Unknown2010-04-04 00:59:03
Even having played IRE games for years, I've found Lusternia the most difficult by far to get into and keep playing. Here's some suggestions from me to make things a bit easier.
Jewelry:
1. A "recharge all enchantments" command. Having to make an alias that recharges like 15 things is pretty hectic and annoying, and a new player probably types out every single one, one at a time.
2. Having rings hold 10 charges while other things hold like 40 makes tracking your enchants more difficult and rather annoying. I would suggest normalizing how many charges things can hold. A magic ring (even if you only have ONE RING) should be able to be as powerful as a magic bracelet.
3. Still on the same line of thought, I've always felt that skills like magiclist, potionlist, etc. should be very low down in their skillsets. This is because a new player can't make an alias to scan his jewelry, put it into a table and have the table send back to him how many charges he has. But that is what new players have to do, while experienced players don't have to do it? Doesn't make sense to me.
4. If you accidentally use up all of your charges on an enchant, you can't recharge it without finding an enchanter or, more likely, buying an entirely new piece of jewelry. Why not let things hold 0 charges of something, and when you rub it and it's at 0, it tells you that it's out of juice? This would make things a lot easier on people as well. If people are worried about enchanters and jewelers losing work, have rubbing it when it has no charge on damage the jewelry, decreasing the months it has left.
Shops and food:
1. This isn't jewelry related, but needing to go to 10 different shops spread out across many areas to get equipped with the basics isn't so great. Having an equivalent to the last chance trading post in each city, where low quality things with few months on them are sold, would also be a plus imho. To avoid too much of an effect on the economy, the shops could stop selling to people who are above a certain level, and/or raise their price depending on what your level is.
Jewelry:
1. A "recharge all enchantments" command. Having to make an alias that recharges like 15 things is pretty hectic and annoying, and a new player probably types out every single one, one at a time.
2. Having rings hold 10 charges while other things hold like 40 makes tracking your enchants more difficult and rather annoying. I would suggest normalizing how many charges things can hold. A magic ring (even if you only have ONE RING) should be able to be as powerful as a magic bracelet.
3. Still on the same line of thought, I've always felt that skills like magiclist, potionlist, etc. should be very low down in their skillsets. This is because a new player can't make an alias to scan his jewelry, put it into a table and have the table send back to him how many charges he has. But that is what new players have to do, while experienced players don't have to do it? Doesn't make sense to me.
4. If you accidentally use up all of your charges on an enchant, you can't recharge it without finding an enchanter or, more likely, buying an entirely new piece of jewelry. Why not let things hold 0 charges of something, and when you rub it and it's at 0, it tells you that it's out of juice? This would make things a lot easier on people as well. If people are worried about enchanters and jewelers losing work, have rubbing it when it has no charge on damage the jewelry, decreasing the months it has left.
Shops and food:
1. This isn't jewelry related, but needing to go to 10 different shops spread out across many areas to get equipped with the basics isn't so great. Having an equivalent to the last chance trading post in each city, where low quality things with few months on them are sold, would also be a plus imho. To avoid too much of an effect on the economy, the shops could stop selling to people who are above a certain level, and/or raise their price depending on what your level is.
Kiradawea2010-04-04 01:15:10
QUOTE (Jello @ Apr 4 2010, 02:59 AM) <{POST_SNAPBACK}>
Even having played IRE games for years, I've found Lusternia the most difficult by far to get into and keep playing. Here's some suggestions from me to make things a bit easier.
Jewelry:
1. A "recharge all enchantments" command. Having to make an alias that recharges like 15 things is pretty hectic and annoying, and a new player probably types out every single one, one at a time.
2. Having rings hold 10 charges while other things hold like 40 makes tracking your enchants more difficult and rather annoying. I would suggest normalizing how many charges things can hold. A magic ring (even if you only have ONE RING) should be able to be as powerful as a magic bracelet.
3. Still on the same line of thought, I've always felt that skills like magiclist, potionlist, etc. should be very low down in their skillsets. This is because a new player can't make an alias to scan his jewelry, put it into a table and have the table send back to him how many charges he has. But that is what new players have to do, while experienced players don't have to do it? Doesn't make sense to me.
4. If you accidentally use up all of your charges on an enchant, you can't recharge it without finding an enchanter or, more likely, buying an entirely new piece of jewelry. Why not let things hold 0 charges of something, and when you rub it and it's at 0, it tells you that it's out of juice? This would make things a lot easier on people as well. If people are worried about enchanters and jewelers losing work, have rubbing it when it has no charge on damage the jewelry, decreasing the months it has left.
Shops and food:
1. This isn't jewelry related, but needing to go to 10 different shops spread out across many areas to get equipped with the basics isn't so great. Having an equivalent to the last chance trading post in each city, where low quality things with few months on them are sold, would also be a plus imho. To avoid too much of an effect on the economy, the shops could stop selling to people who are above a certain level, and/or raise their price depending on what your level is.
Jewelry:
1. A "recharge all enchantments" command. Having to make an alias that recharges like 15 things is pretty hectic and annoying, and a new player probably types out every single one, one at a time.
2. Having rings hold 10 charges while other things hold like 40 makes tracking your enchants more difficult and rather annoying. I would suggest normalizing how many charges things can hold. A magic ring (even if you only have ONE RING) should be able to be as powerful as a magic bracelet.
3. Still on the same line of thought, I've always felt that skills like magiclist, potionlist, etc. should be very low down in their skillsets. This is because a new player can't make an alias to scan his jewelry, put it into a table and have the table send back to him how many charges he has. But that is what new players have to do, while experienced players don't have to do it? Doesn't make sense to me.
4. If you accidentally use up all of your charges on an enchant, you can't recharge it without finding an enchanter or, more likely, buying an entirely new piece of jewelry. Why not let things hold 0 charges of something, and when you rub it and it's at 0, it tells you that it's out of juice? This would make things a lot easier on people as well. If people are worried about enchanters and jewelers losing work, have rubbing it when it has no charge on damage the jewelry, decreasing the months it has left.
Shops and food:
1. This isn't jewelry related, but needing to go to 10 different shops spread out across many areas to get equipped with the basics isn't so great. Having an equivalent to the last chance trading post in each city, where low quality things with few months on them are sold, would also be a plus imho. To avoid too much of an effect on the economy, the shops could stop selling to people who are above a certain level, and/or raise their price depending on what your level is.
People just need to start responding to my market ads and you'll see that Hallifax will get a shop like that.
Shaddus2010-04-04 14:18:18
If rings held as much as a brooch, people wouldn't pay 150 comms for a brooch when they could get rings for 5 comms.
Unknown2010-04-04 18:44:23
Well, there would still be the prestige of appearance factor. Or decreasing the commodity cost it takes to make them. But you may have a point there. Still, the rest of my ideas are good no?
Mirami2010-04-04 19:55:40
I like the 'move potion/magic list down' idea. Making a 'charge' alias is pretty easy, though, and makes it even easier to tell when something is missing.
Also, most cities have a shop or two that stock the basics. I know that the Fifth and the Moonhart Market in Serenwilde both stock vials, healing, mana, bromide, and mending refills, for instance.
Also, most cities have a shop or two that stock the basics. I know that the Fifth and the Moonhart Market in Serenwilde both stock vials, healing, mana, bromide, and mending refills, for instance.