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-   -   What would you like to see most in future updates? (http://www.sundren.org/forum/showthread.php?t=19400)

Saulus 09-19-2012 09:50 AM

What would you like to see most in future updates?
 
While the staff is still hard at work bugfixing from the last update, very soon we will be shifting priorities again to bring players new content. This question has been asked before but do player feelings remain the same?

Cornuto 09-19-2012 10:10 AM

Cool quests everywhere!!!!!!!!!!!


(Seriously, like a billion quests.)

Kasso 09-19-2012 10:52 AM

Voted Puzzles and gamesystems, something to make sustainable vs faction PvP aggressively worthwhile from an RP and an mechanics standpoint would give endgame a lot more kick outside of DM events.

thaelis 09-19-2012 11:21 AM

Voted spells and feats. Because --->

Feats - I don't mean super-powered munchkin feats like Instant Death Critical. I mean flavour feats. Say for example if there was an Undead Hunter feat, then a Fighter who chose to RP specializing in fighting undead could actually be better at it than other fighters *gasp*

Spells - So that we can get Teleport/Teleport Without Error/Lutzaen's Frequent Jaunt!!!

Snowmane 09-19-2012 11:29 AM

I also voted for games systems(*cough* crafting) and faction development. From what I have seen, the factions, especially the ones that have been all but destroyed (*cough* Wardens dead, Wrath's still kicking) are still in need of some work in the Post Second Sundering environment.

As for rep gains, I believe that the Wardens and Cartel have no base to which they can return banners for faction standing (unless this has changed in any recent updates?). Do any other factions have this problem as well?

For faction based pvp, I was thinking that a rep bounty could be given for defeating/killing PC members of an opposing faction. Maybe upon subduing/killing a member of an opposing faction, you and everyone in your party receive a token that is worth one faction point per level of the defeated player. You may never have more than one token in your inventory, but if you defeat a higher level player before turning the token in, your current token is replaced with one that is valued for the higher level player. These tokens would then be returned to the faction HQ in the same way banners are. If you apply the same time restraints to these tokens as you do flags, then it would make it difficult for players to exploit.

As for puzzles, they are usually cool, but typically they get stale once the first person to challenge the puzzle figures it out. I believe it would be a lot of work to either continually tweak the puzzles or the come up with a puzzle that changes every time someone encounters it. So my vote isn't really strong on the puzzle development part.

ManUtd4Ever 09-19-2012 01:30 PM

I voted for "More classes, feats, spells, ruleset improvements" simply because the new adjustments to both Fighter & Rogue classes are outstanding.

There has always been debate about how to make the melee classes more adequate while keeping the casters from ruling the server. These recent changes go a long way to make the Fighter / Rogue Classes better without gimping anyone.

Cheers!

GodBeastX 09-19-2012 01:34 PM

I need to make Masters of Radiance cooler :) I had fun making that class, heheh

ManUtd4Ever 09-19-2012 01:39 PM

Quote:

Originally Posted by GodBeastX (Post 137166)
I need to make Masters of Radiance cooler :) I had fun making that class, heheh

Impossible. I ran with a MoR in Mossdale Graveyard... if you want the ultimate undead killer... they are nearly it - with Dain being the exception.

Doubtful 09-19-2012 01:39 PM

I'm sorely tempted to say Classes, Feats, etc... I'd love to see more PrCs focused on non magical/divine classes and introduce new PrCs that develop existing server lore and specialisms. Spells I don't really care about. We've got enough spells on the server to cause characters to implode violently when they learn to many. A little block of melee/rogue focus would hurt no-one, after all we've a large amount of places for these people on the server!

Quests would also be great, a selection of daily/reset quests similar to the old Ice Giants mixed up with the traditional 1-shot quests that introduce characters to the lore of an area - The old Spittlefist quest was a great example of that. These would need to be a good balance of RP/Skill based quests and good old fashioned 'Bring me the head of Alfredo Garcia' type quests. Quests are a great route for introducing important lore, engaging players, providing feedback on how a faction is doing and most critically giving players fun things to do when DMs aren't around!

Dungeons, less so. We've a few areas left over from the Second Sundering that are in need of a few changes and mix ups (Cartel Mountains after their landscaping, Ex Veritas/Schild with what's moving in after their departure, plus some other places), but apart from those Dungeons aren't in short supply. That said - new areas could be integral to the last thing I'm going to mention.

Puzzles... Sadly I have to agree with Snowmane on this, once puzzles have been completed they become nothing but normal stepping stones along the path to monsterous violence. They do provide a nice point for a party to regroup and RP for a bit, ideally puzzle points in dungeons should have a rest point afterwards as a reward. The last point of this bullet point is what ultimately gets my vote:

Game Systems / Rep. I'd love, love, love to see the dynamic battlefield system put in place where the main opposing forces could battle it out, using PCs to capture and control waypoints and locations around the associated maps to control and influence NPC behavior, faction resources and rewards. Ideally waypoints should be split amongst skill types to take and possibly involve multiple factions and classes to control.

Fun things to include might be an abandoned exigo outpost where rogue classes could sway constructs to their factions side (for spawns) or just as all-round aggressive spawns, the same might go for a 'wild' waypoint, allowing druids/rangers to sway critters to fight for either faction or just their own.

This would provide a great PvP stomping ground for earning rep and provide a nice structured (and very visible) way of demonstrating conflict. Much more fun than random fireside gankings!

Rhifox 09-19-2012 02:16 PM

I voted more classes/feats/spells, because the more ways to customize your character, the better! In particular, for spells, I'd like to see proper Illusion spells (Silent Image etc) and conjuration/transmutation crafting spells (Minor Creation, Fabricate). Would also love to see the necromancy spell Healing Touch.

Feats-wise... Leadership would be nice. Allowing faction members to use the feat to summon cohorts of their faction: Exigo Sentinels for Exigo members, Gnolls for Thayans, Blackwood mercs for Blackwoods, etc.


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