What Quality of Life things would you like to see?


Acemace

 

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Originally Posted by GavinRuneblade View Post
6. all costume pieces available for all body models. I want dresses on my men, and I want that's and muscles on my women.
Somehow, I think the bare-chested women may present a bit of an issue with the Teen rating of the game.


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Originally Posted by GavinRuneblade View Post
9. Remove the "talk to pvp zone liaison" quests or at least give them a more interesting flavor.
Not a hugely bad idea, but I would say instead of removing them, have them always be paired with some other mission. In other words "Go talk this PvP Zone Liason OR Go Check Out This Warehouse".

The missions themselves are meant to expose first timers to the different PvP zones. Where they are, what the "theme" and "objective" is, etc. Assuming, of course, the first timer actually READS them.

The problem, obviously, is that you are only a first timer once. After that, it's just an annoyance that you have to suffer through before you can get a "real" mission.

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Originally Posted by GavinRuneblade View Post
11. radio/paper missions can be picked up from any zone, mission appears in correct zone for difficulty level.
I swear, I am NOT intentionally trying to pick on you. Just consider me the "Devil's Advocate" presenting an alternative viewpoint.

Again, not a hugely bad idea, but I see this working much better on the Red Side than the Blue Side. The Red Side has fewer zones and less overlap so what the "proper zone" for your level is is a bit more straight forward. This is not so true on the Blue Side.

It also gives the player less control over what zones they run radio missions in. Remember, there are paper missions in Faultline. Faultline is a great zone, but it's hardly a zone you want to arbitrarily be sent to with a team that is just out to run a few radio missions for XP, is it? Some of the doors for the radio missions there are a total PITA to get to.

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Originally Posted by GavinRuneblade View Post
12. allow autocomplete (not just abandon, but complete) for any mission including timed missions and all the ones you currently can't abandon (aura mission, cape mission, DJ Zero mission, patron arc finale's etc). If I'm having difficulty, then I should be able to complete the mission. Period. No exceptions.
You can already do this. There is a cooldown for it, but for most missions, you can autocomplete. If you are simply saying allow people to autocomplete stuff like the cape mission, aura missions, SO Store unlock missions, etc, I am with you.

If I am reading you right though, you also want to remove the cooldown. If that's the case, what would be the point of the abandon option? They already reduced the cooldown a few issues ago from 7 days to something like 3. I don't even use it enough to know, honestly.


- Garielle
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Originally Posted by Frosty_Femme View Post
I said "ur" which is not a word. It's a sound dumb people make when you ask them to spell out "you are".

 

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Originally Posted by GavinRuneblade View Post
7. delete about 4/5 of the merit vendors, it's like there are more of them than mobs.
I'd delete ALL of the Merit Vendors, and have thier job taken over by the regular vendors (stores). One-stop shopping, and removal of ugly models with no backstory. Seriously, who ARE these guys in the ugly outfits and why do they matter?

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13. SG Member notes. Meaning I put a note on a character in the SG that says "bob's alt" and any member can read it and see it.

14. more unique hero/villain enemies on missions. I don't like warehouse after warehouse full of generics, give me a named enemy on at least half of my missions. Don't have to be EB power, but as a hero I should fight 3 super villains before leaving Atlas Park, and at least 1 in the tutorial.

15. @ Redside Devs: please, for the love of God have mercy on us. Remove Arachnos and Longbow from half or more of the story arcs that feature them and put in any ANY other faction. Please I am on my knees begging here.
Yes.


 

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1) Remove the rooting for Inertial Reduction, and give it a "Resist (or Protection?) vs Immob" buff factor.

2) Merge the Yellow and Green Trams.
The dual tram stations in Steel and Skyway would be labelled "Steel Canyon South", "Steel Canyon North", "Skyway City South", etc. Missions in those zones would be labeled in regards to which tram they are closer to. Example: "Defeat Dirty Dan and his Crew: Steel Canyon South".
Independance Port would get a second tram station.


 

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Originally Posted by b0bcatmc View Post
Most importantly, clicking "Tray Lock" button would not allow a tray to cycle its number. Nothing is more annoying, and sometimes deadly, than reaching up to tray 3 to mouse click a power in slot 1 and miss, thus, changing the whole tray to tray 2 or 4... until i can carefully get it back.
...while the Raid is causing horrific lag, which is probably why the tray changed in the first place. Indeed, the lag allows you to overcorrect in changing the tray back, too. Even when you are faceplanted, (which is what will likely happen,) it is still a dicey proposition to get the tray back where you started.

This is a fine idea.


"How do you know you are on the side of good?" a Paragon citizen asked him. "How can we even know what is 'good'?"

"The Most High has spoken, even with His own blood," Melancton replied. "Surely we know."

 

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I'd revamp the Respec system.
Option 1) Full Respec of powers slots and enhancements, just like current.
Option 2) Rechoose slots and enhancements, but keep same powers.

Also:
More weapon customization for VEATs. Crab wants a Tommy Gun!!


 

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My project is incredibly unlikely. I imagine it couldn't even be done if they wanted to with the current engine. But we're dreaming here, right?

I would call this system Combat Customization. It would be level-locked (say, level 25) and completely optional, like dual builds. The idea is to not overwhelm new players.

At first, it would be a toggle to turn knockback into knockdown if you wanted to.

For instance, let's say I love my energy blaster, but I don't want to go through all the trouble of positioning my knockback to best effect when I'm on a team. So, I go to the trainer, pick my team build and open up the combat customization interface. From there, I can select my knockback powers and turn them into knockdown instead. Now I don't have the extra mitigation afforded by knockback, but I can blast as much as I want without scattering the enemies.
The biggest problem I see with that is that it would turn Hurricane into a ridiculously powerful mitigation tool. In theory, you could jump into a tightly-packed group with Hurricane toggled on and continuously knock them down and apply a huge to-hit debuff.

After the kinks were worked out of that system, I would open it up to include small tweaks to a great deal of powers, allowing you to scarifice something for something else.

This could be used for roleplaying:
I want my stalker to use poisoned blades, so I use combat customization to trade in the defense debuff on some of my dual blade attacks for a small toxic damage-over-time effect.

or for min-maxing:
I want my scrapper to get a bit more damage from his large attacks. Since I use Follow Up (claws) more for the buff than as a damaging attack, I decide to reduce the damage of Follow-Up by a small amount (say, 10%) in exchange for adding a short-duration resistance debuff effect. Now, every time I use Follow Up, the next attack does slightly more damage.

If that worked out well, I would explore options that might actually change the feel of a set. For example, trading in the three small imps in fire control for one larger, tougher fire pet. It could perhaps be an invisible humanoid with the Fire Armor particle effects.

Obviously all of this would be a complete nightmare from a developer perspective, but I think it would be pretty awesome.



 

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While I think it's a good Idea but I just can see the headaches that it will cause for Castle and his staff

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Originally Posted by Gearsinger View Post
My project is incredibly unlikely. I imagine it couldn't even be done if they wanted to with the current engine. But we're dreaming here, right?

I would call this system Combat Customization. It would be level-locked (say, level 25) and completely optional, like dual builds. The idea is to not overwhelm new players.

At first, it would be a toggle to turn knockback into knockdown if you wanted to.
For instance, let's say I love my energy blaster, but I don't want to go through all the trouble of positioning my knockback to best effect when I'm on a team. So, I go to the trainer, pick my team build and open up the combat customization interface. From there, I can select my knockback powers and turn them into knockdown instead. Now I don't have the extra mitigation afforded by knockback, but I can blast as much as I want without scattering the enemies.
The biggest problem I see with that is that it would turn Hurricane into a ridiculously powerful mitigation tool. In theory, you could jump into a tightly-packed group with Hurricane toggled on and continuously knock them down and apply a huge to-hit debuff.

After the kinks were worked out of that system, I would open it up to include small tweaks to a great deal of powers, allowing you to scarifice something for something else.

This could be used for roleplaying:
I want my stalker to use poisoned blades, so I use combat customization to trade in the defense debuff on some of my dual blade attacks for a small toxic damage-over-time effect.

or for min-maxing:
I want my scrapper to get a bit more damage from his large attacks. Since I use Follow Up (claws) more for the buff than as a damaging attack, I decide to reduce the damage of Follow-Up by a small amount (say, 10%) in exchange for adding a short-duration resistance debuff effect. Now, every time I use Follow Up, the next attack does slightly more damage.

If that worked out well, I would explore options that might actually change the feel of a set. For example, trading in the three small imps in fire control for one larger, tougher fire pet. It could perhaps be an invisible humanoid with the Fire Armor particle effects.

Obviously all of this would be a complete nightmare from a developer perspective, but I think it would be pretty awesome.


On Justice
Global @Desi Nova Twitter: @desi_nova Steam: Desi_nova. I don't do Xbox or PS3

 

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Originally Posted by Emberly View Post
[*]Have base crafting tables automatically look through your base's storage for materials, and use them directly from there. Alternatively, have a single point of access that pulls from all storage racks.
For an SG like mine, where each player has their own bins, it would be very irritating for a big list of stuff that we couldn't use - because we couldn't be sure where it came from - to have to load every time we wanted to use the crafting tables. It would be super for a one person SG, though, so I wouldn't mind it being an option. I just wouldn't want that to happen automatically.


"Home is where, when you have to go there, they have to let you in."

 

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Base builder qol.

Take that white floor tile next to the safe and give it new floor skins (top and bottom) so we can finally make raised floors without having to use 10 million desks.


 

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A Supergroup tab on your character info, next to the Description tab, that lets you have the Default description of the SG that you're in. That way people can look at SG members and see what their SG is about. Little bit of advertisement.


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The Queen's Menagerie

 

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Originally Posted by Carnifax_NA View Post
Give Team Leaders a "Looking for Members" flag.

And/Or the ability to mark themselves as an "Open Team" so people can just join them themselves.
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Originally Posted by Melancton View Post
In all seriousness, count me in for better search functions for teaming, such as Team Looking For More flags, as well as non-truncated lists when searching and the ability to exclude folks on the lists already teamed who are NOT looking for more.

I would also like better search functions for AE arcs as well. Finding good missions with engaging writing should not be as harrowing as it currently is.

This topic came up a while back, so I will just quote what I said back then.

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Originally Posted by Garielle View Post
Now this one, I agree with. Not so sure about the auto-joining thing though. There are a few reasons for this.

First, there are people that I simply choose not to team with. This may be because of a tendency to go AFK for extended periods of time inside of missions, bleeding experience for no effort. It may be because they have no clue what they are doing and are frequently a direct cause of needless team wipes. It may be because they are just jerks in general. In addition to ignoring these folks, I tend to rate them as 1 Star. This quickly ensures that I am no longer encumbered with teaming with them or any alt they should choose to create in the future. It also ensures that should one of them get dumped from my ignore list because it becomes filled with spammers, I still don't team with them.

Second, this would be a HUGE HUGE HUGE loophole for the spammers. Auto-Join team, spam, quit team, auto-join team, spam, quit team, etc. They are always looking for new and creative ways to get around the blocks and spam people. This would be a rather effective one.

Third, the number of incidents of the following....

Clueless Automatically Added to Team.
[Team] Clueless: 'Sup?
[Team] Actual Player: Welcome! Great to have you! We're running some mission arcs.
[Team] Clueless: Wat AE U@?
[Team] Actual Player: No, I mean actual content.
[Team] Clueless: N00bz!

Clueless quits team.

Yeah... uhh... gotta give a thumbs down to the whole auto-join thing. Nothing personal, but ya' know...

Now the concept of being able to see a list of teams looking for more members, and being able to send a request to join the team, I could go for that.



Now, in this crude example, "Info" would pull up the same information you see if you select a player and click "Info". That way you could see what power sets they have, which powers in those sets, any set bonuses, etc.

Notice the handy presence of the "Ignore" button. This is for those who don't get the hint after the first two times you decline them.
In short, I agree with the idea, but would prefer to allow the team leader some control over who gets into the group.

On the topic of improving the player search interface, it would be nice to have the rating (if any) you have given a player visible on the search screen. Not sure how feasible this is since that information (along with player notes) is actually stored on the client side and not the server side. I suppose it would be possible though since the information is currently used to display the stars over the person's head, if enabled.


- Garielle
Quote:
Originally Posted by Frosty_Femme View Post
I said "ur" which is not a word. It's a sound dumb people make when you ask them to spell out "you are".

 

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In charc creation. Have the ability to hide the body/colour scheme so we can see our toon fully- like like we can hide our powers list in the powers customization during the creation.


 

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Mayhems/Safeguard mishes in Ouro.


@Demobot

Also on Steam

 

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Originally Posted by Remidi View Post
For an SG like mine, where each player has their own bins, it would be very irritating for a big list of stuff that we couldn't use - because we couldn't be sure where it came from - to have to load every time we wanted to use the crafting tables. It would be super for a one person SG, though, so I wouldn't mind it being an option. I just wouldn't want that to happen automatically.
In addition to the Rank Access on the Permission window, add an option for:

Public Shared Yes[] No[]


Comic and Hero/Villain Culture
Saturday January 29th, 2005 (12:37 PM) ~ Monday August 9th, 2010
Those Who Lived It Will Remember Long after your Ban Hammer Crumbles and the servers flicker dead.
We Will Remember This One Moment In Time! ~ Shadow Ravenwolf

 

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Originally Posted by Kelenar View Post
One thing to keep in mind is that there's an effective limit here. As I understand it, a lot of enemy groups, especially low-level ones, can only scale so far. That is, you can never spawn a level 45 Hellion. But generally, yes, I'd like some fix for this, even if it's only being able to drop the arc. Getting stuck with six missions versus greys sucks. You can turn the enemy levels up if you only outlevel it a bit, but that's not always a perfect solution, and it only works if you're not that high past the arc.
Another, much simpler* solution would be to allow the arcs, and in fact all missions from outleveled contacts to exemplar you to the maximum level that particular mission is available at. You're Lv37, but want to run Wincott or even Meg Mason? Just talk to them and they'll offer you their mission, with a little disclaimer in the briefing that selecting this mission as active will exemplar you to LvWhatever. That way, all content in the game {and there's lots of it - WAY more than most people think} remains accessible no matter how high your character level goes.

Also, more of a bug than a QoL improvement, but fix the eff-damned Help channel!



*at least from the gameplay dynamics standpoint, SCR applies as always


 

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There's a ton of little fidgety bits I'd like to be able to tweak about the interface, leading to the single biggest suggestion:

Write the interface in Lua and allow user-written addons. Let us do things like write an addon which remembers prices it's seen for items in WW/BM, or create our own button bars, or change the look of the "Target" frame, and so on.

Yeah, it's a lot of work, but the QoL improvement is essentially unbounded. I used to maintain addons for another MMO, and it was a lot of fun, and addons are one of the things I miss most. (More than I miss, say, broadcast channels where roughly 1/10 of the traffic consists of people saying "You know why they call it an xbox 360? Because when you see it you turn 360 degrees and walk away." Over and over. In the hopes that someone will "correct" them and they can have had some kind of power over their world.)


 

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Originally Posted by Dr_HR View Post
In charc creation. Have the ability to hide the body/colour scheme so we can see our toon fully- like like we can hide our powers list in the powers customization during the creation.
Ooh, that reminds me.

Fix the power screen previews a bit so we can, say, see what a summoned thing will look like. And/or show what an effect looks like on affected targets. I've had some unpleasant surprises with that.


 

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Nothing particularly original or revolutionary for me:

LFM flag/search, with self-invite capability (possibly with the ability to define criteria as to who you're accepting that way).

Offline SG invites (I liked the via email suggestion, would hopefully help with potential invite spammers).

Increased the number of global channels you can join (I play on 3 different servers and trying to fit in the relevant channels for each *and* a couple private channels for my friends is tough).

Not really QoL, but I'd also like to see [a chance for] various mid-mission random ambushes, encounters, etc added to paper/radio missions to spice them up a bit.


 

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Originally Posted by seebs View Post
There's a ton of little fidgety bits I'd like to be able to tweak about the interface, leading to the single biggest suggestion:

Write the interface in Lua and allow user-written addons. Let us do things like write an addon which remembers prices it's seen for items in WW/BM, or create our own button bars, or change the look of the "Target" frame, and so on.

Yeah, it's a lot of work, but the QoL improvement is essentially unbounded. I used to maintain addons for another MMO, and it was a lot of fun, and addons are one of the things I miss most. (More than I miss, say, broadcast channels where roughly 1/10 of the traffic consists of people saying "You know why they call it an xbox 360? Because when you see it you turn 360 degrees and walk away." Over and over. In the hopes that someone will "correct" them and they can have had some kind of power over their world.)
Oh yes, must agree. A lot of work in the first place, but possibly labor-saving for devs in later days. What addons people create and which ones are popular constitutes very reliable feedback on how people play and what features they like and dislike.


 

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QR: While the game has made many improvements that I like a lot, especially the ability to mail yourself stuff - hallelujah! - of course there are always more that could stand doing.

*The ability to dismiss most player-cast buffs. This is more urgent with customizable powers, because gosh darn it... I just don't want those oopsy-cutesy hot pink ice shields on me. Nor do I desire to see stupid chartreuse fiery rocks encircling my unwilling form. This crap is ugly, and I want it *gone.*

With that said, I would be cool with an option to render such things invisible, much as the /regen status protection can be invisible now. Who would this hurt? After all, Ms. Cute Pink Ice could still see the icon next to the team window, right....? Please do not tell me that her having to check to see if the icon is blinking would be too much work, because that amount of Lazy cuts no ice with me. Pardon the pun.

*The ability to completely change primary and secondary powersets via respec. You see, I love my level 42 Mace/shield Tank, but I hate the Mace Tank powerset. Sludgily, ponderously slow... nothing at all like the Arachnos Mace which I love on my Bane, I am just not liking this set. Watching my poor Tank swing that mace is like watching a brontosaur slooooooooooooowly stretch his half-mile of neck down for yet another mouthful of leaves. Sloooooooooo-moooooooo..............

As a result he is shelved in the hope that one day, maybe somehow it will happen. And for the life of me, I cant think of a good reason why it should NOT happen.

*Walk not detoggling toggles. Seriously, what the hell....? Why does it break the game if my Brute keeps Lightning Field running while she saunters around.


 

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Originally Posted by Bad_Influence View Post
*The ability to dismiss most player-cast buffs. This is more urgent with customizable powers, because gosh darn it... I just don't want those oopsy-cutesy hot pink ice shields on me. Nor do I desire to see stupid chartreuse fiery rocks encircling my unwilling form. This crap is ugly, and I want it *gone.*

With that said, I would be cool with an option to render such things invisible, much as the /regen status protection can be invisible now. Who would this hurt? After all, Ms. Cute Pink Ice could still see the icon next to the team window, right....? Please do not tell me that her having to check to see if the icon is blinking would be too much work, because that amount of Lazy cuts no ice with me. Pardon the pun.
I agree with you on this. Some of the color combinations on things like Fire Shields can take your museum worthy artistically created outfit and make it look like an inkblot test painted by a 2 year old with finger paints that had all been poured and mixed together.

One particularly annoying incident for me recently was in the Tailor shop of all places. Had just finished my latest Masterpiece. Accepted the changes, was just getting a glimpse of it in the "real world" when POOF! I suddenly turn into just an ugly black and...something... blob. Some of them remind of people who do webpages and think that #222 text on a #000 background is a great idea.

Maybe just an option to "Show Customized Effects". If it's on, then the person's customized colors show up on effects they put on you. If it's not, then the customized colors show up on their casting effect, but the effect on you is the default color. That way, everyone can still see that the ice shield, or Fire Shield or Bubble or whatever is ON you, but it actually has a color scheme designed by professional graphics artists.

By the way, the bits about my costumes being a Masterpiece are tongue in cheek. As I have said in another post recently, I am no artist. I am more of a logical thinker. In fact, I am not convinced that I MYSELF might not think #222 Text on a #000 background might be "cool". However, it's numerical values and the logical part of my brain tells me that those numbers are too close to each other to produce sufficient contrast to be easily readable.


- Garielle
Quote:
Originally Posted by Frosty_Femme View Post
I said "ur" which is not a word. It's a sound dumb people make when you ask them to spell out "you are".

 

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Originally Posted by Demobot View Post
Mayhems/Safeguard mishes in Ouro.
^^^This

--Rad


/whereami:

 

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We need additional purchasable costume slots for our characters just like they offer in Champions Online. This game is superior to Champions Online in many ways. But one of the few ways that game does something better is in allowing any character to have as many costume slots as you want regardless of level.

This game can keep the current system of getting free costume slots at levels 20, 30 and 40.
But add to it the ability to buy as many more as you'd want on a completely optional basis.


Loth 50 Fire/Rad Controller [1392 Badges] [300 non-AE Souvenirs]
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--{=====> Virtue ♀

 

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Originally Posted by Demobot View Post
Mayhems/Safeguard mishes in Ouro.
This'd be great. Half the time I outlevel them, the other half, I do them on teams and we end up leaving before I grab the badge.


Having Vengeance and Fallout slotted for recharge means never having to say you're sorry.

 

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Originally Posted by Clave_Dark_5 View Post
I prefer

/macro TN target_enemy_near


but that's me. I like clicking buttons, not getting lost on my keyboard and risking hitting R accidentally.
I admit, I did have to remap my Chat Reply key from R to Backspace because I did keep hitting it by mistake