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Re: New skill -- Barricade +
Note #38239
posted on Ideas
Monday, December 4, 2017 @ 05:24
Reply to: Note 38238 posted by Redryn

Redryn,

No.   It is not meant to be a pk skill.   To answer your second question,
I'm not sure how you would counter it as a hostile maneuver.   It is meant
to be an essentially defensive maneuver.  I guess the powers that be/imms
could tweak that to their liking.

And to address your last point...I agree.   If they can't get into the room,
that prevents the PK situation at least temporarily.

I would like to add that I do not feel this should not stack with Flank.

Thank you very much for the reply, Redryn.
Re: New skill -- Barricade
Note #38238
posted on Ideas
Monday, December 4, 2017 @ 03:14
Reply to: Note 38233 posted by Flak

Is this meant to be a pk skill, i.e. it would only block players you are able
to PK?


Also, how would you be expected to counter anyone who's using it in a manner
hostile to you? E.g. if someone was flanking your exit, you could theoretically
kill them. But if you're not able to get into the room, i'm not sure how the
mechanics would work for killing them.
Re: No Santa this year +
Note #38237
posted on Ideas
Sunday, December 3, 2017 @ 17:43
Reply to: Note 38236 posted by Mendaloth

I'm looking forward to seeing santa this year.
-1
Re: No Santa this year
Note #38236
posted on Ideas
Sunday, December 3, 2017 @ 17:27
I'm not sure I understand the premise behind this idea.  The whole point of
ideas board is to suggest changes to features in the game.  Many times those
ideas result in a benefit that the person hopes to take advantage of.  I do
do not think that means the person suggesting is unappreciative of the 
underlying feature or greedy.

I do think some notes in the past asking about the timing of the appearance
of Santa have bordered on the trolling line, but I do not think we should
allow the features and rewards to be based on the reactions of a few free
trolls.

Personally I love Santa, whenever he appears.  It's a neat little feature
that is unique and fun.  I hope he deems us worth of a visit this year,
but if he doesn't come it wouldn't be the end of the world.  Even if a 
few people are greedy and trolling about the feature, and I am not sure
that is the case,  I don't think that is a reason to remove it.
Re: Allow transfer of donation rewards
Note #38235
posted on Ideas
Sunday, December 3, 2017 @ 15:10
Reply to: Note 38234 posted by Pumpkin

+1
Allow transfer of donation rewards
Note #38234
posted on Ideas
Sunday, December 3, 2017 @ 15:09
 
Reward donators with QP tokens (=100QP) and DB reset tokens. People can
use those tokens themselves or trade.
New skill -- Barricade
Note #38233
posted on Ideas
Sunday, December 3, 2017 @ 13:46
"Barricade" --  Lvl 70

Block one exit so others can't get in.  Works on both mobs and players.
This is different than Flank, because Barricade  prevents them
from getting IN, not getting out.  For instance, if you barricade s
nobody from the south will be able to go north to where you, and
your group members or whoever is at.  They could still get in through
other exits, from the west, east, north, up, down.   Not sure about
cexits, but I assume it would take too much work to be able to
barricade a custom exit.

Soldier subclass only.  Lasts about 2 minutes at lvl 70 with average
stats/low tier.  Lasts maybe as much as 7 to 10 minutes at lvl 201
with good stats/tiers.  Cannot purchase instinct in this skill.
Has a big cooldown timer.   Maybe one hour at lvl 70, 45 to 30
minutes at lvl 201.

Costs moves, maybe 400 to 500 at lvl 70, then 300 at lvl 201.

Primarily affected by Con, Str
Also influenced by Luck.


I think this would be a nice boost to Soldier, especially in
PK and grouping.  May be unusuable on epics such as Icefall, Titan,
Genie, OC, and perhaps the new one.  Other than that, should be
usable in all terrains, indoor, outdoor, in any non-epic area.

Perhaps some limitations on doing it in newb or goal areas.

Thanks,

Flak
Re: No Santa this year
Note #38232
posted on Ideas
Sunday, December 3, 2017 @ 13:11
well I THINK Santa should stay and.....

give Khaleesi the midnight blue balloon this year 

because she's been extra naughty / nice.


Goal pin
Note #38231
posted on Ideas
Sunday, December 3, 2017 @ 10:32
Would it be possible to add a pin (like tier pin) that can be goal oriented?
You could get one at say 50 goals and then every 25 completed you could
upgrade it?
If that is too easy then maybe start at 50 and upgrade every 50 afterward.
Re: No Santa this year ++
Note #38230
posted on Ideas
Saturday, December 2, 2017 @ 22:45
Reply to: Note 38228 posted by Fiendish

> Remember beastly fido deaths?
 
Pepperidge Farm remembers.
 
 
I need to stop internetting.
Re: No Santa this year ++
Note #38229
posted on Ideas
Saturday, December 2, 2017 @ 22:42
Reply to: Note 38228 posted by Fiendish

I lost count of how many times the beastly fidos killed me :)
Re: No Santa this year +
Note #38228
posted on Ideas
Saturday, December 2, 2017 @ 22:40
Reply to: Note 38227 posted by Tymme

Remember beastly fido deaths?
Santa should give pieces of coal that explode and incapacitate the player
until someone comes and heals them.
Re: No Santa this year
Note #38227
posted on Ideas
Saturday, December 2, 2017 @ 22:38
Reply to: Note 38226 posted by Crowley

I remember Lasher mentioning a few years ago that with Aard being a teenager,
it's really time to stop believing in Santa.
 
Rather than same notes every year, just start an actual naughty list and don't
take names off it.
No Santa this year
Note #38226
posted on Ideas
Saturday, December 2, 2017 @ 22:26
I propose no Santa this year. Despite regular occurrences around the same time
every year, people still want him to come earlier, or have timers lowered, or
want more out of Santa. Too much greed, and not enough appreciation.

Rex Daemon Crowley
Daily Blessing new item
Note #38225
posted on Ideas
Saturday, December 2, 2017 @ 22:25

Santa reset tokens.


Nasus
Re: Remove Hardcore kills from PK total kills. ++
Note #38224
posted on Ideas
Thursday, November 30, 2017 @ 19:51
Reply to: Note 38219 posted by DjVoltron

Similar could be argued for warfare kills (low level joining 1-210 imm war) or
pretty much any category in pkstats in the right situation.
Allow buyout price to be set lower than 1 million
Note #38223
posted on Ideas
Thursday, November 30, 2017 @ 12:07
I think it'd be cool to be able to sell let's say Trivia incomplete
healing potions on the market with a fair buyout price. That way if 
someone needs one or several right away they can just snatch them up.
Supply and demand:)

Snooky
Re: Remove Hardcore kills from PK total kills. +
Note #38222
posted on Ideas
Wednesday, November 29, 2017 @ 14:49
Reply to: Note 38218 posted by Crowley

>I don't disagree with the suggestion. Why? Because Hardcore isn't a true PK
>kill, as anyone from any level can pk a hardcore player. It'd be different if
>the ranges were still in tact.

I'd say it's as much a PK kill as a wanted kill, a traitor kill, or a revenge
kill, all of which can similarly be done at any level.

Abe
Allow Skinner on public channels.
Note #38221
posted on Ideas
Wednesday, November 29, 2017 @ 11:27
Diversity is what makes a community great, we need some Skinner in our
lives from time to time.



-trez
Re: Remove Hardcore kills from PK total kills. +
Note #38220
posted on Ideas
Wednesday, November 29, 2017 @ 00:14
Reply to: Note 38218 posted by Crowley

I disagree, major part of PK here is finding and catching your targets.

It's not easy at all trying to pk someone who's smart about being hardcore.
Re: Remove Hardcore kills from PK total kills. +
Note #38219
posted on Ideas
Wednesday, November 29, 2017 @ 00:13
Reply to: Note 38218 posted by Crowley

Then the same argument could be made for wanted kills as well.
Where do we draw the line?
Maybe change it to more of a graph output that displays 
different totals with or without certain columns?
Or is it really that big of a deal if we do just
remove it... I dunno, but it does make sense... just
not sure if we then include wanted or not, I'd lean towards
doing so since most wanted kills also come from people 
out of normal pk range.
Re: Remove Hardcore kills from PK total kills.
Note #38218
posted on Ideas
Tuesday, November 28, 2017 @ 21:59
Reply to: Note 38217 posted by Nasus

I don't disagree with the suggestion. Why? Because Hardcore isn't a true PK
kill, as anyone from any level can pk a hardcore player. It'd be different if
the ranges were still in tact.

Rex Daemon Crowley
Remove Hardcore kills from PK total kills.
Note #38217
posted on Ideas
Tuesday, November 28, 2017 @ 21:54

Remove Hardcore kills from PK total kills.



Nasus
Improve 'help pet'
Note #38216
posted on Ideas
Tuesday, November 28, 2017 @ 16:31
As a newbie, reading help pet after adopting a pet
does not provide clear information on how to 
dismiss a pet. 

As an improvement, specifying that when a
nofollow is issued, the player has released the pet.

Also, perhaps specify that a pet released
like that is lost to the player.


Additional group permission flag.
Note #38215
posted on Ideas
Tuesday, November 28, 2017 @ 15:00
Groups should have a (false by default) flag, that allows members to
invite/kick people.



Solves an issue with having to disband groups if leader gets AFK, avoids
an extra communication step and lessens the attention pressure for
leaders.



Kash (Ksh) has posted something similar in a more involved group related
note.



-trez
Re: Weapon damtype mastery +++++++
Note #38214
posted on Ideas
Tuesday, November 28, 2017 @ 07:07
Reply to: Note 37978 posted by Ixultar

I realize I am resurrecting an old post BUT this is the post I was
planning to write today -- why duplicate efforts?
Any chance these changes are approved and in the backlog?
-crosses fingers-
Re: Ignore for Notes
Note #38213
posted on Ideas
Monday, November 27, 2017 @ 22:59
Reply to: Note 38212 posted by Trurien

Rather just see note tags, so you can filter out whatever person, subject, etc.
you desire.
Ignore for Notes
Note #38212
posted on Ideas
Monday, November 27, 2017 @ 22:29
If ignore applied to notes and NPCs, we would be able to skip Winds of Fate
notes on Epics board.

Not saying I care either way, but it might help some.

Tru
Re: Winds of Fate +++
Note #38211
posted on Ideas
Monday, November 27, 2017 @ 21:58
Reply to: Note 38209 posted by Trachx

I think my view on difficulty is more related to the difficult of killing the
mobs, not so much the time it takes to finish. To be fair it looks like I'm
in the minority here, so I guess no changes should be made. 

Re: the mendaloth's collector statistical point, I don't think that applies
because I believe you can trade cards? 256 runs before completing means you
will also have 200 duplicates (or triplicates) before then. It also means
that in all likelihood, someone else will have a duplicate of what you're
lacking. So I imagine people will quickly start swapping/trading cards, and
on average you should be able to finish within 56 runs (maybe a few more
depending on the number of players who are running it).
Re: Purchase-only Social/emotes/smotes +++
Note #38210
posted on Ideas
Monday, November 27, 2017 @ 21:54
Reply to: Note 38207 posted by Vost

I think the difference in EA's game is that you can't play a character unless
you pay for it? That would be like saying some subclasses are only chooseable
if you donate for it. Not quite the same if the reward here is purely cosmetic
and you don't /need/ it for anything. 


It's kinda like the infamous team fortress hats I guess. And you can't say a
game is pay2win if all you get when you pay is some social to insult someone
in multiple lines...

Re: Winds of Fate ++
Note #38209
posted on Ideas
Monday, November 27, 2017 @ 15:01
Reply to: Note 38203 posted by Mendaloth

TL;DR Winds is balanced.
 
Nice part about Winds of Fate is that you can do that solo.
However even nicer part is that once you were in solo/small
group run you realize you want to run in bigger groups.
For most part of that epic I think you can be also AFK (if
group is willing to drag you) and do equivalent of "join 
late" (just get a portal, enter portal, nod and so on).
 
Now comparing to IF - IF is AFK epic. 135 normal runs will
earn you 810 IF points. And that will get you 2 rank5 wrists
and 1 rank4 back. 15 more runs and you get another
rank4 - hold. So approx 75 hours is required to get
4 ranked items (2 * rank5, 2 * rank4).
 
 
Even if you get rank5 (if there is one) item after 56 runs
- that will be just single item and will require similar
amount of game time that other runs (however you can be very 
lucky and always solve obelisk with 1st try). Still that 
epic requires more effort from players than just be able to 
follow run leader directions.
 
Comparing to Titan - average run is 25 minutes, you need
approx 300 runs to get rank5 item. That means that after
125 hour of gameplay you will get rank5 (+bunch of trains).
Basically after 60 days (playing 2 hours per day) you
can get your rank5.
 
Collecting 56 Winds cards will take at least 70 days (if
you're extremely lucky and always get unique card). 
If you get cards from other players then you can get your
ranked item even faster (but that is true for any epic
item - just have enough $, gold or qps and you can get
it from other player).
Re: Purchase-only Social/emotes/smotes ++
Note #38207
posted on Ideas
Monday, November 27, 2017 @ 11:04
Reply to: Note 38206 posted by Vost

 cp c
In case you didn't know:-

https://goo.gl/3YutfB

EA/Dice's response to the outcry about Star Wars
Battlefront 2's pay-to-win loot box gambling
mechanic has become the most downvoted comment on
Reddit.
Re: Purchase-only Social/emotes/smotes +
Note #38206
posted on Ideas
Monday, November 27, 2017 @ 11:00
Reply to: Note 38204 posted by Tymme

That note is a parody of the recent EA Community Team's
post on Reddit about Star Wars Battlefront 2, right?
Re: Put more mobs and such on world maps +++
Note #38205
posted on Ideas
Monday, November 27, 2017 @ 09:37
Reply to: Note 38202 posted by Uuna

Totally disagree.  I mean, do you REALLY expect me to have to hit F2 over 300
times every time I want to find my cp mob somewhere in Desolate Pridelands?
Re: Purchase-only Social/emotes/smotes
Note #38204
posted on Ideas
Monday, November 27, 2017 @ 09:31
Reply to: Note 38201 posted by Wire

Add about 30 new multi-line socials, but you have to buy something to be able
to use them.  They unlock randomly, one at a time, with a percentage chance to
get each or something less valuable like 10qp instead.
 
Earning the use all of these socials would definitely instill the player base
with a sense of pride and accomplishment.
Re: Put more mobs and such on world maps ++
Note #38202
posted on Ideas
Monday, November 27, 2017 @ 09:29
Reply to: Note 38195 posted by Snooky

Some people at some time went to a lot of trouble to give all the world squares
descriptions. There is no reason why there couldn't be a lot more stuff on the
continents. Different beasts to hunt like the Phoenixes in Vidblain, a shop or
two, some mini AQs even. +2
Re: Winds of Fate +
Note #38203
posted on Ideas
Monday, November 27, 2017 @ 09:28
I think for the purposes of discussion it might be useful to define exactly 
what we mean when we say difficulty.

For me it means how long does the average run take.  Some people may have a
different definition. If the mobs are low risk and there is no dice roll to see
who randomly dies then some could say it's not difficult.  That's fine, we all 
have our own definition, but when it comes to epic areas I'm absolutely fine 
with an area that takes 20-60 minutes to complete, with little risk to your 
body, but puzzle solving/shared exploring taking up a large portion of that 
time.

I know on at least one of the recent "solo" runs, though the note only had one
person, there were three who took part.  One had to leave early, and I got
nearly to the end.  I got no reward and technically "wasted" over an hour, 
through double and missed quests, because I wasn't able to get an item that
is required in order to rejoin the run in progress.  So can't let the notes
of small runs be the only measure of difficulty or what it takes to complete.

Addressing the idea that you'll get a reward after 56 runs I don't think that 
is the case.  I've never been good at math, but I can use wikipedia!  Assuming
that there are 56 different random cards each with an even chance of coming 
up, it will take on average 256 runs for a single person to collect all the 
cards. Of course those odds will change if there ends up being a secondary 
market, but I know personally no way I'm selling cards until I have at least 
two, maybe three, of the same ones.

If you're interested in the math here it is:
https://en.wikipedia.org/wiki/Coupon_collector%27s_problem

But ask someone else if you have questions, I've never been good with big Os
or backwards Es.

I guess what I'm saying is, right now I think it is within the range of 
acceptable difficulty (meaning time).  Especially when you factor in that some 
rank equipment is effectively impossible to earn, it helps to have some on the
other end of the scale to balance it out!  I like the discussion, but 
personally I'd rather wait to see how it shakes out in actual practice before
any major difficulty shifts are contemplated.
Purchase-only Social/emotes/smotes
Note #38201
posted on Ideas
Monday, November 27, 2017 @ 09:21
Currently all socials/emote/smotes are available to all.
As we're exploring for cosmetic/vanity rewards that don't contribute to
power creep, I believe some new multi-line socials/emotes can be made available
as rewards for future activities (be it raiding/epics)
Re: Winds of Fate
Note #38199
posted on Ideas
Monday, November 27, 2017 @ 07:05
Reply to: Note 38196 posted by Redryn

 
Last time I did the epic in a 2-man group. I noticed the mobs had huge
HP and it took forever to grind them down. I don't want want to repeat
it in a small group again, I would now be looking for 4+ man group. The bigger
the group, the better.
 
Very interesting dynamics: this can be done solo, but you really really
want a big group. I think this is great.
 
Re: Winds of Fate
Note #38198
posted on Ideas
Monday, November 27, 2017 @ 06:54
Reply to: Note 38196 posted by Redryn

a comment...
yes i completed it solo according to the note.
no i wasnt alone, there were 2 others for part 
and one other right until the end when a missing portal
came into play.
Is what you are saying about difficulty or time....
If took over an hour to complete - reward 1 card
lets say 60h for a complete set (no duplications) and perhaps
a chance for rank 5.
Oh and no idling in a group with others doing the work.
Compare to IF - 135 25 minute runs - enough points for 2 rank 5
Oh and you can sit and idle....
So be clear are we talking about time commitment - or just being there.
Seems to me WoF may actualky be more difficult
Just saying...
(and i Hate that phrase).
bom
Re: Winds of Fate
Note #38197
posted on Ideas
Monday, November 27, 2017 @ 06:51
Reply to: Note 38196 posted by Redryn

I also heard about 56 cards and possible rank5 eq reward,
I haven't visited it yet, but since it spams all over epic
board, I dont think difficult it up to standard for rank5 eq nowdays.
At the rate and amount of players who run it right now I agree
with rank3-4 being reward.
Typically you could maybe tinker furthermore and add extra modes
so rank5 eq could still be built out of it.
Say the current level of difficulty can be done by mediocre or even
lower sitting SH, then hardest difficulty requires not more then 5-6 people
or something along the lines.
Winds of Fate
Note #38196
posted on Ideas
Monday, November 27, 2017 @ 02:15
I think the difficulty of the area should be reviewed. The helpfile suggests
it was meant to be 'extremely difficult', and required groups of 8-10, but
it can be completed by players solo (and you don't have to be super buff). 

Not sure what the exact rewards are either, but I believe there's rank5 eq at
the end after getting 56 cards? If so, it would be expected to be completed
after 56 runs, which seems significantly easier than any other obtainable rank5
eq in the game.
Maybe rank3-4 eq would make sense if the difficulty is kept as is, with some
form of repeatable rewards for runs thereafter (500 trains maybe given it
has a time limit?)

Hope this can be considered before anyone 'finishes' it!
Re: Put more mobs and such on world maps +
Note #38195
posted on Ideas
Sunday, November 26, 2017 @ 22:01
Reply to: Note 38194 posted by Crowley

I've been camping out here, and its just so
desolate and empty. I think it would encourage more
exploration. Mobs arent just for leveling, you'd
know this if you were familar with MOBProgs.
-
Snooky
Re: Put more mobs and such on world maps
Note #38194
posted on Ideas
Sunday, November 26, 2017 @ 21:58
Reply to: Note 38193 posted by Snooky

No.

You don't even offer a suggestion why they should. World maps aren't meant to
be leveling grounds anyway.

Rex Daemon Crowley
Put more mobs and such on world maps
Note #38193
posted on Ideas
Sunday, November 26, 2017 @ 21:56
^
Snooky
Re: last chance to sell aard gear +
Note #38191
posted on Ideas
Sunday, November 26, 2017 @ 12:35
Reply to: Note 38189 posted by Fiendish

> And assuming that I don't want to tier again, I will also never have another
> chance to sell acquired aard eq. So what? That's a choice I make.
 
There's plenty of chances- when remorting at t9r6, t9r5, and several similar
points before.  It's not like you're not getting skills/spells 90 levels early
with all 7 classes, equipment 90 levels early and likely tier-level eq, etc.
weapons can be sold for 500qp if you think you still need 2 every 10 levels.
 
These items may have been used for 13k+ levels, 200 more without all of them
hardly seems like a challenge; if you "need" them, then you make a trade-off of
keeping them or selling some for less than they're worth.
Heal mana vs heal heal at healers
Note #38190
posted on Ideas
Sunday, November 26, 2017 @ 12:25
heal mana only adds 70ish mana while heal heal adds 400+ hp
while not a huge deal, it would be super helpful if heal mana added 
the same mana as heal heal does hp (400+) for low levels and spellups
Re: last chance to sell aard gear
Note #38189
posted on Ideas
Sunday, November 26, 2017 @ 11:56
Reply to: Note 38188 posted by Krung

> Should there be a way to sell the aard gear
> that questor will not buy back or you have
> modified so much that selling to questor is
> a huge waste, when you finally get to tier 9 mort 7?

IMO, no.

> assuming that you do not want to do a redo


And assuming that I don't want to tier again, I will also never have another
chance to sell acquired aard eq. So what? That's a choice I make.
last chance to sell aard gear
Note #38188
posted on Ideas
Sunday, November 26, 2017 @ 10:32
At the rate I am going it would be months and months away
At the rate I am going it would be months
and months away. but it occurs to me
that the last chance to sell aard gear is
going from tier9 mort 6 to 7
assuming that you do not want to do a redo
look
Should there be a way to sell the aard gear
that questor will not buy back or you have
modified so much that selling to questor is
a huge waste, when you finally get to tier 9 mort 7?
cp mob targets
Note #38186
posted on Ideas
Friday, November 24, 2017 @ 10:15
When looking at the lists of quest mobs taken and comparing them to the lists of
cp mobs taken, it seems strange to me that the quest mob levels go up to 216
whereas the cp mob levels seem to only go up to 213. Should they be the same?
For some reason I'd always assumed cp mobs would have a wider target level
range than quests. Maybe there's just some logic to this I'm missing.