every stat, both in real numbers and/or percentages, except mana. Mana can only be shown in percentages. Why can't mana be shown as well?

d) When an evac spell is cast, there is a lag of time between when the screen freezes up (to load the new zone) and the time the player actually exits the world. During this time, any mob that is attacking the player can still attack, resulting in numerous deaths to players even though a successful evac was cast.
---------------------------------------------

<strong>Issue #2:</strong>
Trade skill issues
---------------------------------------------
a) Tradeskill attempt/failure messages are broadcast to all groupmembers, but not to the person making the attempt. People who like to log tradeskill attempts are unable to see what they attempted and succeeded/failed at by looking at their log file. It would be nice if these messages were sent to the person making the attempt as well.

b) Making objects that are trivial, but are used in large quantities in other skills (Heady Kiolas, Metal bits, etc) are an enormous strain for people with Carpal Tunnel Syndrome. Once these items become trivial, it would be nice to be able to make them in stacks. For instance, use stacks of 20 of each of the ingredients in the normal recipe and make a stack of 20 Heady Kiolas. Only do this once the combine becomes trivial to prevent powerskilling, but that would take a lot of the repetitive stress injury-causing combines out of working a skill.
---------------------------------------------

<strong>Issue #3:</strong>
Pet Issues
---------------------------------------------
a) There is no message displayed when a buff wears off on a charmed pet, even a Dire Charm pet.

b) Casting Tiny Companion, or any other shrink spell, on the Druid pet causes it to double in size rather than shrink.

c) The druid pet is a total and complete joke. It's a level 55 spell, which is rare enough that not all level 55 druids have it, but even the ones that do rarely use it unless it's farming spider silks. While a high level pet would be overpowering, it would be nice to at least summon a pet that is in the mid 30s, rather than a low 20s pet. Either that, or add a high level spell (level 60 or so) that allows the pet to be buffed to a higher level once it's cast. A level 35 pet for a level 60 druid would not be overpowering, but a level 20 pet is totally useless.
---------------------------------------------

<strong>Issue #4:</strong>
Quest Issues
---------------------------------------------
a) The Jaggedpine Cloak - the NPC gives you the cloak and says to hang on to it, hinting that it will be upgraded in the future. I've had mine for 3 years, and so far no change :(
---------------------------------------------

<strong>Issue #5:</strong>
Guild/Raid Issues
---------------------------------------------
a) Guild leaders and officers need to be able to see a list of all players who are guilded, even if those players are /anon. There is a problem of a person joining a guild, then leaving, but still having an alt tagged. This alt logs in /anon and eavesdrops on guildchat to see when mobs are up, or what mobs the guild is after, etc. Guild officers have no way to know these alts are still tagged with the current system.

b) The /raid system should be made available to everyone, regardless of whether they are PoP-enabled or not. It's a shame when 50 people go to do a raid and 5 may not have PoP, so the raid system can't be used to it's full potential. PoP has been out for a couple months now and most people who are going to buy it have bought it. Why punish the people who bought the expansion by not letting them use a feature included in it?
---------------------------------------------

<strong>Issue #6:</strong>
Other Issues
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a) The /note command puts notes in a separate text file. It would be much more handy to put those directly in the log file.
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Aaeamdar
12-17-2002, 08:28 AM
<strong>Issue 1:</strong>
Tunare's Renwal and Karana's Renewal should be able to crit from Healing Gift.

<strong>Issue 2:</strong>
Command of Tunare needs its level cap increased.

<strong>Issue 3:</strong>
Horses. It is really annoying that to get the full benefit of a horse, you have to turn the horse model off. Horses need to be changed so that while clicked on:
1. You can duck out of spells
2. If you have a buff that moves faster than the horse, the buff and not the horse is used.


All other issues I have with the game have already been posted above. I did not see a reason to repeat them, Sobe, but if you are looking for a sort of poll result, I will edit this post to include the "I agrees"

Matafleur Mistwalker
12-17-2002, 08:39 AM
In no particular order of importance:

<strong>Issue 1</strong>

Pet pathing. It's appalling at the moment, needs fixing.

<strong>Issue 2</strong>

/camp desktop. I used this command for ages, then it got broke. Handy feature, needs fixing.

<strong>Issue 3</strong>

/serverfilter on. Has this ever worked?

<strong>Issue 4</strong>

Flight of Eagles/Spirit of Eagle stacking issues.

<strong>Issue 5</strong>

Zoning when low health and losing all buffs due to having less HP's than your total gear. WTF is this all about? FIX PLEASE!

borreny
12-17-2002, 09:12 AM
<strong>Issue 1:</strong>
<span style="text-decoration:underline">Spectral Parchment Drops</span>
So rare it's not even funny. Even for guilds/people who are in HoH and Torment/Tactics after the nerf they're still insanely hard to get. When we kill a mini-boss who drops 3 spectrals and over 30 people roll on it (and of those 30, most only have 1 or 2 63/64 spells), there's a serious problem. It's also impossible to get any 63/64 spells if you're unguilded.

<strong>Issue 2:</strong>
<span style="text-decoration:underline">Flags</span>
Something has to be done. First, people in guilds basically "freak out" if they miss a flag raid because that means they're now behind the rest of the guild and can't catch up until the guild kills the mob again. Second, if you're unguilded, it's extremely difficult to get into any zones other than the main ones + pov/pos. The alternate quests are way way way too long and time consuming.

<strong>Issue 3</strong>
<span style="text-decoration:underline">XP'ing at 65</span>
If you're level 65, the only zone you can xp in in the entire game is PoN where stuff is still dark blue. If you happen to pass the PoJ trials you get 2 more zones opened up to you for a total of 3 zones in the whole game you can XP. This is fubar.

<strong>Issue 4</strong>
<span style="text-decoration:underline">Spirit of the Wood</span>
It's fine that Spirit of the Wood doesn't stack with Divine Barrier from a cleric, BUT Divine Barrier should overwrite sotw to protect the cleric. Also the reuse time should be cut a little bit per level, so maybe 22 minutes at level 1, 17 at level 2, and 12 at level 3 or something like that.

Kindidar Terrick Druid
12-17-2002, 11:11 AM
Issue #1
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PoV mobs that self instant heal from 5% to 20% multiple times makes for a very hard mob. These are non caster mobs so should not be able to heal 15% of their HP instantly


Issue #2
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Dieing while character ghost is still active in zone. That needs to be fixed asap.

Issue #3
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Zoning on low life stripping all buffs.

Issue #4
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Bazaar definately needs to be spanned across several zones now. The lag ( video and connection ) is unbearable for those of us on lower end system.

Issue #5
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Dire charm mobs still have the DC Spell Icon even after PC dies or zones. If a PC dies or zones, it should be like any other charm. It wears off instantly


Kindidarx Terrick 60th Hierophant on Saryrn

Deller
12-17-2002, 03:14 PM
<strong>ISSUE #1: Bazzar Lag</strong>

Make all Traders invisible. Allow the person to shop the trader by right clicking the name of the trader in the bazaar window. this will bring up the available items for that trader. As a side effect not only will it eliminate the need for a 500 trader limit, and eliminate lag. It will allow you to shop from one place and encourage more positive use of the bazaar.

<strong>ISSUE #2: Trader Spam</strong>

Make it impossible for people in trader mode to send OOC, Shouts, emotes, or says. No more endless spamming.

<strong>ISSUE #3: Boo-Boo pet</strong>

Improve the bear pet to make it a vialble option.

Deller

Role Meggido
12-17-2002, 04:27 PM
Issue 1 - individual players
Exp for the casual player
Make soloing a viable option. Players whose only opportunity to log on is in very off peak times or only have 1 - 2 hr blocks suffer tremendously. The level cap invalidated most of the game as a source of soloable exp, so work that ability into pop. The point is to have users enjoying the game and playing regardless of their situation. If viable play options (options leading to progressive advancement) are too widely constrained their ceases to be a reason to play the game.

Spell availability
Spells should not be exceedingly rare. Revive the concept of ancient spells and make the bulk of the spell base a common drop or purchasable. At the very least up the drop rate of spells.

Issue 2 - trades
Crafting mastery cost
Either remove or substantially decrease the cost of adding mastery in multiple trades. Trades themselves are generally exceedingly difficult to raise above 200. Charging 3 aa points per trade is a very unnecessary double penalty as the player then must spend many days advancing the skill.

Component drop rates
Update trade component drops to reflect the increasing amount of people working on tradeskills. Mastering or grandmastering a skill used to be a very rare thing. Now quests and items have been introduced to make trades requisite to a substantial portion of the playerbase. Drop rates of materials did not (or at least did not appear to) rise comensurate with this increase.

Issue 4 - Events and flags
Event triggering
If advacement is to depend on flags then efforts should be made to allow players the opportunity of those flags. Easily blown events and long timers on flag events do not generally benefit the player. Events should be hard to trigger and available for the most part. Perhaps continually available flag versions of mobs and weekly versions of loot dropping mobs.

Randomization
Mob spawns should be randomized after server up. This should be done instantly unless a better fix would be upping respawn timers.

loot
More and better loot. Risk v Reward is quite out of step in many many instances.

Karik Furfeet
12-17-2002, 07:27 PM
When a group buff spell is cast on a group it should buff as well any pet control by the members in it

cyezeniaamicitia
12-18-2002, 01:25 AM
1. Lack of xping zones beyond 60 that give quality xp. Second tier isnt going to be appealing if there are alot of people there already.

2. Other or more trials need to be added, it is rediculous to die on first wave on some with a 60+ group.

3. The parchments drop too infrequently. All previous high level mobs atleast dropped 3 spells, the one is just absurd. The level 61/61 ethereal parchments need to drop alot more and from more mobs, if you want them to drop from nameds increase the nameds spawn rates, 100% drop rate, and increase amount of nameds that do not summons. Spectral, all the 63+ content needs to drop atleast 3 of these, preferribly more, or more. The nerf just basically screwed everyone that can cast a spell.

4. Charm plant.

5. Less mobs that can be charmed but have and/or run speed change immunity and summons.

5. Nature's Touch, just needs a few seconds shaved off.

6. More added 60+ zones that are interesting, or redo zones like done with CT. Would be nice to see 60+ version of Emporer Crush. Realistically, the Erudite newbie zone and 10-30 zones would be better, not like anyone uses them.

7 Open up that elemental area by Shar Vahl.

8. Make some new planes that are exibible at 64/65, also add higher level areas of old zones like Sebilis mysteriously open up.

Hewl
12-18-2002, 05:49 AM
issue 1
LAG fix the lag. Pc's should not have to be super machines to run Luclin. The old world runs fine Velious has some lag Luclin can be unplayable in some zones Twilight Sea for example.

issue 2
freeze ups in zones data rate needs to be fixed to avoid the freeze up in certain zones waking lands being a major one.

Ekologyst
12-18-2002, 06:27 AM
Item #1
Animal slow and or mez. Every class that can charm (including mages that also have very nice pets that they can summon and put into hibernation) gets either slow, mez or both.

Item #2
I would also like to see an upgrade to our plant charm, or even better to have plants added to Command of Tunare. It isnt as if there are boatloads of plants to charm, but in the areas that druids can do well exp'ing with animals, plants are usually abundant.

Item #3
I would also like to see Exodus work like it is supposed to. I have died more often than been saved while using this AA. (On a side note Quick Evac3 has never failed me, if I get it off I do not die even if I am being wailed on by many large mobs)

Item #4
Increase the damage of Wrath of the Wild, it isnt worth the AA cost in its present form. I would like to see it do the damage that Eldritch Rune absorbs ie 500, 1000, 1500.

Item #5
Reduce the amount of hate on Natures Infusion. It really is not all that great when the only time I want to use it is on a cleric, to take aggro off them and hopefully get a reciprocal heal or at least have someone to rez me.

Item #6
Change Seru's Sword of Truth to all/all and take away all the stats. I really want to run around with this equipped.

Item #7
Change our level 65 title to "Nature Walker."

Item #8
Change our Class AA title to something unique, or give shamans and beastlords something unique. Enchanters, wizards and mages would probably also agree. Did you folks run out of ideas after clerics, necros, warriors, rangers, bards and monks?

yungodarkthorn
12-18-2002, 07:02 AM
<strong>Issue #1</strong>

Parchment drop rates. Ethereal rates need to be slightly increased, spectrals need to be GREATLY increased. Players shouldn't need to kill bosses to get spectrals either. Spectrals should drop off "average" mobs in the second tier planes, rarely if nothing else.

<strong>Issue #2</strong>

The dying even after zoning problem and buffs getting wiped when low on health. Whether they're bugs or not they need addressed if at all possible. Nothing worse than dying even though you took the right precautions or the downtime associated with having buffs wiped out.

<strong>Issue #3</strong>

The stacking issue with Flight of Eagles/SoE. I have had my levitate wiped out when FoE overwrites SoE, once right before I crossed the chasm in PoN. Thank goodness for the Exodus skill.

<strong>Issue #4</strong>

The whole flagging system of PoP. Throw it away or at least contain it to the third tier and above. It took me forever to get through the PoJ trial. There's no reason for it other than to create yet another time-sink which this game does NOT need.

<strong>Issue #5</strong>

Druids need a group heal, even if it's a weak version. We have no way to combat AE damage from mobs with what we have now other than SotW, and that's more or less a one shot deal because of the refresh time on it. I don't want to creep into cleric territory but if druids are going to be even a poor substitute for them we really do need some form of group heal.

<strong>Issue #6</strong>

It would be cool if charmed pets let you know when buffs wore off. Not a real big issue with me because it can be solved by making a hotkey to check pet health but it still would be a plus.

<strong>Issue #7</strong>

The spells mentioned above(Lev, EB, Remove Curse line) should have their drop rates increased. While I have learned to live without them(as I'm sure a lot of other people have) they would be a boon to be able to use. Unfortunately, to use them they have to DROP. There's no point having them in the game if they neve drop.

<strong>Issue #8</strong>

Item drop rates. Do items actually drop in PoP? Other than some twink junk off yard trash and an item off the Junkbeast I have yet to see much. All the bosses seem to have a extremely small loot table.

Also along the same lines, what about cash? Mobs have stopped dropping money. This has been a growing trend since Luclin came out. Granted, the mobs in PoP drop some really good sellables but what happened to the little bit of cash you usually get from the older world mobs?

<strong>Issue #9</strong>

Fizzles! A long standing pet peeve with me. No other RPG I have played even has them. The rate needs dropped, especially if you have specialization in the casting skill, SCM 3, and you're high level. I shouldn't fizzle on a spell I've literally cast thousands of times with multiple skills that are supposed to lower the rate. I know there's an AA that eliminates them but I shouldn't have to spend points to do this.

<strong>Issue #10</strong>

Interrupts. I'm not sure if this can be fixed or not but it kind of goes in line with issue #9. Why am I getting interrupted five seconds after I stop moving? I have had it explained as server lag or some such. If there's a way to fix this please do so. It's annoying when you actually make a concerted effort to stop and wait to cast and the spell STILL gets interrupted.

<strong>Issue #11</strong>

Tailoring. I would love to train in this skill(only 82 right now) but it's so far out of whack compared to the other trade skills it's almost impossible. Too expensive and too hard to get components for making the items and/or getting skill-ups. By the way, ALL tradeskills need to be toned down slightly. Going through hundreds of combines just to get one point isn't right.

<strong>Issue #12</strong>

Bazaar lag. Without a doubt my most hated zone in the game. It makes my skin crawl to even go there, and that's with pretty much all graphical options turned down. I don't know how to solve it though, other than making more bazaar zones perhaps. I'll leave it up to the devs to figure out the solution.

<strong>Issue #13</strong>

Debuffs. They have to hit to be of any help. Ro's line gets resisted WAY too much. It's like the mob has to be debuffed by another class just so our debuff can hit. Where's the logic in that? Debuffs are supposed to make the mob weaker to a certain attack. If the debuff isn't even going to hit what's the point in having them? I might as well not waste the mana on the debuff and have the same very low chance of landing my nuke. Which brings me to resist rates...

What happened to the change to resists rates to make them more logical? Fire based creatures are still able to resist cold spells WAY more than they should and visa versa. This not only negatively affects gameplay but it's just not logical from a standpoint of physical laws. It makes sense that a mob based in one type of element should not only be vulnerable to the opposite element but it should be "especially" vulnerable. Not only isn't this the case but because of the resists on debuffs it's almost as if they are especially "invulnerable" to these attack forms.

<strong>Issue #14</strong>

Mob warping. It's unfair and just plain stupid, fix it. Any time players are percieved at having an "unfair" advantage(at least according to VI) they nerf us so do the same to your precious mobs. Stop allowing them to warp distances so they can cheap shot us.

<strong>Issue #15</strong>

Buffs dropping without warning. This has to be a bug, if it was supposed to be a random occurence it wouldn't happen every time during one play session and never during another. Hunting mobs can be dangerous enough without this happening at the most inopportune times with the most crucial buffs, especially SoW/SoE

HafganBriarwood
12-18-2002, 08:35 PM
<strong>Issue #1:</strong>
<span style="text-decoration:underline">Guild Authority</span>
Add a rank above officer but below guild leader that allows the player to do everything a guildleader can do except disband the guild. Many guilds I know (my own included) are run by an elder commitee rather then one person. It is an imposistion to a guildleader to have to drop whatever he/she is doing to go promote an officers new twink, and as the officer it is inconvenient to have to wait for your guild leader to be on. Or... make it so that when someone becomes an officer, all characters on that account, that are in the same guild, are promoted as well.

<strong>Issue #2:</strong>
<span style="text-decoration:underline">Risk vs. Reward</span>
It should be possible to earn equipment you would be happy to have from level 30 to 50. Elysian armor is a good example of well balanced risk vs. reward. I'm hard pressed to think of another, and even that is post 50. My warrior's Crafted armor was very dented and inadequate by the time I was able to get an upgrade. It seems like by the time I get something I have been looking forward to it isn't as usefull as I had hoped.

<strong>Issue #3:</strong>
<span style="text-decoration:underline">Nature Walkers Behest</span>
I don't see how, in light of Dire-Charm, having a pet that is useful would be over powering...
I'm not looking to compete with Mage's or anything but c'mon...

<strong>Issue #4</strong>
<span style="text-decoration:underline">Right-Click Items</span>
Upgrade current or create new items that have effects that are on par with the level you are able to use them. ie. Ensare instead of Snare, Winged Death instead of Drones of Doom. Every expansion adds new and fun spells to our arsenal. It would be nice to be able to mem some of the fun "gimmick" spells with out having crippled your efficiency.

I only added things I hadn't seen in previous posts (except the Boo-Boo one) I will edit to include "I agree's" if a consesus is what Sobe is after

Oldoaktree
12-19-2002, 12:07 AM
<strong>Issue 1: Parchment system </strong>
I think it needs to be eliminated entirely and actual spells should drop. SOE says they want a healthy player economy...they would get that if random drops were spells instead of parchments that create too much competition. This system is probably hurting hybrid players most as it stands now. There is no compelling benefit to parchment drops that result in a trade economy to get needed spells over dropping the spells directly.

<strong>Issue 2: Spell or parchment drop rates </strong>
The current system is totally unacceptable. There has never been an expansion where ALL spells are basically unavailable to guilds below a certain power. In Kunark, there are farmable mobs that drop 60 spells, but some of the best you needed to kill dragons for. In Velious, 60 spells were farmable in some zones like WW with modest sized forces (1 group even) and more importantly, plentiful. In Luclin, there are easier bosses that can be found that drop 60 spells (though I still do not like that there is no Jugg like camp in Luclin where many spells can be farmed). This expansion, after the drop nerfs, has many guilds completely unable to attain level 65 spells, and on very, very limited supply for 63-64 (ie, getting 2 to 4 a week)

<strong>Issue 3: Game Narrowing</strong>
Leveling in this expansion kills basically all old world content for experience purposes. The game got dramatically smaller, and other than some raids it is almost like you bought a new game when you bought pop. All of the fun once had in old world zones that were viable for experience and still had high level mobs is just gone. Sebillis, a good experience zone at 60 for the past 3? years just sank deeper into the marshes.

<strong>Issue 4: Overreliance on Slow</strong>
The high dmg output of the pop zones means that some form of slow is needed in every camp. This often means that a group will grind to a halt due to not having an enchanter or shaman - no one else can fill that role viably, since weapon procs are not reliable enough for a sustained experience group. I have done it, but groups relying on say a ranger epic proc peter out quickly. If something were done to address the point above (addressing the experience rewards for zones like Seb so that they were, if not as good as pop, at least reasonable) would help this. Lower dmg mob camps are much easier to hold without slow.

<strong>Issue 5: Wrath of the Wild</strong>
This skill needs to be gutted and rebuilt. It is an afterthought ability and something needs to be done to either make it profoundly cheaper in AA cost or (better still) to make the skill worth the investment. My preference would be to move entirely away from the DS concept but if it stays a DS a number of things could be done to make this a more reasonable skill.

<strong>Issue 6: Lack of Loot</strong>
Every expansion should offer some reasonably attainable gear improvements. The loot tables on the vast majority of experience camps is basically empty. This has resulted in even more focus on the most efficient camps for getting experience. There is simply no reason for groups to try harder to do more complex camps since they will get no loot rewards and will not get experience faster (and may get it slower). Example: when the drops in the bee camp in POS were recently nerfed, the 20 to 30 people that had been experiencing in that zone suddenly disappeared on my server. PoS is once again empty since experience is much faster in POV and both have the same loot potential - basically nothing.

<strong>Issue 7: Keying issues</strong>
I am not oposed to keying but I think there is too much overkill. Some things that would help. On major keying events, one of the drops should always be a scepter with 10 charges that allows the bearer to summon 10 keying items that are tradeable (or are target summonable like mod rods). These items could be traded into some NPC (say even the Sage) to get the needed character flag. This would allow a guild to more easily key new members or members that missed an event passed something like Aerinn if they are no longer killing it. Since the charges would be limited eventually that guild would need to repeat the event, but this would cut down on the key disparity issues that are ripping apart some guilds. It also creates the potential that some guilds will sell keys to solo players or players in smaller guilds...if the zone is too challenging for the player in question being able to get in will make no difference.

All I can think of right now but I will probably add more.

Pyne Forrester
12-19-2002, 05:27 AM
Ensnare- being overwritten by just about every other casters snare and not overwriting theirs. I always thought we were masters of snaring (possibly rangers).

Sildan
12-19-2002, 10:04 AM
<strong>Bazaar Search Feature</strong>
Should be usuable from every zone. This would lower the number of actual people constantly in the bazaar by not forcing them to go there to see if an item is available.

<strong>Parchment Drops</strong>
Level 63-64 ( Spectral ) Spells should be available to those folks who aren't in huge guilds and can easily get to 3rd+ tier zones. Some spells should be vendor purchasable.

<strong>Proactive Crowding Prevention</strong>
Due to the limitations on Cons in the non POP zones, level 63+ folks without 3rd tier access are being coralled into PoS and PoV and its quickly becoming overcrowded only 2 months into the expansion.

<strong>Spirit of The Wood/DB</strong>
The effect of a heal spell should not be one that can kill your cleric. Its counterproductive. These spells need to stack or overwrite.

<strong>Reliance on slow in order to have a practical group in the planes</strong>
I don't have an answer for this but at the very least perhaps increase the effectivenes of Bards slowing ability so as to add one more class that can practically fill this role and eliminate some of the blockade

Alumyen54
12-19-2002, 08:32 PM
<strong>1)</strong> Fix the Crypt of Decay.

<strong>2)</strong> Fix the Crypt of Decay.

<strong>3)</strong> Fix the Crypt of Decay!

<strong>4)</strong> Fix the Crypt of Decay!

<strong>5)</strong> Fix the Crypt of Decay!!

<strong>6)</strong> Fix the Crypt of Decay!!

<strong>7)</strong> Fix the Crypt of Decay!!!!

Nuppin
12-20-2002, 03:03 PM
Issue #1: Friends list and Ignore list

Make the list bigger then 30 players each. I'm almost out of room on most of the list and if there was more room I would use it.

le freez
12-21-2002, 06:15 AM
<strong>Issue #1 : +HP gear bug</strong>
i hate lost all buff when i zone low life ( low life = life under the hp i gain by my gear, its 40% for me ...)

<strong>Issue #2 : succor / exodus</strong>
nobody left behind when you evac, never

Aludarus
12-21-2002, 08:18 PM
<strong>Issue #1:</strong>
<span style="text-decoration:underline">PoJ Trials and the entire PoP flagging system</span>
Getting past the trials as a druid or other lower damaging class is nearly impossible without being in an uber guild or a VERY high damage group. If you are lucky enough to make it past the very difficult trials, you'll find that the majority of the population consists of Rogues, Warriors, Clerics, Enchanters, and more Rogues. There needs to be some diversity in the trials so that ALL classes have an equal opportunity to get flagged. The 30 minute downtime IF someone does actually win is quite annoying. The trial system should be for the 3rd and 4th tier zones not the 2nd tier where after a certain level trying to gain experience anywhere else is not even an option. Maybe make it like the Cobal Scar portal: Only one person with a key is needed to port an entire group. Once they’ve entered the PoP zone, they’re automatically flagged.

<strong>Issue #2:</strong>
<span style="text-decoration:underline">Getting booted to desktop randomly (mainly within PoP)</span>
I have tried many different troubleshooting tips without success. I've even reinstalled my OS and still it happens... I see I'm not alone in this area. Coming back dead or warped across a zone because I got booted without any reason is very disheartening.

<strong>Issue #3:</strong>
<span style="text-decoration:underline">Charm/Dire Charm Issues</span>
When a buff wears off, there is no message displaying that it has worn off. If an NPC is partially in the water when you cast DC, it will cast but will not take hold thus disabling the spell for 72 minutes. You are no longer able to summon a charmed pet with summon companion. This did work a long time ago. Call of Karana and the high level charm should enable the druid to charm plants as well as animals.

<strong>Issue #4:</strong>
<span style="text-decoration:underline">NPCs proccing out of melee range</span>
Skyfire mobs can dispel and cast ae fire on you while you are way out of their melee range yet they have no mana pool. Shrooms in FG are another example. It has been my assumption that 'procs' were suppose to be within melee range and have an instant cast time. Mushrooms in FG break both of these rules yet when an enchanter tries to ToT them .... they cannot. Either give them mana and tag them as casters, simply fix them they way they used to work, or allow PCs to proc from out of melee range too.

<strong>Issue #5:</strong>
<span style="text-decoration:underline">Buffs being stripped when zoning with low HPs</span>
Barely making it to zone and living is a great feeling! When you see that all of your buffs are gone, it's almost as bad as dying. That's a good ten to fifteen minutes of downtime to get rebuffed - more for a group.

<strong>Issue #6:</strong>
<span style="text-decoration:underline">Parchment drops</span>
Please increase the Spectral parchments in lower tier zones. Not only do casters have to hope and pray for loot just as melee they also have to compete against ALL casting classes for that rare parchment that may drop. This makes it doubly frustrating for the entire caster community.

Glorybme
12-22-2002, 03:36 AM
#1
remove the flags from PoJ trials, have no requirements to enter the planes except level 46

#2
all parchment drops increase

#3
make all mobs snareable

#4
all lower than level 61s to be able to group with 61 and above and still receive their fair share of exp

#5
allow for the natural progression of mob cons. In the old zones, keep some of the harder mobs blue to level 61 and 62 still instead of going from blue to green

#6
Use the PoJ trials for the highest end zones in the new planes

Vump Ump
12-23-2002, 08:28 AM
Pretty much everyone brought up the issues I was going to cover in their posts.

Just want to add one of my own:

Fix our (all classes) AA points so that we can do what we want with them.

For example, if we put points into Dire Charm and don't use the skill anymore, give us a way to get the points back. If there was a quest or something to address this, I know I would be happy. At level 65, I don't use Dire Charm hardly at all anymore and 9 points could do a lot of good elsewhere.

This goes for all AA skills. It is sort of along the lines of building your character up the way you want it. You try a skill and don't like it, you should be able to give it up and try something else.

Just my 2 cp...

Nindara26
12-27-2002, 02:32 AM
Hello all! Most of my issues are already listed so only listing a few.

1. Line of sight - We can't cast on mobs out of our line of sight, but many, many mobs can still cast around corners, from other rooms etc.. and their casting range being checked would be great too.

2. Nature Walkers Behest- Any upgrade would be appreciated for this little guy.

3. Nature Walkers Scimitar - Some type , any type of improvement would be great for this. Snare was removed ( which was cool, barely ever resisted now for me ) If we could get the time on the dot decreased ? Something that will help make it more worthy of an "epic" title.


Nindara Goldenwolf
58th Druid
Unchained
Seventh Hammer

Perkoset Euphoriah
12-27-2002, 04:50 AM
I like all of the ideas I've seen so far. I would like to add one that I haven't seen yet...

<strong>Issue # 1</strong>

Content. We NEED more dungeons! I'm bored with outdoor zones.

~ Perky ~

The Druid Formerly Known as Perkoset
Level 64 - A Twist of Fate - Erollisi Marr

Menlaiene
12-27-2002, 09:33 AM
<strong>Issue #1</strong>
More zones for 60 - 65 casual players that doesn't involve stupid timesinks to get to. Yes we deserve this for free since we paid full price for an expansion, half of which we're never going to see.

<strong>Issue #2</strong>
Some loot in teir one off non-nameds would be nice. It's sad to see my enchanter come home with more loot in the Overthere than I'm getting in much harder zones.

<strong>Issue #3</strong>
More dungeons, i.e. more zones like Cazic Thule (that do NOT involve stupid timesinks just to zone in)--dungeons with challenges for single groups but also nice rewards for single groups both exp wise and item wise. Sitting on the walls in outdoor zones once again is just lame.

ZauberfloteTheMage
12-28-2002, 09:47 AM
previous poster said:
#10
Zoning when low on health.
People are dying while in the process of zoning when low on health.

I'd like to add:
Also if I am not dead but have 50 hp, my aeglo/KEI and any other high level buff I had on are gone....

manuvyen01
01-25-2003, 06:10 AM
Hi all! This is my first 'official' post (and the first time I've seen this forum, too). As my druid is only 42 seasons I've not seen a lot of stuff that has been mentioned (though I was never aware of /camp desktop), but I do have a couple of things that help us Naturewalkers out there.

<strong>Issue #1</strong>
<span style="text-decoration:underline">Pet Charm Breaking</span>
It doesn't make sense to me to have a pet break its charm. There are a couple of ways to do this; (1) Keep the pet charmed until you zone (or let us send it away without it being angry with us), (2) Or at least have a 'ticker' or have the pet window 'blink' to let us know when the charm is about to break so that we can re-cast. There's been a couple of times the charm 'broke' in the middle of battle, sometimes with amusing results; I'll have to tell you about the Woolly Rhinos is EW sometime.

<strong>Issue #2</strong>
<span style="text-decoration:underline">Tracking</span>
OK, so we don't get the great tracking skill that rangers do. That's OK. But it would be nice if we could -- at the very least -- sort by how close/how far away the target critter is. If nothing else, it'd help us avoid unwanted encounters with things that want to eat us for lunch.

<strong>Issue #3</strong>
<span style="text-decoration:underline">Get some Guides/GMs that will enforce the rules</span>
I dwell on the Torvonillous (sp?) server. Many's the time I've petitioned a GM for a player-bannable offense such as training an entire zone, ninja training, Kill Stealing. All I get is "Well, they're gone now" kind of response or no response at all.

<strong>Issue #4</strong>
<span style="text-decoration:underline">Fix Broken Quests</span>
Doesn't matter what quest it might be or where it is; whether it be Old World, New World or the Planes. All quests should be be fixed and running. Yes, EQII is coming out and I think that SOE secretly hopes that its customer base will move to the new game and is ignoring their current game. The problem is; if they don't show the customer they care <span style="text-decoration:underline">here</span>, what makes them think we'll trust them <span style="text-decoration:underline">there</span>?

I like the idea of the bazaar shopping list, btw. Looks interesting.

Perum
01-28-2003, 09:15 AM
I believe the root at lvl 64 might have the wrong casting time. We have one aoe root which is 2.5 secs cast, and savage root was originally a 2.5 sec cast upgrade to the aoe root, w/o the dmg component. The aoe was removed from this spell, but the cast time remained the same. Maybe im dead wrong, but i think since it's only single target, the cast time should be reverted to 1.8.

Aldane
01-28-2003, 02:29 PM
While several people have listed bugs that do desperately need fixing, there are some game design issues I'd like to see tackled after genuine bugs are fixed.

<strong>Issue #1:</strong>
<span style="text-decoration:underline">Mob Summoning</span>
Aside from the bugs listed by others, this is my number one pet-peeve with EverQuest. Summoning should be a rare ability limited to truly uber, powerful mobs. Yard trash should NOT be able to summon. While it serves as a design crutch for limiting effective soloing, summoning yard trash makes absolutely no sense.

<strong>Issue #2:</strong>
<span style="text-decoration:underline">Mobs Immune to Changes in Speed</span>
Once again, this should be a rare ability, not something that is used as a crutch to "fix" quad-kiting. If the designers don't want something quadded, put that mob in a dungeon or give it enough hit-points that quadding becomes an inefficient means of killing the particular creature.

<strong>Issue #3:</strong>
<span style="text-decoration:underline">Nature Walker's Behest</span>
Others have said it, and I will repeat it: the "little bear that couldn't" needs an upgrade. I'll continue to flog this dead horse by saying the obvious: the level at which this bear is obtained doesn't scale at all with the power (rather, lack of power) of the pet. (Out of curiousity, I was grouped with a druid killing Elysians and I wanted to see how long the bear lasted. Life-span of Boo Boo from contact with the Elysian to death...LESS than 1 second. lol) I'm not asking for a pet that is on par with mages or necros, just something that I can buff up and actually use to hunt blue cons, something similar to a shaman's pet perhaps.

Regards,

Aldane Aglond
Ayonae Ro

Acterna60
02-10-2003, 06:11 AM
No specific order of importance:

<strong>Issue #1</strong>
<span style="text-decoration:underline">Healing progresson</span>

With the advent of Tunare's Recovery, the "patch" heals have gotten out of wack. Natures Touch should have either it's cast time or cost reduced and Chlroblast and superior healing and maybe even Natures Touch should be droped down to lower levels a tad.

<strong>Issue #2</strong>
<span style="text-decoration:underline">Bazzar system should be reworked</span>

Making people have to stand in the bazaar to sell runs up bandwidth as well as keeps somone from playing EQ when they are in Trader mode. I would love to see us able to have some kind of "broker" type of NPC that you could put a bag of stuff on to be sold with proceeds going to the bank as soon as an item is sold. The broker could take a small comisson for doing this.

This might cut down big time on jillions of people leaving their Trader mule AFK 24/7 in the Bazaar.

<strong>Issue #3</strong>
<span style="text-decoration:underline">More high level dungeons</span>

It seems that PoP has funneled everyone into a few outdoor zones that seem to mostly be of the OT/LoIO/DL desigen where you camp at the zone edge and send somone out to pull.

Some ideas:

<em>New Dungeon</em>
New dungeons would be nice, maybe something similer to the maze in PoN where you can only take 3 groups. A new indoor dungeon that had several mirror images of itself that could only handle one group at a time but could be crawled pretty fast (within and hour or so). Getting to the end could cause it to repop a harder verson of itself that could then be run through backwards.

<em>Revamp old dungeons</em>
There are several old world dungeons that hardly anyone goes to that could be revamped for high level play. Just upgrading existing MOBs and adding a few new items might be somwhat easy to do and the story could be that the MOBs have been left alone so long that they have been able to EXP themselves.

<strong>Issue #5</strong>
<em>Trading between alts</em>
Sure would be nice if we didn't have to bug people in order to trade stuff between alts.

<strong>Issue #6</strong>
<span style="text-decoration:underline">Getting PoP spells</span>
If we turn in a parchment and get a duplicate spell, let us turn that spell in to get another spell so we can get what we want. Just sucks having so many copies of Earthen root.

<strong>Issue #7</strong>
<span style="text-decoration:underline">Trials in PoJ</span>
Two problems with the PoJ trials is the 30 minute restart after a successfull trial and the utter chaos of keeping up with who goes next. The 30 minute restart is just a waste of time and there really needs to be a system that lets some NPC keep up with who will go next to a trial.

Vilayet Horuswind
02-12-2003, 10:19 PM
<strong><span style="text-decoration:underline">Mana Regeneration</span></strong>
The rate of mana regeneration is still set for the original EQ with a 200 max wis/int. With the numerous expansions, subsequent max cap increases, and no cap to mana pool, the actual <span style="text-decoration:underline">rate</span> of mana regeneration remains at the same old rate.

An increase of mana regeneration is well past due in order to bring it more in line with the new 355 max and no mana pool cap.

Darck Wolfeshadow
02-25-2003, 09:25 AM
Fix Half Elf facial hair.. having no choice but grey is very annoying.

Prindan
03-11-2003, 01:28 PM
1.) My first and only major Issue with Druids, Command of Tunare should have a higher level charm limit. There are a total of about 10 mobs if you are lucky that are charmable in PoP zones. If they are dark blue to me I should be able to charm them IMO. Plane of Fire for instance only has green spiders to DC and no other creatures in the zone that are able to be charmed with Command of Tunare. Same story with Plane of Earth , Nothing to charm there except green DC armidillos that spawn from Too high lvl Armadillos to charm with Command of Tunare. Plane of Storms they Summon. In Crypt of Decay you can DC small rat men but you are not able to charm the bubonian rats its says they are no animals.Plane of Water mobs are too high level once again. Plane of Air only a few rare green DC mobs that spawn from others that are not charmable. As you can see there are very few mobs in the higher end game that are charmable with our lvl 63 druid spell, And even fewer that are a good option for xp. In conclusion I would really just like to see the level limit raised on Command of Tunare , it would not be competing with Enchanters in anyway because they can charm any type of mobs and we are limited to animals only.

~Prindan Beoulve~ Member of Fury's Edge MT

Phylox
03-21-2003, 12:00 AM
I love when I'm agro kiting in HoH, and a spirit warps onto me, whack whack stun whack whack die. Fix the pathing so stuff doesn't warp randomly. I understand warps when you hide behind walls etc... but not in an open area!

SuburbanLife
05-06-2003, 02:44 PM
<span style="text-decoration:underline">Issues:</span>
<strong>1) Spectral Drop Rates</strong>

I know this is a hot topic but I think that the drop rates on these should be slighty increased in some of the zones (BoT, Tactics). Not a massive increase in them, but just something where they aren't as insanely rare for the regular pick-up group. I am almost level 65 and and only have Brackencoat, Protection of Seasons, and Natures Infusion (latter two I purchased for around 17k). What is it, 6 months since PoP came out? And Specs are still going for 10k+, I still have yet to see any runed spells for druids.

Synapticus Asterius
08-06-2003, 08:24 PM
Issue #1: Nature's Walker Behest.

I think this pet should be more useful. The pet should be a source DPS for a druid. I think the pet should be like the mage air pets: high offense and low defense, hell make it a ranger class pet! In any case, I believe NWB should be more than just a toy, and perhaps implement a whole new line of pet spells for druid.

Issue #2: Rain spells
On top of their inherently high resist rates, please get rid of auto-resist when fleeing.

Stumps Mistrunner
09-19-2003, 08:57 PM
Its not class specific but..
Issue # 1 Please make <a href="http://lucy.fnord.net/spell.html?id=2200" target="top">Brilliance of Ro</a> into something thats actually viable and valuable to those that worked very hard to get the items!

Pherrot69
09-22-2003, 08:05 PM
id like to see spell stacking fixed for PvP encounters, such as ranger spells making it impossible to hand of ro them due to stacking ussues.

Pherrot