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Your Top 3 Wanted Features List 
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I'll start:

1. Chat / ability to broadcast server messages (server coming down)
2. Auction House
3. Crafting

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Wed Jun 03, 2015 6:23 pm
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The Legend
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Maelfyn wrote:
1. Chat / ability to broadcast server messages (server coming down)


Hail Maelfyn!
OOC: Is that just admin chat or a server chat channel for everyone? I fear my immersion will be ruined if RP rules are not enforced. :mrgreen:


Wed Jun 03, 2015 6:53 pm
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I promise to roleplay my server messages!

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Wed Jun 03, 2015 6:55 pm
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The Veteran

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1: Greater filter options
2: More bag space/Tabs for bank organisation
3: Ability to send stuff to other players

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Last edited by Zaera on Wed Jun 03, 2015 8:35 pm, edited 1 time in total.



Wed Jun 03, 2015 7:21 pm
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The Veteran
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Zaera wrote:
Greater filter options

+1


2 Crafting (really intrigued by this one!)
3 Trade/Mail system/AH

Chat would be nice ( and please allow to disable it/ only admin messages) but def not top 3

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Wed Jun 03, 2015 7:31 pm
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The Legend
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I'm not a fan of an auction house or trading system for three reasons.
    * I don't like the idea of holding on to duplicate elite uniques on the off-chance I could find a buyer.
    * I don't like having to take focus away from playing the game to play a market.
    * And I especially don't like being able to obtain power outside of playing the game.
However participation is completely voluntary so adding the feature wouldn't be a detriment (other than opportunity cost of development time). If it's something that interests others or would be a fun challenge to implement, I can see the desire to add it.


Wed Jun 03, 2015 7:50 pm
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The Legend
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I'm curious what your ideas are for a crafting system. I would love to see one with the goal of giving your character further progression goals after beating the game in Hell.

Edit: To me, crafting is more like an epic shopping list, than a market thing. If you played WoW back in the Burning Crusade, think of the exclusive blacksmithing weapons that took tremendous materials and rare dungeon drops like the Fireguard > Blazeguard > Blazefury sword. I think it would be fun to invest a lot of effort into forging a powerful weapon (that could be shared among multiple classes). It's nice to mix the random chance of drops with the more predictable steady progression of collecting items to build something while farming.


Last edited by SeismicRend on Thu Jun 04, 2015 5:45 pm, edited 4 times in total.



Wed Jun 03, 2015 7:51 pm
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Cephalid Subverter

Joined: Wed May 06, 2015 5:42 am
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I wouldn't mind an audible 'ouch' or something when ever you drop below 75%, 50% hps. The ability to swap a stat on a gear would be nice too eg. change +mana to +hp - even if its just 1 stat per piece.

Crafting could be amazing. I get flooded with so much magic user gear its crazy.


Wed Jun 03, 2015 8:16 pm
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Skeleton

Joined: Sat May 23, 2015 5:06 am
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1) Bank Filters.
2) New money sink - aka Crafting system.
3) Chat

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Wed Jun 03, 2015 8:33 pm
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The Veteran

Joined: Fri Apr 03, 2015 3:23 pm
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1) Bank search/filters
2) Mail
3) Crafting, depending on what/how?

I'm with Seismic on the Auction House, but if mail goes in then an economy will develop either way. Probably better to have a nice clean AH than wild trading ;) (Also a gold sink opportunity).

Not very interested in chat, depends where the community takes it. As long as there's an option to switch it off if it gets nasty, then again /shrug.

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Wed Jun 03, 2015 10:41 pm
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Orc Warlord

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1.) Paragon Level system! (Advancement past the level cap)

2.) Chat... Would make the game much more social and for some people, thats huge.

3.) More tooltips in game. Like when I hover over a stat, like strength or evocation, it says exactly what it does.


Wed Jun 03, 2015 10:48 pm
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Deathly Harbinger

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Chat is really the big one for me. I think being unable to talk to people within the game can be a big turn off for some new players. And to that end I think there need to be chat filters at that point. Getting spammed "You take 10 points of thorn Damage" 2000 times in a row when I'm punching a mob in the face with frenzy up isn't particularly conducive to discussion flowing through my little window.

I would also like to see a system similar to Alternate Advancement show up as in EQ. At the point you get to around 97 leveling becomes mostly a dick waving contest. Those last few talent points don't mean much and you don't seem to gain much real power from them so if we could opt to switch our XP gain to AAs and get little incremental bonuses/stat increases I think that'd be super sick.

And I'll echo Raserei again because I suppose I've pretty much just expanded on his list, but more detailed tooltips would be nice, especially for someone like me who likes to min-max and figure out things to make guides and such. But also just for new players who are just trying to figure everything out.

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Wed Jun 03, 2015 11:04 pm
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Raserei wrote:
1.) Paragon Level system! (Advancement past the level cap)

2.) Chat... Would make the game much more social and for some people, thats huge.

3.) More tooltips in game. Like when I hover over a stat, like strength or evocation, it says exactly what it does.

#3: There are native browser tooltips, but it's not obvious. You have to hold your mouse on the stat name.

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Thu Jun 04, 2015 12:27 am
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Deathly Harbinger

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I forgot to mention I'd like to maybe see an Epic quest for each class implemented eventually. Similar to the EQ ones but with your own twist on the items. Go through an epic, all-encompassing quest, receive bad ass, BiS item.

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Thu Jun 04, 2015 12:35 am
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I'd like to nominate 4 features, although only because item 4 could well be necessary to make item 3 work. They are:

1. A chat system
2. A trading system. As an EC tunnel veteran, I see wild trading as a feature rather than a bug, but I don't think it would work (at least for me) given the number of players on the server when I am there. The trading system wouldn't necessarily need to be an auction house, though -- a vendor system where players could sell items for fixed prices would do the job, and carry some of the feel of buying from an individual trader rather than a soulless auction system.
3. Crafting. A crafting system provides an extra minigame for people who like that sort of thing and would be another opportunity for player interaction.
4. But depending on how it worked, the rollout of a crafting system could require additional MOBs (to drop raw materials) and potentially additional zones for foraging/farming/mining/whatever.


Thu Jun 04, 2015 3:39 am
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Orc Centurion

Joined: Tue Mar 31, 2015 3:43 am
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1: a chat system. already mentioned of course.
2: a better filter system. of course already mentioned...
3: auction hall/mailing system. again already mentioned!
4: a casino, 1000 gold to play per time. you play paper rock scissors against a NPC you win you earn points to get items from a special casino shop. make it so there is 6 random above average items in the shop and have them change every 6 hours. points reset every 6 hours to so you got to be quick and do good! 1 win = 5 points 1 loss = neg 1 point a tie = redo it. item cost could rang from 500 to 5000 this would be a great gold sink for us and you could have a casino event board to see where every one is at! it don't even have to be paper rock scissors it could be the shell game or some other simple game. as for items it could be items or even buffs that last for a long duration.

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Thu Jun 04, 2015 4:29 am
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1) Expanded gear. Higher level gear. For every level increase make something for plate melee, plate caster, melee dps, int caster and wis caster. I know.. maybe even special levels that have class specific gear. Wearable by all but made for whatever class.
EDIT: I dont mean for every character level increase do that. I meant more for every gear level increase. So 68 gear has that and maybe 70 gear then maybe every 5 or 10 levels.

2) post-hell. Not much motivating me to get 99, personally. I mean uber ass level 99 items would be baller but even then maybe another difficulty level (eventually)

3) AAs. Oh yes. Oh. Fuck. Yes. More reasons to grind and gaining more from my grinding would be fantastic. I love pushing buttons but spending all night to get 20% of a level and maybe 1 set piece that I never had (and will never use in current form) is mentally defeating. More things to make me feel like I've grown and accomplished things are always ftw.


Those are my personal top3 things.

And of course, chat/expanded filters/crafting (meh crafting but yeah)

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Thu Jun 04, 2015 4:50 am
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Aren't AAs pretty much talents, but doled out in micro-boosts? Like +1% max health. That sort of thing.

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Thu Jun 04, 2015 5:00 am
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Yeah but talents are from level increases. AAs basically give you a reason to keep killing shit once level/talents are maxed or so much effort they are unimportant. I like reasons to play more

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Thu Jun 04, 2015 5:02 am
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Like Beaster and I have both said, there's really not much incentive to get to 99 right now other than rankings. AA's could take care of the end game grinding incentive issue, though I'm sure you could just incentivize getting to the cap or rankings themselves somehow.

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Thu Jun 04, 2015 6:03 am
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So I was thinking of elements of EQ that could be recaptured in Nevergrind. I was trying to get creative here so they might be difficult to code.

Shareable Buffs
I like the social and sharing aspect of buffs in EQ. Way back before they ruined their immersive world with Plane of Knowledge, it was really neat to run into people and receive a Temperance, Clarity or SoW. Tossing a buff out was a nice gesture by a fellow player as they shared their unique advantages with you. Perhaps it's possible to emulate the same in Nevergrind. I was thinking when you're sitting in the same town the server would flag what other classes are present and you could receive their buffs. A neat accompanying message of "Maelfyn has bestowed the Spirit of the Wolf upon you." would begin to connect players together.

Factions
I was thinking this could complement the linear quest after quest progression of the game by having game spanning objectives related to factions in the world. We could add various factions into the game that you build rep with by killing key mobs. For example, every 'necromancer' model you slay gives you +5 rep with the Templars of Fahlnir, an exiled order of holy warriors looking to take back their citadel. This rep in turn grants you neat perks. At various benchmarks in rep, you gain bonus damage to summoned skeletons. Eventually a seasoned warrior against the necromancers will easily dismiss summoned skeletons. Maybe even at a grand master reputation level, summoned skeleton foes are just immediately Feared at your presence. Having such NPCs in the game could even offer rotating daily quests to seek out and kill X number of mob types for bonus rep/gold/xp. To implement this without having to contract new art assets, I was thinking of just having each of the four town NPCs act a liaison for your communication with the various factions.

Dungeon Crawling (Extended Chain Combos Increase Difficulty and Rewards)
What if the chain combo system was expanded to push players to their limit? Imagine every 10 levels of the chain the monsters spawned grow significantly higher in level. A message would announce, "You venture deeper into the halls/ruins/depths of [zone name]." This increasing difficulty would continue as long the as the bold adventurer is able to conquer the challenge. The chain combo drop reward could be adjusted to match this new scaling in difficulty. This would also allow players to once again grind any area for end game experience with a difficulty curve to match. I think the combos leaderboard would also be more interesting with such a system.


Thu Jun 04, 2015 6:21 am
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Awesome ones Seismic. That reminds me of another idea that I thought was a great idea: guilds and guild bonuses.

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Thu Jun 04, 2015 10:21 am
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^ love your the Faction and Dungeon Crawling ideas Seismic, would really like to see them coming to NG!!

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Thu Jun 04, 2015 12:50 pm
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Anyone want to fight five bosses at once? lol... (you'd die)

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Thu Jun 04, 2015 1:04 pm
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Brilliant ideas Seismic. /signed

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Thu Jun 04, 2015 4:17 pm
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