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==Game improvements== * Allow people the ability to toggle off receipt of mod rods. This would normally be for non casting classes but even some casting classes can find it annoying to discover a mod rod on their cursor at times. ** Currently, you can block a spell that give you a mod rod, however, the name of the spell is different than the name of the mod rod. This requires you to find out the name of several spells, since several spells give you mod rods (some the same mod rod). ** Also, two mod rods can not be blocked, even if you put in the correct name of the spell. I believe they are the one from the clicky pants and the Rod of Ethereal Transvergence. * /trade {targetname} to put cursored object in trade window for the target, including your pet. In a raid, its a pain to target the right person when handing them a clicky stone or something. * Levitate should be adjusted. Currently, if you have a slow computer, you sink faster than people with faster computers as you run. This means that people with slower computers often are unable to get to places because they sink before they can reach them. Levitate should be fixed so that if you are constantly moving forward, your sink rate is a constant regardless of the speed of your computer. (This might be considered a bug, rather than a feature request). ** Since levitate was changed, this might be fixed. * Every no drop key should go on the keyring. As soon as you loot a no drop key, you should get the message, "xxxx key has been added to your keyring" and the key should disappear. Every droppable key should offer the option to go onto the key ring. Perhaps an NPC in the Plane of Knowledge, Louis the Keymaster (name taken from Ghostbusters 2:), offers to add any key you give him to your keyring. He warns you that once added to your keyring, it can't be removed, so you won't be able to give the key to anyone else. He can also be used to add no drop keys to your keyring, if you have old ones before the new "added to keyring as soon as looted" code is added. * When you /target playername (or /rt playername) you will target the player. However, if you type in only a few letters of their name, rather than the full name, you will target their pet or corpse instead of them. This should be changed so that you target the player. If you wish to target the pet, you can type /target playername's warder or a similar method for other pets, familiars or corpses. Nothing is more irritating than attempting to target someone in an emergency to give them a heal and find you have just healed their familiar while they died. ** This had been adjusted, need to test it further to make sure it works. * There should be an NPC (either the current "Bag Lady" in the Bazaar or another one) that will take your quest bags from you and give you a token which you can give back to them for the quest bag when you want it. Quest bags with 2 or 4 slots in them seriously reduce your bank space. The fact is that the "can't place bags in bags" is more of a limitation of coding rather than a desired "feature". This is an especially valid request when you consider that the major reason that quests use bags nowadays is to prevent multiquesting, rather than some "real" reason that requires you to have to take up valuable bank space. * Give players the ability to toggle on and off looting of coins. ** Since coins have been made weightless, this only matters to people with, for example, the charm that depends on the amount of coins you carry. * If you're in OutOfCombat mode, it should only take 5 seconds to camp out. * When you enter a zone (e.g. Thurdadin from Great Divide), you should be facing the direction to further into the zone. * If you go link dead, it can take five or ten minutes to get back into the game. This problem has been acknowledged by SOE. "The wait time has nothing to do with your machine or connection. It's on our side. This is something we would like to take a look at fixing. Just need to find the time to get to it amongst all the other stuff going on. I hate it too." - Steven S. Klug, EverQuest Assistant Lead Programmer [http://forums.station.sony.com/eq/posts/list.m?topic_id=138013 Thread here.] ** This has been improved. * Increase the maximum number permitted in a fellowship. Currently it is <strike>nine</strike> twelve. Also, consider reducing the number of people in a fellowship needed to plant a campfire from three to two. * You should be able to mark more than one player as puller. This will allow "tagging" of mobs without the mercenary reacting. * Chests at the end of missions should not contain loot that no one in the mission can use due to class restrictions. * The game includes several different ways to create an "eye" that you can use to scout. The eye should appear on the map (much like your group members currently show as an X). ** If possible, it should appear on the map of all group members, as well as the owner's map. ** An additional compass should also pop up so you can see what direction the eye is currently looking at (the current compass shows only the direction the player is facing). * Increase the range of the /assist and /target commands (note that /rt is the same as /target). * Increase the number of buffs you can have blocked beyond the current 20. * All tasks and expeditions should, as soon as everyone drops the task/expedition (or it otherwise ends), have all the player corpses pop outside at the quest giver (or other reasonable spot) immediately. * When you right click on Coin of Brell and Emblem of Brell from inventory, your Underfoot > Progression achievement is noted. However, Amulet of Brell has no achievement. Therefore, you have no record of gaining it. So if you are unsure if you ever looted it, there is absolutely no way you can find out. Please add a Amulet of Brell achievement. * The Primary Anchor Transport Device is designed to port you to your Anchor on your housing plot. When you use it, instead of simply transporting you to your Anchor, a box appears and asks you if you wish to go there. If you don't click yes within 30 seconds, the box disappears, you are told you have declined to go, and you can't use the device again for 1 hour 12 minutes. Remove the "yes/no" box from this device and just have it take you there. If you decided to click on it, then you want to use it, obviously. The same is true of the druid spells, Spell: Primary Anchor Ring and Spell: Primary Anchor Circle. If the druid has decided to transport himself and/or his group to his Anchor, there is no need for a box, indeed, no other druid ring/circle spell has a box. Naturally, Spell: Zephyr: Primary Anchor and Spell: Primary Anchor Push, being Translocate spells, should have a box. However, the box should last longer then 30 seconds. I assume the Wizard spells have the same problems. * Argath, Bastion of Ildaera: Home of the Spiral Ramp of Nausea and Death! Put a teleport pad at the top and bottom of the ramp. Step on the pad and you are instantly sent to the other pad. ** Now, if the Devs wish to, for lore and other reasons, they may decide that the pads will only work for players who have "proven" their allegiance to Argath by doing one or more of the zone tasks. *** This way it can be said the ramp still provides the city with protection from invasion, while allowing allies to avoid being killed by the [http://tvtropes.org/pmwiki/pmwiki.php/Main/NoOSHACompliance non-OSHA compliant] ramp. * To fix the problem of pullers not getting experience on kills because they are far away from the group, allow you to get the experience if you are anywhere in the zone as long as you are on the aggro list of the mob, in addition to the current getting experience for simply being in the group / raid if you are close enough to the mob when it dies. * Currently, on at least one stun attack (monk Stunning Kick) if a mob is immune to stun you get, "Your target is immune to the stun portion of this effect." and then you get, "[target] is stunned.". If a target is not stunned, it shouldn't say it is stunned.
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