Rivius2011-12-23 04:06:12
1) Make unlink nexus/node not consume balance. You can already just walk out of the room and right back in, and when your power reserves are full, you unlink automatically without consuming balance. Eh, it's just minorly inconvenient for no good reason.
Enyalida2011-12-23 04:37:01
Mhmm, and it's not like you should be doing any combat on a nexus >_>
Rivius2011-12-23 17:29:15
- Add writhe impale, writhe crucifix etc, for consistency.
- Make hexagram knock down flying creatures *cough*
- Make hexagram knock down flying creatures *cough*
Ayisdra2011-12-23 18:13:33
Being able to read ABs of inactive skills would be nice.
Rivius2011-12-23 23:37:10
-Kind of unfair that armour takes balance to put on but nothing else does.
EDIT:
-You only get one chair and one grid, so can we just have GRID REPAIR MODULE CHAIR/GRID REPAIR MODULE GRID?
EDIT dos:
-Some means of transferring lessons to people!
EDIT:
-You only get one chair and one grid, so can we just have GRID REPAIR MODULE CHAIR/GRID REPAIR MODULE GRID?
EDIT dos:
-Some means of transferring lessons to people!
Sakr2011-12-26 20:13:28
An option to convert gold to credits, to remove the excess gold from the system. For example, you can buy 1 credit from trader bob for 15k, and the cost of credit transfer will always stay 10k or 5k above the average cost of credits on the market at that time?
Ssaliss2011-12-26 20:26:57
First, I very much doubt they'd add in "free" credits (after all, all the credits sold on the market are either ultimately bought from the website or won through contests etc).
Second, how would that remove excess gold? Right now there are credits for sale, and if they don't sell at 12k, why would they sell at 15.5k?
Third, it's much too easy to manipulate the average credit prices in order to get low credit prices from Bob.
Second, how would that remove excess gold? Right now there are credits for sale, and if they don't sell at 12k, why would they sell at 15.5k?
Third, it's much too easy to manipulate the average credit prices in order to get low credit prices from Bob.
Enyalida2011-12-26 22:48:34
Yep, it's been suggested before and shot down (both admin and playerside) for those very reasons!
Unknown2011-12-27 16:55:03
On the other hand converting free lessons back into BOUND credits might not be entirely unreasonable. There are omnitranses walking around with wheel-lessons that they can't use.
Talan2011-12-27 17:58:06
Kialkarkea:
On the other hand converting free lessons back into BOUND credits might not be entirely unreasonable. There are omnitranses walking around with wheel-lessons that they can't use.
Not reallly. Skillflex and multiple tradeskills kind of solve that problem almost indefinitely.
Rivius2011-12-27 20:51:40
And doctoral cords reintroduced it for some others :P
Ssaliss2011-12-27 21:31:12
To be honest, if you're trans every single skill you can choose, I wouldn't complain about having a few too many lessons. It's like saying your birthday cake is so big that you can't eat it all.
Enyalida2011-12-27 21:32:21
It would be nice to give lessons away or otherwise do something with them, if you get them from events especially.
Xenthos2011-12-27 22:52:13
Rivius:
And doctoral cords reintroduced it for some others :P
Is there anyone (aside from gods) who have transcended everything? All possible choice selections, all tradeskills?
If so, they are saving up for the next guildhop!
Rivius2011-12-28 00:18:13
Ssaliss:
To be honest, if you're trans every single skill you can choose, I wouldn't complain about having a few too many lessons. It's like saying your birthday cake is so big that you can't eat it all.
...Well the idea I was getting at by making it transferable is to give them to people who'd probably need it!
Sylphas2011-12-28 00:34:02
Xenthos:
Is there anyone (aside from gods) who have transcended everything? All possible choice selections, all tradeskills?
If so, they are saving up for the next guildhop!
I've got all of Moondancers, and I could grab Ecology if I wanted, but I'm saving up for High Magic and Tinkering. <_<
I'm only aiming for Serentrans, though, not EVERYTHING.
Unknown2011-12-28 02:59:19
I'd be cool with mentors being able to transfer a limited number of lessons to proteges per day, or failing that, allowing proteges to learn from the mentor using the mentor's lessons with a confirm command. That'd be a neat expansion on that relationship.
Malarious2011-12-31 11:09:28
I am omni, I have more skills than I really need dormant. Only thing left I could possibly learn is trades.
I have 2200+ lessons.
I support this idea
I have 2200+ lessons.
I support this idea
Sakr2011-12-31 11:59:14
Allow us to eat more things please. Like letters, or hide small objects in our mouths so that people who peer into your inventory can't see that item.
Lendren2011-12-31 16:03:36
So since we already have a manse thing that's kind of like Farmville, why not go the next step and make it so it encourages people to get their friends involved, thus to drive up participation? The farm games involve people getting synergy from helping each other, and we could do that too.
Maybe it could work like this, so we don't make anyone get sore that they're not still getting what they paid for, but we give some advantage. Right now the amount you produce is random, 1-3 per upkeep up to ten times in a month. Maybe we could have a "friends" thing where anyone who is mutually allied with you, and has the same kind of manse-farm, if you go from yours to their manse, you can do something in their room that skews the random factor; you still have a maximum of 30 production, but it makes it more likely to roll high. Then they can do the same for you. This could, like the farm games, take the form of a silly quest like bringing hay from your farm to theirs to feed their cows, or needing sticks from one farm to repair the barn in another.
Maybe this would help encourage people to encourage their friends to play. And drive more sales of manse-farm-items.
Maybe it could work like this, so we don't make anyone get sore that they're not still getting what they paid for, but we give some advantage. Right now the amount you produce is random, 1-3 per upkeep up to ten times in a month. Maybe we could have a "friends" thing where anyone who is mutually allied with you, and has the same kind of manse-farm, if you go from yours to their manse, you can do something in their room that skews the random factor; you still have a maximum of 30 production, but it makes it more likely to roll high. Then they can do the same for you. This could, like the farm games, take the form of a silly quest like bringing hay from your farm to theirs to feed their cows, or needing sticks from one farm to repair the barn in another.
Maybe this would help encourage people to encourage their friends to play. And drive more sales of manse-farm-items.