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| Suggestions forum Please use this suggestion forum for giving us your ideas for game improvements |
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#1 (permalink) |
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Guest
Posts: n/a
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My wish list…
Yes it’s selfish but I figure I’ve got as good a chance as any of getting any of the following filled. So, things I’d like to see in DDO. Before starting on this I’d like to state these are just my thoughts and I love this game. The coders and designers did an excellent job of getting the theme and feel right and these are just things for future consideration. 1: Please stop Warforged drowning. They don’t need to breath. They don’t have lungs. I don’t mind poison effects but drowning as a warforged is just wrong. 2: Build classes and skills. I’m sure this one’s been beaten around your head by now but I’m saying it anyways. A major part of the feel to Eberron and D&D in general is the ability to craft items and indeed the Artificer class. I realise this’ll probably happen when the level cap hits 20 but a character who could repair equipment whilst in a dungeon would be a welcome addition to my party any day. 3: Monks. Why aren’t they in there? Apart from the obvious reason that we’d all be playing them. Let’s face it, mainly monks get immunity, heal, stun, and rapid attack buffs. It can’t be that hard to code can it? 4: Homes. I know we don’t need them but nothing says “hey I’m rich, respect me”, more than having your own abode to stash stuff in. Even a small apartment, just so I can log in and rest in the comfort of my own place rather then just reappearing down the pub. Also would give the guilds somewhere to meet up and save so many instances in busy areas (such as taverns). 5: Favoured classes. I know I’ll get slated on this but one of the major things I hate in games is when I see some all encompassing uber monster. PnP D&D got round this with exp penalties to those who multiclassed too much away from their favoured class. You could counter that only having a max of 3 classes in DDO simulates this but let’s be fair. 1 class for combat, 1 class for spells, 1 class for stealth. Doesn’t really matter how you build around it as far as I can see. 6: More armour customisation for warforged. Once again this is entirely me being selfish but I’d really like to see different armour visuals for the similar Docets. Or at least more of them. What? I like looking cool. So sue me. 7: Shifters as a species. Changelings and Kalashtar are hard to put into DDO I get that, and I assume that you haven’t put gnomes in for fear of them looking too much like Halflings, but a character like a shifter, with all the bonus’ and flaws that entails? That would be so very cool. On the same note, no Half Orcs yet. Now they have to be coming out don’t they? 8: Dragon mark feats. It’s kind of missing out not to have these isn’t it? I know they don’t do that much but they’re add to the feel of the game and that’s important. 9: Sharn. This’ll probably get me slapped as well given that the city is on a different continent and the game’s call “Stormreach” but here goes. Could we please have Sharn as an adventure point within the game? Some missions within a city itself. Urban pulp is a big part of Eberron and it’d give the game a real “world changing” feel that, as far as I can see, is the only major thing it currently lacks. Anyhow, thanks muchly for reading and for adding my name to the hundreds of other people who’ve probably already requested all this. |
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#3 (permalink) |
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Senior Member
Join Date: Dec 2005
Location: United Kingdom
Posts: 426
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some nice ideas there, but a point i like to make when i see wish lists like this.
DONT split out your ideas into seperate threads, this allows people to discuss each idea seperately. Monks are as i understand it, in the intended content, possibly a future addition column. but we do have 9 other classes.
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[Mox]Arkene Malevolents Of Xibalba - www.Moxguild.com "He will win whose army is animated by the same spirit throughout all its ranks" |
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#5 (permalink) |
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Senior Member
Join Date: Apr 2004
Posts: 249
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I don't have access to an Eberron Campaign Setting book at the moment, but it is my understanding that Warforged are pretty much magical cyborgs. They do have organic components which would need a supply of oxygen. Perhaps if they had been created to fight battles under the sea they may have been designed differently.
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#6 (permalink) | |
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Senior Member
Join Date: Mar 2006
Location: Sweden
Posts: 1,084
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#7 (permalink) |
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DDO Enthusiast
Ghostbusters Join Date: Dec 2005
Location: Sweden
Posts: 1,476
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Regarding the homes, there is another alternative there, for those who's in a guild and that is to have a guild house, where you have your own appartments or rooms, and a common place for your guild meetings.
You've got some quite nice ideas there. |
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#8 (permalink) |
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Member
Join Date: Feb 2006
Location: United Kingdom
Posts: 77
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I Agree with previous posters, Some good ideas here
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Just my 2 Coppers Worth! -------------------------------- Morgann Ironfist, L2 fighter/L1 Ranger on the Boldrei Server Malmorus Ironfist, L3 Wizard on the Bodlrei Server |
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#9 (permalink) |
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Guest
Posts: n/a
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Thanks for the comments so far.
Just to clarify. PNP: Warforged don't breath, and therefore can't drown. As for sinking, they aren't just made of metal, they've got wooden components in there so basically they suffer the normal skill check penalties depending on how much metal there is to way them done (adamantium fun anyone?). I wholeheartedly agree with the guild house ideas btw. I think that everything that can raise DDO out of the realms of it's competition by removing it from the realms of Hack'n'slash is a good thing. |
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Senior Member
Join Date: Mar 2006
Location: France
Posts: 925
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