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ZAM's solutions to common MMO problems - post ideas hereFollow

#27 May 29 2013 at 1:43 PM Rating: Excellent
WFOAssassin wrote:
Vent and/or Mumble on your phone? What!?


I know the Mumble app is free, I'm sure the Vent one is too. I've used the Mumble one with great success.

iTunes Link

Google Play Store Link

Edited, May 29th 2013 2:44pm by Wint
#28 May 29 2013 at 9:45 PM Rating: Good
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660 posts
Changed the thread title as requested!

#29 May 29 2013 at 9:49 PM Rating: Good
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660 posts
Wint feel free to do with this thread whatever you think will benefit this community.
#30 May 29 2013 at 9:54 PM Rating: Good
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660 posts
BluntmanII wrote:
Problem: Sending gil and items to other characters on your account.
Solution: Would be nice to have some sort of shared bank for characters on the same account.


I don't know why but I imagine this as a shared chest in a room where all your characters are sleeping in their own bed except for the one you're playing, like Animal Crossing. Love the idea!
#31 May 30 2013 at 1:04 AM Rating: Decent
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9,997 posts
GW2 has a bank that you can access on all of your characters. I don't think it's as important in a game like FFXI/XIV where you should be able to use everything on one character, but it would be nice if it's not hard to do.
#32 May 31 2013 at 4:07 PM Rating: Excellent
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6,899 posts
Since the elemental weakness/resistance thread has turned more into an argument over bad design/good design/etc, I'm going to put my post here in hopes that this somehow gets to SE:

Problem: Elemental resistance/weakness tend to cause class disparity because certain classes with more desirable elements get taken over those without.

Solution: Make the entire elemental resist/weakness into a toggle for all classes. When toggled off, there are no resist/weakness, and spells of certain elements have an added effect (fire = burn, wind = paralyze, ice= freeze/slow, etc). Same goes for elemental weapons, they gain an additional effect on proc (based on a percentage). When the toggle is turned on, elemental weakness/resist comes into play and mobs that would normally be weak to certain elements are, and those that would resist or absorb elements do. However, the toggle can only be used in party situations, and when there is more than 1 person with the toggle turned on, the bonus hits diminishing returns. One person = 100%, two people= 80%, 3=50%, etc. It might even need to be a steeper curve. This will keep players from just bringing a crop of blm's and burning down a mob using the elemental weakness.
#38 Jun 05 2013 at 3:29 PM Rating: Excellent
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217 posts
I agree that an in game voice chat system would be nice.
#39 Jun 05 2013 at 4:35 PM Rating: Good
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972 posts
Problem: Trying to assist a player in finding something. Words do not always clearly communicate efficiently enough to help quickly.

Solution: Cross zone and Cross player map linking for marking area of interest.
A)You ask friend for help finding something.
B)You accept map linking.
C)Friend marks the map.
D)The mark shows up on your map.

Various symbols for marking maps:
Bomb= Enemy spawn point
Treasure chest= Treasure
Face= Npc
Tree= Node
Dollar sign= Shop
Candle= Event
Door=A door
Cave= Dungeon
Castle= City or town
Exit sign= Zone line
Foot prints= Pathing instructions(Records users movement for a two min interval and displays foot prints on map.

Edited, Jun 5th 2013 6:52pm by sandpark
#40 Jun 05 2013 at 5:39 PM Rating: Excellent
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3,737 posts
Why not just allow linking of map locations in chat?

Similar to the way you'd link an item (shift+click it) in another game.. you shift+click on your map and the point you clicked is linked in your chat editbox. Then whoever wants to can click that link and their own map pops up with the location highlighted
____________________________
svlyons wrote:
If random outcomes aren't acceptable to you, then don't play with random people.
#41 Jun 05 2013 at 5:40 PM Rating: Excellent
FYI guys I put this thread on the CR's radar, so keep the good ideas coming.
#42 Jun 05 2013 at 6:02 PM Rating: Decent
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972 posts
The way you described linking is more easier to do I suppose.
Would you place the unique icons?
Would the game automatically display a different icon for what we link?
Or are you saying just show it on map with no different icons?
#43 Jun 05 2013 at 7:21 PM Rating: Good
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3,737 posts
sandpark wrote:
The way you described linking is more easier to do I suppose.
Would you place the unique icons?
Would the game automatically display a different icon for what we link?
Or are you saying just show it on map with no different icons?


You'd probably want a unique map marker for a linked location.. but I'm a fan of having map markers for fixed locations.
____________________________
svlyons wrote:
If random outcomes aren't acceptable to you, then don't play with random people.
#44 Jun 05 2013 at 8:47 PM Rating: Good
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217 posts
BluntmanII wrote:
Problem: Sending gil and items to other characters on your account.
Solution: Would be nice to have some sort of shared bank for characters on the same account.


This is available on LOTRO, and It's fantastic. Some items are bound to account, so it's nice to put them in a shared vault for another character to use.
#45 Jun 06 2013 at 6:33 AM Rating: Decent
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972 posts
Archmage Callinon wrote:
sandpark wrote:
The way you described linking is more easier to do I suppose.
Would you place the unique icons?
Would the game automatically display a different icon for what we link?
Or are you saying just show it on map with no different icons?


You'd probably want a unique map marker for a linked location.. but I'm a fan of having map markers for fixed locations.

I want unique markers, I do not care if it's linked or fixed. So are you saying you wouldn't want different icons?
#46 Jun 06 2013 at 7:23 AM Rating: Good
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660 posts
sandpark wrote:
Problem: Trying to assist a player in finding something. Words do not always clearly communicate efficiently enough to help quickly.

Solution: Cross zone and Cross player map linking for marking area of interest.
A)You ask friend for help finding something.
B)You accept map linking.
C)Friend marks the map.
D)The mark shows up on your map.

Various symbols for marking maps:
Bomb= Enemy spawn point
Treasure chest= Treasure
Face= Npc
Tree= Node
Dollar sign= Shop
Candle= Event
Door=A door
Cave= Dungeon
Castle= City or town
Exit sign= Zone line
Foot prints= Pathing instructions(Records users movement for a two min interval and displays foot prints on map.

Edited, Jun 5th 2013 6:52pm by sandpark


I like this idea. It could be expanded to include drawing on the map. That way you can circle areas or draw arrows or other navigational markers that others in your group can see.
#47 Jun 06 2013 at 7:24 AM Rating: Good
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3,737 posts
sandpark wrote:
Archmage Callinon wrote:
sandpark wrote:
The way you described linking is more easier to do I suppose.
Would you place the unique icons?
Would the game automatically display a different icon for what we link?
Or are you saying just show it on map with no different icons?


You'd probably want a unique map marker for a linked location.. but I'm a fan of having map markers for fixed locations.

I want unique markers, I do not care if it's linked or fixed. So are you saying you wouldn't want different icons?


I'm not saying that at all. I like the idea of map icons to denote certain locations like shops, inns, guilds, etc. I'm saying a linked map location should have an icon separate from those.
____________________________
svlyons wrote:
If random outcomes aren't acceptable to you, then don't play with random people.
#48 Jun 06 2013 at 7:28 AM Rating: Good
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660 posts
I think there should be more features that assist group play, beyond things like the dungeon finder.
#49 Jun 06 2013 at 2:28 PM Rating: Good
Sage
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1,675 posts
reptiletim wrote:
I think there should be more features that assist group play, beyond things like the dungeon finder.


I'd like to see mindless PvE content queued up like PvP.

More along the lines of a CoD style queue.

Something like Dynamis or even a tower defense; or waves of enemies that takes 15 mins or less to complete.

----

I think group dynamics can also be introduced gradually in mini tutorial instances. But with any number of people 1-6.

Here's how it would work:

You and an AI/scripted partner enter the instance and it would teach you about skill chains, combos, hate and placement. Conversely you can use a real partner/random people with contextual directions.

Eventually there'll be 4,5,6 people in a group and you get an achievement score or item on how well you did.

Gw2 had a lot of cool combo abilities like some AoEs and archers lines of fire, but it was too impromptu and not purposeful enough.
#50 Jun 06 2013 at 11:04 PM Rating: Excellent
Problem: LS's unable to work together on events/missions/story because of conflicting time zones.
Solution: Creating content that can be tackled by anyone in the LS at any time that each individual's contribution counts toward some long term goal. I haven't really thought this through yet because I'm kinda tired and I have to get up early to get ready for our vacation trip this weekend, but comments in one of the server poll threads got me thinking about this. How cool would it be if the LS leader could start the LS working towards some common goal and teams from the LS could band together to make headway when the time was convenient for them? That way everyone could participate without having to stay up late/get up early, and there could be come kind of massive reward that benefits the whole group once they finally accomplish what they set out to do. I'm thinking things that could take several weeks/months to finish. Long term goals.
#51 Jun 07 2013 at 7:05 AM Rating: Decent
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972 posts
Wint wrote:
Problem: LS's unable to work together on events/missions/story because of conflicting time zones.
Solution: Creating content that can be tackled by anyone in the LS at any time that each individual's contribution counts toward some long term goal. I haven't really thought this through yet because I'm kinda tired and I have to get up early to get ready for our vacation trip this weekend, but comments in one of the server poll threads got me thinking about this. How cool would it be if the LS leader could start the LS working towards some common goal and teams from the LS could band together to make headway when the time was convenient for them? That way everyone could participate without having to stay up late/get up early, and there could be come kind of massive reward that benefits the whole group once they finally accomplish what they set out to do. I'm thinking things that could take several weeks/months to finish. Long term goals.

Sounds nice. Isn't this what Free companies are?
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