I'd recommend the team selecting a few ya like so we can have direction on what were were going to discuss over us just randomly talking about things in here~
More account wide sales of legendary mounts in zen store in packs we choose from and vanity pets please Could even make exclusive skins mounts. Loved last years mossy snail and cosmic stag. Just an idea. I bought the bel Love it. Maybe Zariel? Or pet LULU I would die for an even smaller LULU. If this is the wrong area to put this, my apologies to everyone reading my spam.
2
obsiddiaMember, NW M9 PlaytestPosts: 1,025Arc User
I’d like to be able to sort my characters appearance items by alphabet. It’s a pain to even figure out if I already own an armor piece by looking at dozens of icons. I’d like to buy/collect what I’m missing more efficiently.
Should also have a button to revert to whatever method is used now, so as not to confuse people who like the current order.
Did you really think anyone could steal the power of the god of thieves?
Change mounts companions and artifacts from character bound to account bound so we can transfer them to different characters. Make rp bankable so we can put it on other characters as well
I'd like to see a toggle for character portaits and was disappointed when they were removed.
Zoning into PE at the Protector's Garden would be nice. All I do with it now is park some alts there because I like the look. IMO having to zone in clear across the map and run/ride by all the services offered defeats the purpose of the services being up there.
Goal: adding new search filters to the auction house.
Discription: Allow us to filter searches in the auction house for companions by bolster catagory.
Effect: Ease of use for the trade house in finding companions that we actually need for improving our bolster instead of guessing what catagory they fall under.
Description: allow us to pick up unbound 1010 companion gear from MEs, WES and FES to put on the auction house.
Effect: Provides a new market for people to trade AD for in the auction house. Encourages grinding those quests on a regular basis since you can profit from them. Let's people who are willing to pay for a piece (like me who can't get it to drop despite grinding for it for months on end) a way to gear their toons without massive frustration.
Drawbacks: people could price gouge it for a bit until the market opens up. Faster times towards endgame... not sure that's a huge drawback
I'd love to be able to save my Outfits selection as Favorites in the Appearence outfit's tab so that i can always reload the one i want without having to go one by one to change it.
(At least have 3 slots to save your most favorite outfits look for easier appearance change)
I apologise in advance if this is a repeated request, but I did not easily find a function to search this thread.
I think that the ability to show the entire buff bar would be a great benefit to all players and classes. Not being able to track certain buffs creates difficulty for those wishing to optimise their play.
Goal: bring back dc channel divinity to pray and restore Divinity. Description: not move or attack while under the effect of Channel Divinity destroys the game as dc. There is no logic in this. Effect: it will be possible not to stand as an unnecessary part of the group. Improve survival in situations where divinity is essential. Drawbacks: will reduce sales of scrolls and stones and the purchase of zen.
1
adinosiiMember, NW M9 PlaytestPosts: 4,294Arc User
edited August 2020
I apologize for the length of the following 2 posts, but once I got started, it was too hard to stop.
Post edited by adinosii on
Hoping for improvements...
0
adinosiiMember, NW M9 PlaytestPosts: 4,294Arc User
Phase 2: Discussions (not arguments!) of proposed ideas from Phase 1
Such a discussion will be a bit messy....it might have been easier if we were using a system where you could have a separate comment thread for each idea.
Note that I am basically dismissing ideas that do not qualify as QoL ideas, like anything that only applies to Preview or would have a major effect on gameplay or the economy and so on (but some of those dismissed ideas are pretty good). I am also going to ignore console-only issues, as I cannot really evaluate them.
Anyhow....here we go - brief comments on 316 ideas in the order of posting.
Page 1
Crafting bag size increase. One of my suggestions, so I'm biased, but I think this should be a real QoL improvement for crafters. This would be even better if implemented as a single account-wide material storage (see #14 below) ... no more mailing of materials back and forth.
Do not drop BtC and BtA versions of the same item. Again, biased, but this would save storage space and encourage people to play their alts more.
Get rid of most BtC random drops. Biased again, but this would reduce the frustration players have over something like Alyssa's bags.
Make companions BtA or their level progress account wide Binding companions to account instead of character, would allow them to be transferrred if people give up playing one alt, want to switch to another. However, I would rather focus on fixing the issues that might make people give up on a particular class, and besides, this is not a QoL issue as such. As for making companion progress account wide...no, just no.
Special bag for quest items Again, biased, but this would really clean up inventories.
Show companion bonuses more clearly. Again, biased, but really...it should have been like this from the start.
Make the healing marks for all 3 healers an UI element instead of part of the 3D scene There have been some changes to the healing mark since this was posted, but something along those lines would still be a good idea.
Crafting and selling in bulk Agree. too many clicks when crafting 20+ items in a row...and when buying like 50 items one at a time.
Ability to summon guild mimic as part of ViP. A small thing, but yes, why not.
Ability to swap guilds in alliance without all the break alliance, and rebuild. This is not an issue I have had to deal with, but yes, current system is problematic.
Ability to hotkey swap powers on the power slots (not whole loadouts, just an encounter for example) I personally have no use for this, but I can see why many people would like it.
Ability to move players from group to group in a large queue group, for example in trials Yes, please. Having to kick and reinvite people is annoying.
Having a dummy with set HP, for example 20%, 50% and so on.. This would be useful for some testing, but there are other "special" dummies that would be useful too. There are things that are very hard to test right now.
Account wide professions inventory. See #1 above
Option to increase shared bank. Not sure what this is about...maybe a requast to be able to increase it beyond the current max #slots?
Account shared RP. Yes please. This would save a lot of time otherwise spent swapping RP materials.
Notification when ZEN was exchanged (the top menu icon should light up). Good idea...small, but good.
Various mail enhancements like, sending mails to multiple people, guild ranks. Deleting mass mails, like empty AH mails. and so on. Agree with all of those.
Custom channels MoTD that never worked in its life. More of a bugfix than a QoL improvement.
Inventory search / filter - type item and it should dimm non relevant, highlight relevant Uhm.... Not sure I would use this, but I could see some liking it.
Friends list search / filter. I don't really see this used often enough. Low priority for me.
Option to add text note to a characters in the loading screen. You meaan like "Holds L80 gear/dyes/mounts"? USeful if people have alts that are beasically just used for excess inventory. (I have or 9 of those - never remember what each one holds)
Tooltip (or any other) Indicator if a shop item already exists on the character This would have saved me quite a bit of frustration. I like the idea.
AH - cost per items column Great idea.
Checking on server-wide events from anywhere. Low priority. This basically just means Rage of Bel,and is not really useful now that fewer people are doing it. One of my ideas, but consider it withdrawn.
All stackable items that are sold in game stores should always include a slider/input so that they can bought in large amounts quickly. See similar suggestion above.
show the thousands separators The problem is that this does not really solev the problem - you could still accidentally sell something for an absurd price. It would be more useful if there was a warning message if you were trying to sell something for < 50% or over 200% of the recent median value...but I guess it might be too much of a hassle to keep track of that.
make player forced to play zone, quest, campaing in the right order; at least on your first character No, just no.
Allow auto-RP-conversion. One of my ideas, but not a very good one. Withdrawn.
Inventory management - put some order The problem is that different people have different ideas on how to order. I think idea #5 above woould go a long way towards solving the real issue here,
to make easier to identify player in party return the player face near the name when in party. Uhm, sorry, I fail to see the point here.
mprove mail in general (claim all /delete all) (see above)
Improve new players level 70 experience Sounds like a good idea, yes.
Transfer refinement points option (see the account-wider RP idea above)
Improved Auction House While the AH can certainly be improved, some of the issues mentioned seem more like bugfixes than QoL improvements.
Improve class sigils While it is certainly worth upgrading the sigils to make them worth using, I would like to see the ability to upgrade *all* old artifact to become relevant. However, this is not a QoL issue in the strict sense.
Remove enchants from 1 to 7 and rearrange the others The lower rank enchants are indeed pointless, but this seems like a part of a much bigger issue of making random loot actually relevant.
Create a slot for enchants not tied to gear. I disagree. Having to spend time on getting multiple sets of gear for different situations is a fundamental part of the progression.
...easier to inform that healer is out of gas. I'm not sure if this will solve anything and could just result in people blaming their healers for mad management skills instead of blaming them for being bad healers.
.. box that can be checked when opening the bank where if I select top. I would love "Send to personal/shared bank" options. Moving stuff to the bank can be quite a hassle now for many players.
.. if I have the gold for it, I do not have to successively provide approval to remove enchants/runestones. Not sure I like this one...it might result in people spending gold without realizing it.
..include the stat caps... This has been suggested multiple times, but if I remember correctly, there were some techical problems with this. I would like it, though.
..put the news that apper on the forum on the widows on log in. While being able to see game-news in-game would be nice, I have a suspicion this would be more complictaed to implement that you might think.
Make all currently-equipped legendary mounts reclaimable. No. It would mess the economy up too much. Not unless this was a part of a total revamp of the lockbox system, but that's not a simple QoL issue.
Stop making quest items cannot be sold/cannot discar (see #5 above)
Stop Character Binding Currencies like Campaign Currencies and RP Making RP account-wide has been suggested before, and is a reasonable QoL thing, as playes can currently swap gemstones and such between alts. Making campain currencies account-wide. No, I disagree. Completing a campaign is a strict "per-character" thing for me.
Provide the Ability to Upgrade Rank 15 Enchants(Heart Of Fire , 5th Anniversary Enchantment). This would be nice. It should have been like that from the start.
Chult Hunt Lures and Trophies are currently not stack able Minor thing...not really relevant to most players, and the number of those doing Chult hunts is pretty low.
Ability to Use Potions those are not currently equipped to belt slots This was more of an issue in the past, when you could be affected by more than one potion at the same time. I would however, like more belt slots...I would even be willing to pay for extra belt slots....personally I would like to have one slot for each category (potion, food, event item etc, but maybe implementing that on consoles is not feasible.
..login straight to stronghold. Disagree, for various reasons. I would just find it annoying.
..it might need 150 prez wards but stacks are at 99. Increase stack size. I would not mind having Preservation wards staking to 999. Would save me some bank slots.
Communication is difficult with Guild mail... (see mail enhanchments above)
...ability to click on that resource to see the resources needed. This would be convenient, yes. Maybe click on the item, and list the entire "tree" of resources needed to make that, and what you are missing.
Please update descriptions to see [companion] categories. Agree...maybe add to #6 above.
When viewing Artisans not at level 80 you have no idea what the artisans full stats would be if upgraded. I would really like this, yes.
Provide ability to make [sparkle] line thicker and to change color . Not really needed, IMO, as you can just look at the line on the minimap.
...add all the heroic to the top of the list... Minor thing,, and I'm not sure everyone would like it.
Need the ability to see all characters in a trial queue for the healer to identify who to heal and for the tank to identify whom is taking ago. This would be a very big change....worth discussing, but is not a simple QoL update.
Provide an incentive for whomever tends structures in the stronghold Worth considering as a part of a stronghold update, t but not a QoL issue.
Provide ability to add armor and weapons to companions Not a QoL issue.
..make possible to see possible insignia bonus on preview of mount, Good idea. I would support it.
Mail Box/inventory/storage (partly overlaps with previous mail improvements) Mail system really needs an overhaul.
..track what you've sold and bought on the ah. Not really a major QoL issue, but an interesting idea.
A way to search all of your toons for an item without having to visit each one. Right. I would love that one.
a way to consolidate items across all toons without having to visit each one. Nice. yes, this is something I would use.
Enable Tanks to see the Aggro Bars of all members in a Trial!!(See above)
Adjust the Tamed Velociraptor This is really just one aspect of a bigger issue, and fixing the symptopms will not do much good if the underlying issue is left alone.
Have a Dummy in the lobby areas of Zariel and ToMM trials I do not see this being feasible, as the design seems to be that players should not be able to easily generate AP out of combat.
Make the Healer Marks more visible (see above)
Make the Healers Mark easier to Apply Partially fixed with recent patch
A separate inventory for Quest Items (See above)
Switch Enchants with 1 click. I'm not sure I understand this one.
ncrease the size of the professions crafting bag (see above)
Universal storage for crafting items. (see above)
Let crafting items stack to 1000. Don't they stack to 999 already ? Do you mean 9999 ?
Let guilds in alliances switch without having to break up alliance. (see above)
Summonable mimic or mimic in more places in the world to donate to. Already suggested as a VIP perk.
Add more sources of shards of power, adventuring dungeoneering etc. ad a special merchant for it too ala the recruiter. Not a simple QoL thing...more of a general issue.
Add more events that you can summon the special influence vendor.. Not bad, but not high-priority, maybe.
Add a mastercrafting workshop to strongholds. What exactly would that do? I don't quite get it.
(several stronghold proposals) While those are generally good proposals, I consider them to be part of a much bugger stronghold upgrade project...not a simple QoL improvement issue.
Page 2
Increase the Attachment size to 10or more for mail. Not a bad idea as such, but I would focus on reducing the items that people have to mail (for axamply by making materials and RP account-wide.
Change [companions] to Account bound. (see before) also, not really a QoL issue.
Remove the Useless Mark of Potency And Enchanting Stones Rank 1 to 3. Part of a bigger issue (relevant rewards), but not a QoL issue.
have preview tabs actually preview whatever fashion or armor is there. Not sure what the issue is here. needs clarification.
Allow dragonborn to wear all fashion. I really suspect that fixing this is a lot harder than it sounds, but yeah...would be nice, if doable.
Allow toons to be like mounts. ie. let me equip metallic dragonborn as my core toon type but let me choose to look like a human. No, no no... that's unthinkable from a RP point of view.
bility to send an Alliance-wide mail. (see before)
An Alliance wide roster tab This is something I would like, yes.
Fix everything that is broken in the game. Well, yes...that would be the biggest QoL improvement of them all.
Sell all' Button (see before)
Allow PS and XBox characters to be imported to preview server. Not a QoL issue.
Merge the PC, X-box and PS4 servers together! Not realistic. Not a QoL issue.
Allow Refinement Points to be an accountwide pool (see before)
Make all stackable with one stack size of 1000. Agreed (or 999, for that matter) It really makes little sense that some items stack to 5, others to 10 and 99 and yet others to 999. Consistency would be good.
Allow us to sell stuff on the AH. Agreed. The current limitation is just cumbersome and annoying, but this is not a major issue as few people do Chult hunts any more.
Allow us to sell companion gear. I like the current system just fine. In general, I like having quest rewards BtC, the best random drops BtA....second tier gear can be sold.
Put a Bailbox, bank on all HUBs. I don't like this one...would be less incentive to get VIP.
Create a universal campaign currency. No. Just no.
Make boons more useful. While it's a good idea, it is not a QoL issue, and goes aginst the current plan to reduce the gap between "veterans" and new players.
..easier to upgrade toon on preview. Good idea, but not really a QoL issue.
Friend list more friendly. I don't understand this...maybe it is a console-only issue.
Chart at the end of trials. Related to other issues mentioned before related to 10-man trials.
fixed private Queue. I don't understand the issue, sorry.
Improve Zen/Ad coconversion list The listings can be improved, agreed.
..companions that increase currency gain. I see little reason to change. If people want to run some content without a companion that gives bonus for that content, but still gain the benefit, a little inconvenience (like switching to a "Quest return" loadout) is just fine IMO.
Allow old ungound bounty items to be shared via bank, not just mail. A very minor issue, but it would be convenient, yes.
..crafting in bulk.. (see before)
: allow reroll tokens to be bound to account. I suspect this mighht be too much hassle for what it's worth.
Keys for older campaigns (up to mod15-16) should be changed to "legacy keys". I like this one, but again...might be quite a bit of work for just a small benefit.
make stronghold a little more useful and integrated with the game. Some good points, but I really think "Stronghold upgrades" needs to be an entire category...this is more than a simple QoL upgrade.
balance weapon and armor enchantmet and if possible would be nice to have them divided by role played. Not a QoL issue, IMO.
..quest, role play and story; Not a QoL issue.
..make easier to find a title and achievement that i'm searching for. I'm not sure just how it could be made easier. The current classification by category is good enough for me.
healer have a lot of power all bound by a single key (tab), make it easier to use them. Not going to comment on this one, as I just hate playing a healer now.
Redesign the UI so that healers can see the health bars of all ten players in a trial. (see before)
Make Collections account wide and give them something. I like this one. Currently if you get a rare unbound or BtA item, you can pass it around to add it to collections of every character. However, the issue with this is that collections show class-specific weapons and other gear, which is a big complication.
Make profession interface more usable (see before)
Inventory Rules / macros. I would use something like this, but I am afraid it will be considered "too much hassle for too little gain".
More belt slots please. Agree 100% (see before)
Make the enchants bound to slot and not bound to equip. Not really an issue. The idea is that you collect multiple sets of companion gear and enchants runestones for different needs. This would be a major change, not just a simple QoL improvement.
Separate enchantment from items. See previous suggestion. Major change, not just a QoL issue.
Page 3
Allow to change UI elements size. Is this a console-only issue?
Add options to enable / disable message time stamp, full sender name (with PSN ID) Console issue.
Add option to disable transparent effect of minimap during combat. Maybe add an option to always disable minimap during combat?
Expand sorting options. Reverse sorting works on PC. Is this a console-only issue?
Add an option to view more currently active buffs / debuffs. Console issue. No comment.
Allow chat to be opened using the Enter key on the keyboard and allow sending messages using it. I'm fine with the current method, but maybe this is a bigger console issue.
allow Re-roll tokens to be Account bound (see before)
Make companions usable by all characters on your account, (see before)...and this is a major change, not a simple QoL issue.
Get rid of "character bound items (gems/wards/refining resources/proff resources ect ect..) (see #2 and #3 in page 1)
Make refinement points bankable (see before)
Make companion gear sell-able or trade-able Much of it is. I see no reason for a change, and besides...not a QoL issue.
Remove Bound to Character from the game. (see before)
...a legacy vendor of sorts, that exclusively sells some of the older transmutes, Good idea...I would like that, but it is not really QoL in the strict sense.
BALANCE ALL ROLES IN CAMPAIGN ZONE Not a QoL issue.
Update tooltips on all packs/Events containing enchanting stones and mark of potency. This is more of a bugfix than a QoL issue.
Make one practice dummy in every group control immune. Good idea, related to an earlier dummy suggestion.
Filter items by a type in bank store. I have a huge bank, so I can see the use for this, but most people can just manually sort their bank items. Not sure this is worth the effort.
Allow Dragon Empire Treasures, Godd idea....although it's not really a QoL one, it should be done.
Make "crafted" Campaign currencies and Shards BtA instead of BtC. Most people have all their alts in the same guild, but this would be nice for those who don't, yes.
Have a Stronghold vendor who trades in campaign currencies. Really a part of a larger "Stronghold upgrade" thing, not a simple QoL fix.
Increase boon plot available for Strongholds. see previous.
Separating "cosmetic" from "functional" races Considering how tiny the racial bonuses really are, I don't really see the point.
Bind enchantment to loadout not to gear. Bajor change, not a QoL issue as such.
Eliminate the delineation of Shards when it comes to questing and consumption by mimic in Stronghold. Yet another stronghold idea, that does not really fall under QoL in the strict sense.
Account wide "containers" for companions and mounts Major change. Major effect on economy. Not just a QoL thing.
Customizable Armor/Weapon enchantments effects. I disagree, from a RP perspective.
Customizable Companion Appearance (works only for augments). I disagree, both from a RP perspective, and because I like to be able to see easily what people are using.
Head pieces for dragonborns (metallic included) (see before) Might not be easily doable.
Tier System for Bounty Master`s Shops. Not a QoL issue.
Stashable reroll tokens. (see before)
Display of a global Neverwinter Time (maybe just display UTC too ?
Implement 'Sharandar-style' no-dismount mechanics in all instance/zone transitions. This has never bothered me, but yea, if you can leave an area while mounted and go to another area allowing you to be on a mount, there is no point in dismounting, This has bever bothered me, though.
Complete implementation of game design change There are several "worthy" issues here, but this is more of a "bugfixing" thing than a QoL one.
implement a day/night system (and if possible use also dusk and dawn) I suspect this is a "not going to happen, for technical reasons" issue.
Add Tooltips to material icons in remote Delivery Box view. Probably too much work for a very small benefit.
Get rid of the infinite scrolling belt in the world map UI. Not a big issue for me, but worth considering.
A separate tab like the Fashion and Vanity Pets but for mounts insignias only Totally disagree. There is no need for this. Most people might only have a single insignia in their inventory at most times...the one they are currently upgrading.
Assure that system alerts, such as "Trying to Reconnect" or "Disconnected from Server, retrying in m:ss" are on *top* of all layers of the window. This has never been an issue for me. I do not see the need.
Add VIP feature to summon Guild Mimic to donate resources (see before)
Update Enchantments and Runestones. (see before)
Make crafting bag much bigger. (see before)
Make grinding more acceptable. I strongly agree with this, and I have posted several times on this subject. However, this is not really a QoL issue in the strictest sense...more of a "How to make the game less frustrating" issue....well, I guess you could classify that as QoL in a wider sense.
Farming fairness. Again, agree, but this is like the previous point, only a QoL issue in a wider sense. I really urge a serious consideration of this point, though.
Page 4
Allow each boon structure in Strongholds contribute to 25% of each boon. Yet another "stronghold redesign" idea, not QoL in the strict sense.
Make progress less dependent on RNG. Even though this is one ov my own suggestions, I have to admit it is not strictly QoL. I urge the developers to consider this point, however.
Have a apply to all characters button when selecting the set up of your chat boxes. Yes please. As the owner of 17 alts, I would appreciate this.
Have a button when you select a item from your inventory on the trade house to pull up all of the same items already posted on the trade house. Something like this would be nice. I would be happy with being able to see # of items on AH and lowest current price.
When switching loadouts automaticly slotting enchants if in your inventory that were last equiped to your toon. I don't like this - perhas because I never wwap enchants...I swap loadouts with different pieces of gear with different enchants as needed. This would also have a major effect on gameplay and the economy so it's not a simple QoL thing.
Sgt Knox should list quest areas in increasing order of minimal level and *not* in alphabetical order (as they are now). This makes sense. Perhaps add a "Where should I go now?" dialogue option, and suggest appropriate areas?
Correct quest-giving NPCs to ... This is mor of a bugfix than QoL issue.
n dungeons/lairs, the breadcrumb trail' should always lead to the exit portal after the last boss is killed. Agreed. It should.
Easier use of emotes. I agree. Not a big impact, but a nice QoL impreovement for many players.
(re)learning basic skills/powers etc of a class. Disagree. Too much hassle for little benefit. Also, do you really trust developers who do not seem to play the game to tell players how to play?
Notify users if Patch will reset character configurations 3 days prior to deployment of said patch. Not a QoL tchange.
Standardize daily resets. This basically boils down to "Have dread Ring lairs reset at the same time as other stuff", and although it is one of my own ideas, I have to admit it is more of a bugfix than a QoL in the strict sense. It should still be done, though.
Include important formulas in in-game documentation. I really doubt this is feasible.
Update tank power tooltips to include numbers for threat generated Without a full understanding of how threat is calculated, I am not sure this is feasible.
Separate the Progression Campaigns from all other campaigns, make them mandatory, and provide clear guidance through Sergeant Knox. Mandatory? No thanks. And, not a QoL issue.
Remove all boon points from Non-Progressive Campaigns. Absolutely, totally and completely disagree.
Make Interactions Easier. I agree that this is a problem, and fixing it would be a QoL improvement. I support the idea.
Make inventory scrolling easier/faster on console. Console issue. No comment.
Create Stronghold NPCs in campaign zones that will take that campaign currencies and exchange them for Purple Stronghold Vouchers. If the vouchers are bound, this would just mean more inventory usage. If they are unbound, this would have a major gameplay effect...not a QoL issue. No thanks.
Increase gains of all shards of power by Double or Triple with VIP Uhm...too much. Maybe a 50% bonus at max VIP rank. Tripling is not realistic.
Remove stats off of all Stronghold Gear sold by the Outfitter. Not a QoL issue.
Extend the current scoreboard available in dungeons / trials with more information. Something like this would be nice, yes. See some ralated ideas earlier.
Let us choose the passives of a race of the account while having the skin of another race. Disagree. A horrible idea from a RP perspective.
Increase number of visible party members in 10 player content to show all 10 players. (see before)
Add a visual indicator by the character name (in upper left part of screen) to show which player currently has your healer’s mark visible to healer only. (see before)
Add a visual indicator for healers, similar to tanks, to show their current divinity/soulweave level. (see before)
Standardize companion power slots, 1 offense, 1 defense, 1 utility, 2 user selectable. Not QoL as such, but this is a real issue, which deserves attention.
Decouple enchantments from equipment and tie them to slots instead. Many players have suggested this, but I really do not like the idea...the impact on economy and gameplay would be too big. This is really not just a QoL issue.
Add RP to the shared bank. (See before - several times, in fact)
Ability to "bank" VIP rewards. I suspect this falls under the "too much hassle for too little benefit" category.
All character resets should be a per-area reset. It is annoying to be forced to reset things that have not changed. Some improvement would be nice.
Reduce number of currencies needed to upgrade Stronghold structures and/or increase the coffer gains for all coffer donations. Stronghold redesign issue, not just a QoL thing.
Hoping for improvements...
6
adinosiiMember, NW M9 PlaytestPosts: 4,294Arc User
edited August 2020
Part 2....
Page 5
...the quest tracker and minimap lower fps by about 30%, More of a bugfix, really...but if this is the case, yes, it is very much worth fixing.
Epic HE Instance Timers. It would be nice to get rid of the endless "Any HE" in zone chat. Maybe show an icon in the instance selection if there is an active HE?
Add RP to the shared bank. (once again, see earlier)
Separate enchantment from items. As mentioned a couple of times before, I am opposed as this would have a significant unbalancing effet...it is not just a simple QoL change.
Out of Game notifications. Good idea for those who need it, but many would not need this as they are either playing full-screen or AFK...noever with the game running minimized.
Make a+% DR from equip bonuses visible in character sheet. Sounds like a fair idea.
exchange currencies, moneychanger. Effect on economy would be massive...not a QoL thing.
Make the game save last N lines of the chat between relogs/restarts. I'm not sure if this is feasible. I suspect there will be some technical issues. Maybe if this was limited to guild/alliance chat?
Delete timers from heroic encounters. Because a lot of players just ignore this high part of content because they understand that they can't finish it in time. No. Just no.
Easier use of Mastercrafting accountwide. (see before)
Improve Gameplay Visual Cues. This sounds fair, bit is not something that bothers me, so I am not commenting on it.
Improve Crafting Material Management Some of the suggestions have been made before. I don't see how " Eliminate Professions tab entirely on character inventory" can be considered a QoL improvement
Make the # of stacks font bigger (for consoles at least) Console issue. Not commenting on that.
NO CHARGE FOR CHANGING FASHION Not a bad idea...However, I think the fashion system as such is broken...I would have liked to see "fashion" implemented with a "wardrobe" system, where I can switch between different sets of outfits, without having to actually switch loadouts.
For xbox, please switch jump and interact. Console issue, not commenting on it.
n-Game Notifications with LINKS I have s suspicion this might be a bit difficult, but something similar was suggested earlier.
Sort "Special Currencies" lists ("Episodic Content", "Seals", "Campaign Currencies", ... in the wealth tab) alphabetically. While there is nothing wrong with this idea, I think the benefit is too small to justify the work required.
Search feature for inventory. (see before)
As always, rp shared with the bank. (sounds familiar)
Better sharing system of profession itemsþ (this too)
Less BOC more BOA (and this one too)
I suggest to make a customizable companion. Interesting idea, but not really a QoL one.
At least make some companion sharable with all the toons of the account. We have companions that are claimable by all alts, but making companions BtA or shared somehow would have a major economy impact, far beyond a QoL change.
More mount skills. Maybe a new mount combat system. Not a QoL issue.
Public queue NEEDS AN URGENT fix. Not really a QoL thing. The real issue is the IL is a very bad indicator of people's ability to complete content.
Double the amount of rad with the PUBLIC queue or half the amount with a premade party group. I totally disagree for various reasons. Also, not a QoL issue.
Better loot tables in EVERY dungeon or trial. While I kind-of agree with that, this is not a QoL issue, but one that would have a significant economy impact.
I want to report bugs and glitches with a ticket system directly to devs. You are not a software developer, are you? Well, I am. Not going to happen. (Also, not a QoL issue)
Server improvments. Allocate more servers in different countries. Not going to happen...Would fragment a shrinking playerbase.
Daily reward system. Daily login reward. Weekly login reward. Not a QoL issue.
A shared guild bank. In what sense is this not what we have?
A portable minic for the donations. A summonable mimic has been suggested as a VIP feature.
Something different, something new. I think you need to be a bit more specific.
Shared Refinement across characters Already suggested (multiple times).
PLEASE add a simple ‘Enter’ button for the keyboard. Sure...why not?
Add ability to summon the coffer. (see before)
Make it easier to swap guilds around within alliances, especially with M19 leader changes. (see before)
Add a bulletin board/mail option that is available across all guilds in an alliance. (see before)
Introduce "Damage Dummies". Related to an earlier request for better dummies.
Reconfigure the Paingiver table to true DPS I'm not sure this qualifies as a QoL improvement.
Trash Bin in the inventory, gives players a second chance to reconsider what they trashed. I'm really afraid of the abuse potential here.
Lockbox collection page, show all the old lockboxes ever released. Not really QoL, but a good idea. I like it.
ld Module Vendors in outdated mod zones, tasks/quests drop old seals for that mods armor/weapons for transmutes ect. Partially covered by some earlier suggestions.
Add old transmutes back to the specific dungeon they came from with a low chance to drop. Not really QoL, but yes, in particular, reworked old dungeons should have a chance to drop old gear from there as transmutes.
uff visibility selection, disable/enable. Not a huge benefit, but sure...why not.
Vanity Pets single per character, no million chickens. Yes, please, or...maybe better...make the vanity pets BtA instead of BtC,
Riches Option menu, for further enabling/disabling certain currencies being visible. I do not see the benefit justifying the work.
ase recommended Stats shown in content on players stat page. Related to the "show stat caps in any area" requests before.
Removal of Invocation Blessing/or granted upon invoking. Nah, it's fine as it is. No QoL benefit from removing it.
Add possibility to import/export characters to/from console to/from PC. No. Absolutely no. Too unfair.
keep ranger stance across load screens, Feels more like a bug fix request than a QoL improvement.
Give training dummies set amount of hp to better allow console players to calculate actual average DPS. Related to several other training dummy reqiests.
A mute button for companions. Uhm..I personally don't mind, but, sure...why not.
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Insert a 'last active' column (sortable) for management/removal of inactive players easier. Why did I think this was already implementd, but yes...sounds like a useful idea.
Healer Self-Cast TAB Outside my area of expertise/interest....no comment.
Class re-roll token Not QoL, Not happening.
Queue Group Voice Chat. Sounds like a good idea...although I personally prefer only running with Guild/Alliance groups and Discord chat, so it would not affect me.
Floaters Accessibility Good idea.
Please empower the help desk/support team to actually help players. Its borderline ridiculous that they are not able to help players. Really outside the scope of this.
Auras that you can edit/toggle. No. Too much potential for confusion.
Being able to see you own performance in a dungeon or activity that has more than 5 people. (See before)
Provide the means for Owners, Admins and Moderators of Public Chat Channels to correctly Mute members and permanently ban players. This would be nice, indeed, although there is some abuse potential.
Enable Helm guilds to invite all guilds into specific positions within an alliance, facilitate the ease of movement of guilds within an alliance... (see before)
Enable the facility for old lower level artifacts to be 'fused' together, to create a newer 'custom' artifact, While it is a good idea to allow upgrading of old artifact, it is not a QoL issue. I would like to see something like this, however,
OLD ARTIFACT EQUIPMENT UPGRADING Again, not QoL, and besides, it has the drawback of reducing interest in getting the "latest and greatest" stuff.
Make Rough AD an account wide pool. I like the ide. No negative impact, just less hassle.
Clearly state the chances of getting each item in boxes descriptions to inform people properly before they try to farm/open boxes. I doubt this will happen unless EU regulations force them to.
When you place an item on sale on the auction have a window showing prices of existing items. see earlier suggestion about bringing up an option to get AH info when right-clicking on an item in your inventory.
make AD, rough AD, refining points and appearance change tokens shared resources across the account to reduce the amount of swapping and having resources locked on a character that doesn't need them (see before)
Ability to "command" companions/soul puppet. Somehow I fear this would introduce more problems than it solves.
Add preservation wards to the wondrous bazar. I think this would not make any business sense.
Lists or Database access and search functionality needs a revamp. True, but too big for a simple QoL fix.
Optimizing graphics performance. I'm not sure if they can do this. There might be some basic limitations beyond their ability to fix.
Make a global trade and looking for group chat for console. Console issue. No comment.
Player Housing Stronghold rework issue...much more than a simple QoL thing.
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Have *all* progress/status indicators listed on the currency tab of Inventory and all Keys on the key tab I don't see this as necessary.
Provide a user-managed 'switch' to turn off XP gain This would be useful for some, yes.
..the healer marks need to be a lot more visible. (See before)
..change the color of your underwear.. Uhm. Yes, that's actually a really good suggestion. I like it, in particular for characters wearing moe revealing outfits.
,,add column for % modifiers.. Good idea....see before
Allow quick tray items to be applied to all loadouts. Small change, but would be a good one.
Add bag tabs to profession supplies. I see problems, as different people would prefer different sorting. Too much hassle.
Choose load in map from character screen [VIP only is fine] Why not...even if it is just Previous/Stronghold/Workshopþ
Purchase campaign equipment for other classes. This is fine, but not really QoL.
Set item level parameters for conversion to RP. I foresee too many problems with this.
Allow seal vendors to convert seals directly to refinement points. Well, sure, why not.
Both the char and boss buff bars need some work. Console issue?
Make old equipment viable. Somewhat good idea, but not QoL and would add a whole lot of issues.
I should be able to search the whole auction house for an item, not just a category that i think the item may be in. No, please. No need to burden the poor database servers too much. You can figure out where the items should be.
To be able to change the appearance of all/most equipment to other classes.. From a RP point of view, I don't like that. Barbarian with a pointy mage hat? No thanks.
Increase AD Refinement CapNot QoL...too much of an economy impact, and would increase inflation.
More colors and options for Stronghold decoration items: Yet another stronghold update. More than just QoL.
: Additional SH decor ideas/fixes to existing decor. (see previous item)
Enable the ability to jump even if the player is facing a step in the terrain from direct vicinity. Parkour much? This is not something that has bothered me.
"Open all" option Good idea, unless there is a technical limitation in the way.
Many items are expected to be bought in hundreds, but still have no slider and require click after click. (see before)
Queue Management for trials. (see before)
Reduce healing from stones of health from 100% of max health to about 40-50% of max health. No. Just no. This is not in any sense a QoL improvement.
Notes on ignored list, similar to friends list. Yes, please.
Allowing people to display their HUD portraits again is important because aesthetics are a key part of some player's game. I tend to agree here.
Allow us to sell, trade, rehome, vanity pets. Making vanity pets BtA would go a long way. Allowing selling might be too much.
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A single numeric representation of a character's abilities (not both character level and Item Level) I'm not sure if this solves anything or improves QoL.
Make combat (non-augment) companions great again! Not a QoL issue.
Touch Pad Swipe Function Toggle on PS4 in Options Console issue.
Improved Target System. Good idea in principle...might be too hard for them to implement.
Code-related frame rate lag I suspect this is not an easy one.
Rogue Stealth Toggle. More of a game play change for just a single class, not QoL for everyone.
Complete abandonment of competitive chests and nodes. This is more of a bugfix....having a chest reset if one item is left behind, but disappear otherwise is a bug, not just a QoL issue.
Add controller support that duplicates the controls on xbox and ps4. Uhm...of zero interest to me, but maybe some would like it. Not commenting on this.
A tour version of the latest dungeons. Not a QoL idea.
Shared Account Wide Professions Resources Banks. (see before)
Rp account Wide, Gold Account Wide, (see before)
Make the Glyphs Stackable. Sure....good idea.
Scale up lower level characters in the stronghold again. Not really a QoL...more of a stronghold redesign thing.
Make all items we slot on the belt swap-able even if its on cooldown just like you guys did with the bell of the companion. Possibly too much abuse potential.
Goal: Re-balanced/Improved Companion powers slots A good ide, but it should be per-paragon....so Warlocks, Clerics and Paladins get different slots depending on current paragon.
Companion viability in content... There are some good point here, but this is much more than just a QoL fix.
Wow Factor, to increase player investment and immersion in items and content. Sure, but beyond the scope of this QoL thread.
"Training Grounds" Again...good points, but beyone the scope.
So, what's the bottom line? Well, there are a few ideas that qualify as QoL improvements, and are supported by multiple people, including myself. Those are on my "Should really be done" list
Make RPs account wide. This would reduce the hassle of having to send gemstones between alts or sending enchants to one alt for refining and sending the result back.
Move quest items to a separate tab.
Assorted improvements to the mail system, like alliance-wide mail, ability to delete empty AH mails and much more, but see the various suggestion posts for details.
Various improvements to 10-man trials, including having the summary at the end to include all 10, not just the top 5, and better ability to move people from one 5-man group to the other. There are also requests to allow healers in particular to see all 10.
Increase the size of the material satchel, or (better) make crafting materials account-wide.
Reduce BtC. Make things like transmutes and vanity pets BtA. Do not drop BtC and BtA versions of the same objects.
Have "slides" for every vendor-bought item players might "buy in bulk".
Then there is my second list - that's the "Would be nice to have" one.
Make guild Mimic summonable - suggested as a VIP-only feature.
Improve the training dummies....add more variety. See the relevant posts.
In every area, show rating "caps" or a percentage of how close players are to those "caps".
Improve guild management. It is too cumbersome to rearrange guilds within an alliance.
Make it easier to look items up on the AH before selling, for example right-clicking on an invenory item and have an option to get AH info (#listings and price).
There is a lot of Stronghold-related issues which I am ignoring, as I see them as much more than simple QoL issues. Many of them are worth considering, but perhaps a separate CDP for Stronghold issues would be a good idea?
1. Account wide RP, most other sources can be deposited into the shared bank account and I dont see why RP could not be added as well. Even if this would need to be capped in the bank for code purposes I feel this would be an amazing tool to those who desire to play multiple toons.
2. Legacy campaigns to included stronghold missions. Kill 100 enemies, quests, or even heroics, etc. I believe this will bring some attention to strongholds as we all know they have been put on the back burner for various reasons. This will also encourage guild activity and aid in growth for those who wish to experience a growing environment. So many want to be a part of something new as being new themselves, but struggle to find momentum. To try to mold into an already established guild, which can be at times a discouraging or even toxic environment, can deter a player to experience or find a group of individuals to journey together that can have a positive impact down the road.
3. BtC, BtA, etc. This needs to simplified. Having three spaces for the same item is frustrating especially if it's an enchanting stone or mark. I agree with another suggestion of making more items BtA or to shift in that direction.
4. Increase of profession bag would be helpful. So many resources are needed to be saved to even attempt the multiple tries for successes to build up their professions. If there are talks of new maps and upgrade, more space will be needed.
"Update tank power tooltips to include numbers for threat generated Without a full understanding of how threat is calculated, I am not sure this is feasible."
This is easily implemented. Tank threat multiplier is x3.6, apart from skills with tooltips currently reading "increased threat". "Increased threat" is Cryptics way of writing x8.
@adinosii on the larger list not the refined personal one: that's a mighty long list.. but still.. why not have all? . I'd say Devs. there is your shopping list. have fun.
Great list @adinosii. That must have took some time to nail down. I'd like to point out that according to roadmap for 2020, we will soon get new masterwork stuff. That - in my opinion - means, that we should expect something will happen to professions too and it would be nice to have some QoL added in that area.
As for the short lists: I like those ideas. Especially account-wide stuff, trial queue changes and all present BtC reduction.
Make Vanity pets useful. Right now vanity pets don't do anything special, they're pretty much bootleg augments. It would be nice if they could do something, anything. For example the legendary vanity pets could help pick up loot in dungeon runs, or epic vanity pets could pick up gold etc. That would make them more sought after and they wouldn't be just cosmetic.
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adinosiiMember, NW M9 PlaytestPosts: 4,294Arc User
Great list @adinosii. That must have took some time to nail down. I'd like to point out that according to roadmap for 2020, we will soon get new masterwork stuff.
Yes, but...
The problem is that I am afraid they will make the mistake of only adding a new masterwork tier, which will make crafting useful for a while, until a new equipment tier makes the Masterwork items useless again.
micky1p00Member, NW M9 PlaytestPosts: 3,594Arc User
IMO the CDP structure doesn't fit the topic well. There is no point in picking 1 or 3 or discuss much about this.
The relevant Devs need to get over the list, assign rough estimate of time cost (something that they will need to do in any case, even just on the way). Then someone who has a word about the resource allocation and scoping can chime in and say, we can allocate X system days for that for mod 20, and Y days for m21, or better yet, we can allocate Z hours per month / episode for QoL, lets prioritize.
Now we can talk about priorities and to which depth a solution can be done, for example. from entire rework of the mail system with "sent mail", multiple receivers, filters, tags, and what not that will take all the time bank, to a simple button "delete all empty AH mails", "display mails with items" which will take an hour of work, and allow the completion of all the other small requests by next episode.
Otherwise, as I see it, the discussion is moot, the list of items already there, and hopefully people will add more stuff, but any prioritization is without enough information and the validity is too subjective.
So this is a minor request and it may be because I'm mainly a Console player but there needs to be easier access to VIP Benefits on PC. On Console I pull up the one tab and boom it's there. On PC I have to go through Items, VIPS INFO then benefits or hit something else that pauses the game and go to the VIP Icon at the top of the screen. Maybe add a VIP Benefit button shortcut like their is for Collections? Maybe make it Control-N?
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micky1p00Member, NW M9 PlaytestPosts: 3,594Arc User
So this is a minor request and it may be because I'm mainly a Console player but there needs to be easier access to VIP Benefits on PC. On Console I pull up the one tab and boom it's there. On PC I have to go through Items, VIPS INFO then benefits or hit something else that pauses the game and go to the VIP Icon at the top of the screen. Maybe add a VIP Benefit button shortcut like their is for Collections? Maybe make it Control-N?
alias bank "gensendmessage Vipaction_Bankvendor activate" alias shop "gensendmessage Vipaction_Professionvendor activate" alias tp "gensendmessage Vipaction_Overworldmapteleport activate"
make more dungeons and less focus on trials. Its dungeons and dragons not trials and errors. First of all all these trials drop the weapons that are bis for everyone and not everyone has the time to practice these things to do all the mechanics dungeons have less mechanics and are usually more fun of you want to do trials make them give rewards you don't need to progress in the game. We are already nerfed to the ground in most cases. Make campaigns that focus on doing the dungeons instead of weekly or daily quests to complete and not make a bunch of impossible mechanics to overcome less people will not quit for frustration of the game
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lordaeolosMember, NW M9 PlaytestPosts: 167Arc User
IMO the CDP structure doesn't fit the topic well. There is no point in picking 1 or 3 or discuss much about this.
The relevant Devs need to get over the list, assign rough estimate of time cost (something that they will need to do in any case, even just on the way). Then someone who has a word about the resource allocation and scoping can chime in and say, we can allocate X system days for that for mod 20, and Y days for m21, or better yet, we can allocate Z hours per month / episode for QoL, lets prioritize.
Now we can talk about priorities and to which depth a solution can be done, for example. from entire rework of the mail system with "sent mail", multiple receivers, filters, tags, and what not that will take all the time bank, to a simple button "delete all empty AH mails", "display mails with items" which will take an hour of work, and allow the completion of all the other small requests by next episode.
Otherwise, as I see it, the discussion is moot, the list of items already there, and hopefully people will add more stuff, but any prioritization is without enough information and the validity is too subjective.
I disagree, feasibility analysis this early in the process stifles innovation.. right now is not the time to talk about what the dev team can or cannot do.. but talk about ideas that have been shared, and let our imagination run wild with the possibilities. Even if an idea isn't feasable, it may spark an idea from a developer that could get us something similar, or make the QoL request redundant and no longer needed. So lets stay focused...
I've noticed a couple of common themes in many of the QoL posts (there are more topics obviously, and a LOT of great posts):
- space (like professions space) - finding/ searching for something - Binding
I can agree with each of these main points as being "sore spots" that could use some QoL love... but I really prefer solutions that are more thematic to the setting/ make sense.
For example: we have a workshop for crafting, and we have artisans that are doing the work... so why then are we as characters running around all over the forgotten realms with the materials those artisans need to accomplish their work? Integrate that inventory as a storage bin or something in the workshop, get rid of the special professions bags entirely, and allow professions items and tools to go into normal inventory slots (buy/ sell/trade/banking would all be a lot easier). Imagine the artisans, artisan #1: "Wow, I just need some raw blood rubies, but the manager is out running with all the supplies...AGAIN" artisan #2: "No problems, we can take a nap in the loft, not like the owner will be stopping by anytime soon"
Another example: Binding... I as a person have no items bound to me (well is suppose the cavity fillings are "bound items").. and as a pen and paper D&D player items that are bound to a specific character are exceedingly rare, and are either very powerful, or very bad for you... pretty much everything can be bought, sold, traded, pilfered.... whatever. I understand the MMO economic considerations that necessitate bound to Account items, but bound to Character items shouldn't be needed at all in a well designed system. So how do we go about making a closer to thematic binding system? 1. eliminate bind to character entirely... and create a degradation system for bound equipment... this could be as simple as requiring a currency spend to transfer, to a loss of quality that would need to recovered through "restoration"... Imagine if you will: "Are you sure you wish to remove the bracers of devil banes +5? the magic in that item has grown comfortable with your piety, and will lose potency if removed" ...
I challenge anyone seeing this to respond to QoL ideas and imagine the Dialog that would go with your ideas or critiques... show us what that dialog looks like!
The CDP process is about building worlds together.. so lets build some worlds..
"Don't ever become a pessimist... a pessimist is correct oftener than an optimist, but an optimist has more fun, and neither can stop the march of events."
I'd want the dev feedback before spending any time on this at all. as I see it they should do everything we asked unless it's unreasonable for their time. Spongebobs box of imagination is great but it does no good in real life scenarios.
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plasticbatMember, NW M9 PlaytestPosts: 12,455Arc User
My list of preference and order:
1. Make all stackable with one stack size of 1000. I have to support my own proposal. 2. Account wide professions inventory. 3. Crafting bag size increase.
I only look at QoL aspect that I can use. I try to choose something simple and supposed to be easy to do. I do not consider the suggestions of bug fix, major game change (in terms of amount of development effort), major game changer (in terms of play), etc.
*** The game can read your mind. If you want it, you won't get it. If you don't expect to get it, you will. ***
how about letting us buy shards with guild marks at a special vendor it will help small guilds upgrade and attract new players to the guilds
ease of use
no cons
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micky1p00Member, NW M9 PlaytestPosts: 3,594Arc User
edited August 2020
I apologize if it seems that I'm against discussion or creative ideas. On the contrary, the more the merrier. (I'm not sarcastic)
My main concern / point is that QoL as a topic is very wide and varied between different people. Players have those different pesky things that annoy them and will ease their play time if changed. Because of the relatively large variance and the large amount of topics touching so many systems, I would rather see as many as fixes as possible over some fancy and expensive (in terms of devs resources) solution. I think it will be more satisfactory if a lot of the smaller , easier to do things are prioritized, due to the chance of touching the game-play for more players.
To get something like this done to the user satisfaction within a time frame, IMO takes a feedback and a ping pong. Incidentally this is something I do right this moment (or actually procrastinate from, while typing this post). A ping-pong about a software I'm responsible for. Sitting and writing possible fixes/solutions for asked for features / changes. "I can throw in a button that does this, and it will take X time or I can pull the data from elsewhere and do a fancy thingie and it will take a week to do" - Then there could be an informed decision what is more important and what are the trade-offs. In many aspects, this is both the creed of Agile development and the "building software together" where everyone have a constant agency and involvement in the outcome.
ofc, this is my opinion only, and meant to use dev feedback to improve upon and discuss the brought up ideas.
Comments
Should also have a button to revert to whatever method is used now, so as not to confuse people who like the current order.
Also make seasonal BEST IN CLASS rewards due to bad class balance in pvp.
And please find a way to separate top-geared players from newbies! We are asking about it here... since hm... m15
***
PVP used to be a great part of this game - please bring it back
Zoning into PE at the Protector's Garden would be nice. All I do with it now is park some alts there because I like the look. IMO having to zone in clear across the map and run/ride by all the services offered defeats the purpose of the services being up there.
Discription: Allow us to filter searches in the auction house for companions by bolster catagory.
Effect: Ease of use for the trade house in finding companions that we actually need for improving our bolster instead of guessing what catagory they fall under.
Drawbacks: none that I see
Description: allow us to pick up unbound 1010 companion gear from MEs, WES and FES to put on the auction house.
Effect: Provides a new market for people to trade AD for in the auction house. Encourages grinding those quests on a regular basis since you can profit from them. Let's people who are willing to pay for a piece (like me who can't get it to drop despite grinding for it for months on end) a way to gear their toons without massive frustration.
Drawbacks: people could price gouge it for a bit until the market opens up. Faster times towards endgame... not sure that's a huge drawback
(At least have 3 slots to save your most favorite outfits look for easier appearance change)
Phase 2 is great and all, but there have been so many suggestions that it will be hard to come up with only 3 suggestion to support in phase 3.
Would it be possible for one of you to look over the thread and give us a list of the ideas you think are feasible?
I think that the ability to show the entire buff bar would be a great benefit to all players and classes. Not being able to track certain buffs creates difficulty for those wishing to optimise their play.
Description: not move or attack while under the effect of Channel Divinity destroys the game as dc. There is no logic in this.
Effect: it will be possible not to stand as an unnecessary part of the group. Improve survival in situations where divinity is essential.
Drawbacks: will reduce sales of scrolls and stones and the purchase of zen.
Note that I am basically dismissing ideas that do not qualify as QoL ideas, like anything that only applies to Preview or would have a major effect on gameplay or the economy and so on (but some of those dismissed ideas are pretty good). I am also going to ignore console-only issues, as I cannot really evaluate them.
Anyhow....here we go - brief comments on 316 ideas in the order of posting.
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- A single numeric representation of a character's abilities (not both character level and Item Level) I'm not sure if this solves anything or improves QoL.
- Make combat (non-augment) companions great again! Not a QoL issue.
- Touch Pad Swipe Function Toggle on PS4 in Options Console issue.
- Improved Target System. Good idea in principle...might be too hard for them to implement.
- Code-related frame rate lag I suspect this is not an easy one.
- Rogue Stealth Toggle. More of a game play change for just a single class, not QoL for everyone.
- Complete abandonment of competitive chests and nodes. This is more of a bugfix....having a chest reset if one item is left behind, but disappear otherwise is a bug, not just a QoL issue.
- Add controller support that duplicates the controls on xbox and ps4. Uhm...of zero interest to me, but maybe some would like it. Not commenting on this.
- A tour version of the latest dungeons. Not a QoL idea.
- Shared Account Wide Professions Resources Banks. (see before)
- Rp account Wide, Gold Account Wide, (see before)
- Make the Glyphs Stackable. Sure....good idea.
- Scale up lower level characters in the stronghold again. Not really a QoL...more of a stronghold redesign thing.
- Make all items we slot on the belt swap-able even if its on cooldown just like you guys did with the bell of the companion. Possibly too much abuse potential.
- Goal: Re-balanced/Improved Companion powers slots A good ide, but it should be per-paragon....so Warlocks, Clerics and Paladins get different slots depending on current paragon.
- Companion viability in content... There are some good point here, but this is much more than just a QoL fix.
- Wow Factor, to increase player investment and immersion in items and content. Sure, but beyond the scope of this QoL thread.
- "Training Grounds" Again...good points, but beyone the scope.
So, what's the bottom line? Well, there are a few ideas that qualify as QoL improvements, and are supported by multiple people, including myself. Those are on my "Should really be done" listThen there is my second list - that's the "Would be nice to have" one.
- Make guild Mimic summonable - suggested as a VIP-only feature.
- Improve the training dummies....add more variety. See the relevant posts.
- In every area, show rating "caps" or a percentage of how close players are to those "caps".
- Improve guild management. It is too cumbersome to rearrange guilds within an alliance.
- Make it easier to look items up on the AH before selling, for example right-clicking on an invenory item and have an option to get AH info (#listings and price).
There is a lot of Stronghold-related issues which I am ignoring, as I see them as much more than simple QoL issues. Many of them are worth considering, but perhaps a separate CDP for Stronghold issues would be a good idea?1. Account wide RP, most other sources can be deposited into the shared bank account and I dont see why RP could not be added as well. Even if this would need to be capped in the bank for code purposes I feel this would be an amazing tool to those who desire to play multiple toons.
2. Legacy campaigns to included stronghold missions. Kill 100 enemies, quests, or even heroics, etc. I believe this will bring some attention to strongholds as we all know they have been put on the back burner for various reasons. This will also encourage guild activity and aid in growth for those who wish to experience a growing environment. So many want to be a part of something new as being new themselves, but struggle to find momentum. To try to mold into an already established guild, which can be at times a discouraging or even toxic environment, can deter a player to experience or find a group of individuals to journey together that can have a positive impact down the road.
3. BtC, BtA, etc. This needs to simplified. Having three spaces for the same item is frustrating especially if it's an enchanting stone or mark. I agree with another suggestion of making more items BtA or to shift in that direction.
4. Increase of profession bag would be helpful. So many resources are needed to be saved to even attempt the multiple tries for successes to build up their professions. If there are talks of new maps and upgrade, more space will be needed.
"Update tank power tooltips to include numbers for threat generated Without a full understanding of how threat is calculated, I am not sure this is feasible."
This is easily implemented. Tank threat multiplier is x3.6, apart from skills with tooltips currently reading "increased threat". "Increased threat" is Cryptics way of writing x8.
See https://www.arcgames.com/en/forums/neverwinter/#/discussion/1254761/my-observations-feedback-ramblings-on-fighter-vanguard-powers-feats-as-of-current-build-m18 for details.
As for the short lists: I like those ideas. Especially account-wide stuff, trial queue changes and all present BtC reduction.
Right now vanity pets don't do anything special, they're pretty much bootleg augments. It would be nice if they could do something, anything. For example the legendary vanity pets could help pick up loot in dungeon runs, or epic vanity pets could pick up gold etc. That would make them more sought after and they wouldn't be just cosmetic.
The problem is that I am afraid they will make the mistake of only adding a new masterwork tier, which will make crafting useful for a while, until a new equipment tier makes the Masterwork items useless again.
I have a proposal for how to make crafting permanently useful (and solve a few other problems at the same time), but unfortunetely I don't think they will go for anything like that. See https://www.arcgames.com/en/forums/neverwinter/#/discussion/1256953/four-problems-and-one-proposal
The relevant Devs need to get over the list, assign rough estimate of time cost (something that they will need to do in any case, even just on the way). Then someone who has a word about the resource allocation and scoping can chime in and say, we can allocate X system days for that for mod 20, and Y days for m21, or better yet, we can allocate Z hours per month / episode for QoL, lets prioritize.
Now we can talk about priorities and to which depth a solution can be done, for example. from entire rework of the mail system with "sent mail", multiple receivers, filters, tags, and what not that will take all the time bank, to a simple button "delete all empty AH mails", "display mails with items" which will take an hour of work, and allow the completion of all the other small requests by next episode.
Otherwise, as I see it, the discussion is moot, the list of items already there, and hopefully people will add more stuff, but any prioritization is without enough information and the validity is too subjective.
/bind key "gensendmessage Vipaction_Bankvendor activate"
/bind otherkey "gensendmessage Vipaction_Professionvendor activate"
.... "gensendmessage Vipaction_Overworldmapteleport activate"
or alias them:
alias bank "gensendmessage Vipaction_Bankvendor activate"
alias shop "gensendmessage Vipaction_Professionvendor activate"
alias tp "gensendmessage Vipaction_Overworldmapteleport activate"
You can also bind / alias the ViP choice menu:
/bind key "gensendmessage Statusself_Vip activate"
In the ctrl+n example it will be:
/bind ctrl+n "gensendmessage Statusself_Vip activate"
I've noticed a couple of common themes in many of the QoL posts (there are more topics obviously, and a LOT of great posts):
- space (like professions space)
- finding/ searching for something
- Binding
I can agree with each of these main points as being "sore spots" that could use some QoL love... but I really prefer solutions that are more thematic to the setting/ make sense.
For example: we have a workshop for crafting, and we have artisans that are doing the work... so why then are we as characters running around all over the forgotten realms with the materials those artisans need to accomplish their work? Integrate that inventory as a storage bin or something in the workshop, get rid of the special professions bags entirely, and allow professions items and tools to go into normal inventory slots (buy/ sell/trade/banking would all be a lot easier). Imagine the artisans, artisan #1: "Wow, I just need some raw blood rubies, but the manager is out running with all the supplies...AGAIN" artisan #2: "No problems, we can take a nap in the loft, not like the owner will be stopping by anytime soon"
Another example: Binding... I as a person have no items bound to me (well is suppose the cavity fillings are "bound items").. and as a pen and paper D&D player items that are bound to a specific character are exceedingly rare, and are either very powerful, or very bad for you... pretty much everything can be bought, sold, traded, pilfered.... whatever. I understand the MMO economic considerations that necessitate bound to Account items, but bound to Character items shouldn't be needed at all in a well designed system. So how do we go about making a closer to thematic binding system? 1. eliminate bind to character entirely... and create a degradation system for bound equipment... this could be as simple as requiring a currency spend to transfer, to a loss of quality that would need to recovered through "restoration"... Imagine if you will: "Are you sure you wish to remove the bracers of devil banes +5? the magic in that item has grown comfortable with your piety, and will lose potency if removed" ...
I challenge anyone seeing this to respond to QoL ideas and imagine the Dialog that would go with your ideas or critiques... show us what that dialog looks like!
The CDP process is about building worlds together.. so lets build some worlds..
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"Don't ever become a pessimist... a pessimist is correct oftener than an optimist, but an optimist has more fun, and neither can stop the march of events."
1. Make all stackable with one stack size of 1000. I have to support my own proposal.
2. Account wide professions inventory.
3. Crafting bag size increase.
I only look at QoL aspect that I can use.
I try to choose something simple and supposed to be easy to do.
I do not consider the suggestions of bug fix, major game change (in terms of amount of development effort), major game changer (in terms of play), etc.
ease of use
no cons
My main concern / point is that QoL as a topic is very wide and varied between different people. Players have those different pesky things that annoy them and will ease their play time if changed. Because of the relatively large variance and the large amount of topics touching so many systems, I would rather see as many as fixes as possible over some fancy and expensive (in terms of devs resources) solution. I think it will be more satisfactory if a lot of the smaller , easier to do things are prioritized, due to the chance of touching the game-play for more players.
To get something like this done to the user satisfaction within a time frame, IMO takes a feedback and a ping pong.
Incidentally this is something I do right this moment (or actually procrastinate from, while typing this post). A ping-pong about a software I'm responsible for. Sitting and writing possible fixes/solutions for asked for features / changes. "I can throw in a button that does this, and it will take X time or I can pull the data from elsewhere and do a fancy thingie and it will take a week to do" - Then there could be an informed decision what is more important and what are the trade-offs. In many aspects, this is both the creed of Agile development and the "building software together" where everyone have a constant agency and involvement in the outcome.
ofc, this is my opinion only, and meant to use dev feedback to improve upon and discuss the brought up ideas.