What do you want to see?

Started by Sam

Romeo

Home spell should almost be automatic for characters.. it sucks getting lost as a newb and not having a Home Spell.

Romeo

A magic mail on dungeon locations, skill books/spell books/etc would be nice.. most of the community helps with that, but it would be nice to automatically start with that as a Magic Mail.

Romeo

Can you make the Helm of Zerk level 1 again and do the normal that it used to do.. the Helm of Zerk was only really useful at beginning levels and would be nice to automatically zerk the player like it used to, instead of a proc. A lot of people prestige and it would be nice, instead of level 500+ where most people might not even use the HoZerk because it only procs.

Dracblue

1.) new classification using crafting (skill already in game ) to craft different level items that are use only items (orbs of light dart cast by the sdm level of the char who made the items unable to be recharged destroyed after 10 uses

2.) a jewelcrafting or ring and amulet making system (high sdm players only for enchants) but you can make things like +1 attack on a ring or 1 dodge. at artisan levels 6+ you can then make master rings that can have multiple stats on it still random (just as costly as armor crafting to prevent abuse

3.) a new classification of item (gray) garbage no use for this item (no crafting no alchemy no weapon/armorsmithing/any proffession basically) these items could just be things like a broken claw a chipped tooth … idk random things these items would sell more than the basic component items ( basalt rock. ect.) so that you can collect the things you want to collect and be like oh wow this bag really is for shop food i have 100 statues in here

4.) multi equipped bags (only gain stats from 1 ) anything green or higher is moved to a secondary bag … this would save enormous amounts of omg … i just sold an ea by accident or the like

5.) gold perchasable soverens 10 million gold to 100 or something forced to be purchased at high gold to make a gold sink within the game so that the less …….. fortunate with real life cash people can get some of the nice effects of the sovereign. save up 30 million gold sell it to a vendor thats 30 m g less in the pool of gold for the server thus making even 100k gold even more valuable. ( note you can only buy 1 of these a month if you want more you can purchase with real life money)

6.) new weapon classification scythe - adventurer only class weapon - list of scythe to follows
a.) lvl 1 scythe +1 attack (uses 2 handed axe skill) + 5 % increase to spell combat stance / caster stance
b.) lvl 300 scythe +1 attack + 5 % cs/cs + 5 % resist all magic +5 % armor pierce
c.) lvl 600 scythe +2 attack +10% cs/cs +10 % resist all magic +10 % armor pierce chance on hit to cast duaches vengance

7.) new decoration Floating coat hooks - show specific peices of armor off or put a set of your armor on a dummy ect. sets only

8.) /state screen in user interface to show all of the sdm you currently possess depending on items ect just like you can see in /state

9.) new classification of item (godly - light baby blue) chance of dropping .000001 % any normally chanted item ( ring of intelligence) found on any creature outside of a dungeon (world drop only) must be above level 100 increases effect of item (ring of intelligence) intelligence +1.5 instead of 1 same with all the other stats with weapons or armor stats it could double 1 of the stats so lets take a Purge for example this purge that is enchanted as such could have a double attack or a double chance to banish , or a double attack bonus - to godly items magic aura on these items is so strong that it has a 95 % chance of failure for enchantment with a 219 % sdm if not even more 99 % same chances that the items will blow up but only on the times it affects the item possibly lower level but dont want people continously killing rats all day even for a chance at these items (the monsters that drop the item are the only ones who can possibly have these items )

10.) enchantment bauble - 1 free auto success enchantment up to 3x only 1 use only - legendary find only

11.) bounty bauble - 1 use - the next bounty you use will have a rare - blue - quality item or higher - legendary find only

12.) epic loot bauble - 1 use- use next dungeon you enter will have 2x better loot only usable on 1 character per party and the other people will not be able to even see the items if dropped

13.) yellow dagger of sting - new lvl 50 dagger used by all can be switched between long distance same stats as a sting but when the creatures hit you the dagger becomes double damage for 1 hit . legendary find only but a .001 % chance to find in theives hole

14.) new dungeon - necromancers stronghold - LARGE DUNGEON 4 FLOORS - first floor 1-50th lvl
2nd floor 100 - 250 lvl floor 3 400 - 600 lvl floor 4 700 - 1000 ( note the last boss should be a litch or an undead that can control other undead and the fight should be a 5 man 1k team 1-2 wiz 3 hitter or theif w/e but you have to have a threat tank or it will eat the other chars first. (loot to be as follows)
floor 1 - greens - easy blues only. You must be level 1 to open the door
floor 2 - greens - pro gear You must be level 100 to open this door
floor 3 - greens - legendary gear You must be level 300 to open this door
floor 4 - greens - mythical you must be level 500 to open this door

each door at the entrance of the dungeon is locked by levels ths dungeon is built for 5 man teams <3
to make community more envolved only 1 person per linked accounts allowed

15.) spend experience after level 1k for skill baubles - exp needed 1000k gain 10 skill points - not alot but still it would help charicter development more than the current process and some dont want to keep going over and over and over to world bosses or only killing in avalon some like helping low lvl people out and even 1 point of xp would help them slowly progress

16.) lvl 1000 gear …. only usable by prestige players 2x prestige class rarer than mythical by a factor of 2
new end game content for all those players who want to have just that extra point in str past the highes tgear or so bragging rights to gather these peices :)

17.) new currency platinum - a monthy subscription currency - you gain 100 a month or so and can be used the same as soveriens that way the people who support the realm by paying for the subscription get a small reward that they feel like is a reward besides being ble to hunt over and over in 1 zone for items they might one day need .

18.) deck of many baubles - randomly recieve a bauble - skill, exp, loss of level, loss of gold, gain of gold (gold amounts 1m) must have 1m on you to use the deck of many baubles loss of mana or gain of 1m again must have the mana on you for it to work (gambling all of these things a exp bauble might increase your level or decrease it )bauble of items (if you have an item equipped it can change the item to a different item !!!!!! or make it worse = means of obtaining any dungeon req level of 600+ or a shop in east lienster for half a million purchase price

19.) new monster boss class - lich! 150k hp 5 man team suggested to kill CANNOT BE held berzerked stunned or any sort of lose turn ability as in stun, cannot be bled cannot be hit for more than 5k by any 1 hit of any kind .
you see a lich ( oh my gee!!!!) this level 3000 monster has been known to devistate whole towns by glaring its icey gaze apon the place defences 100 % armor T: 80 S:80 M: 2000 E: 80 N: 2000
this creature will always summon (unbanishable 5 companions at the beggining of the fight ) will cast acid bolt 90 % of the time besides at 300 % necro sdm
creatures normal sdm (knows all spells besides gm spells) all spells at base of 219 % modifier + the modifieres the coders decide are fair for a real boss to have (max allowed in fight 5 ) boss mob will banish all creatures at the end of his turn as a bonus action (do not have to cast) 10 attacks 5 dodge 0 sb
10 % stun bonus to all acid and ice damage towards other people WEAKNESS TO LIGHTNING

(special notes if you decide to add the mob i only ask that you put in the box for the text ) YOU WOULD BE AN IDIOT TO FACE THIS FOE ALONE !!!!!!!!!!! yes in caps

20.) bauble of treasures increased treasure find for the next 1 hour (mythical drop only)

LilWulf

Loot filters. Be able to right click on an item and add it to the filter so that you pass it over when you hit the Take All button

Gandolph

I would like to be able to obtain build points. the world mobs are camped and killed in seconds. Purchase build points via coppers. you can even charge an enormous price. At least give the illusion, that we can work hard navigating heroics to get the needed build points
I inquired about this and my option is channel 3 -trading channel ??

HiImChris

Rings - No stats or Permanent Scroll/Potions - Just simply a visual change of character model to other models(Not just a Head.) I would love to change my Giant Warrior to a DWARF! Other models would be cool too if Armor/Skins and what not match up! Purchasable in the Sovereign shop would be fine, or an idea for Crafting.

JuzamDjinn

I got a suggestion regarding that this game should have real Trade windows that way scamming will be permanently dealt with. 2. The berserk's helm i think have a little to high level to be used and the proc chance should be like 70 - 80 % instead of the currect proc chance since its after all a super great and unique helm for its thing it does in battle. 3. Make a full map implemented to the game which means you can simply press a key on the keyboard to toggle a main map and there will be a blinking dot or thing that tells where you are located on the map. 4. Perhaps make more different set of items such as this Familiar Proficient Expert and Master as it is today. i think there should be a more sets added all the way up to a level range to 10000 and not resetting as i heard you get back to prestige or something once you ding level 1000. The very lLast thing maybe you can add resolutions all up to 1920X1080 strechable or by choosing in options so the game will look betterand bigger for gameplay.

Gargantuan2

There is something to be said about adding more items to this game. First I do not mind if that happens, BUT too much in drops makes the gold earned in game too easy and we would have folks more rich than ever before. This is one reason the smithing had been taken out way back when. Economy is a big issue and there are several things that could be placed into the game to inhibit the gold rush. A trade window would help, but it should be something that also limits how much an item can be sold for in trade. The goal should be to have something that not only takes gold OUT of play, but gives the player something in return that is not a tradable sort. This could be gear at end-game that is bound to a player upon purchase, or something of value to the player for non-playing cosmetics. There are several options that have yet to be explored in TRO. New furniture arrangements in the home, wallpapers to make unique interiors. Gardens for in front of the home, or a usable bed to lay down on. All of these had come up in the past and I think it is something to think about.

As far as gear goes, the specific sets for thieves and adventurers could raise the stats of those players to give them unique abilities. The thief could use a cloak of invisibility, the adventurer some form of treasure hunting ability. Both classes can be used better and I think A complete overhaul of the questing system would be in order as well. This is just opinion, but the variety of game play would bring in many more players too.

Gargantuan2

How about a water area we could get new gear for underwater fights for. Maybe between the main Realm Area and Avalon.

Malevolent

New area + dungeon idea: a fire-based area that when players are there, causes constant fire dmg ticks somewhat akin to wearing a magic helm without mana. There would be a dungeon with fire elementals, flaming skulls, pyromancers and raze lords (some casting fireball+DV, with high elem resists).

A very rare BoE drop could be found there, a 'Crown of Embers' or 'Ruby-studded Circlet,' with meager stats or no stats at all (along the lines of +atk,+SR,innate fire shield). However, when wearing this BoE crown, the player would become immune to the fire dmg ticks and also be granted access to a fire temple and/or social area. The crown-accessed temple could have an altar to pray at to receive a temporary cosmetic hair color (similar to TotS and DG) and a vendor. These crown-accessed vendor items could include: fire pelt, fire-type pet for house, small fire animation for house, or a shimmering fire baldric.

Just some food for thought. Hail Duach!

Malevolent

QoL Additions:

-Mass Invulnerability
-Mass Cure Poison
-Mass Defenselessness (entire enemy group, initiates combat)
-Mass Fire Curse/etc (entire enemy group, initiates combat)

As far as Mass Invuln and Cure Poison go, this wouldn't decrease player engagement as it's just a QoL time saver. Therefore, I don't think that is a controversial addition. Mass Curses on the other hand slightly affects combat mechanics as normally only one curse can be applied in the current system. I do think they would be nice to have as prestige spells though.

Vickstress

How about mass group kills of World Bosses and sharing of the bounty. Make the World boss so he can only be killed by 7 or more different players. This is practiced in several other online games that my husband plays.

It would encourage new players to the game and be more fair than it is now. It would also be good for the community of the Realm, because the players would be working together for the same goal and sharing in the outcome.

I know you might think it would be bad for the economy but something could be done to make it so it would not affect it. Make it so you need more of the items for crafting, so the players have to work together more often.

Gargantuan2

Some won't Like This, but I think we are going to have nothing but townies at this rate. Some think economy is all about who amasses the most money and possessions, but this is going to make it tough on new players eventually. No exploring to find the items needed to improve your toon to the point of usefulness. I don't mind helping someone new, but to have enough mana to supply fully enchanted gear to someone new is going to lose us players. The whole idea of a 'game' is to find out how to deal with challenges, and the direction the game is currently headed, the only challenge is at endgame when you have to deal with monsters that are overhard on players, especially if they have had no real efforts to finish what dungeons to that point are available.

We need something to slow down the gluttonous ways of our player's wealth. In dungeons and Dragons there was a natural avenue with which to diversify the onslaught of massive quantities of gold.
Some of this is already available in TRO, but not being used the way of the aforementioned game. We have a lot of gems and jewels that currently only get used to sell to vendors for gold, this is useful but it should also be reversible so that they can be stored in vaults for the players. An ingame bank would be nice for such things as well as for keeping your money. D&D uses a four tier coin system that includes coppers, silvers, golds and Platinums. We currently have a 2 tier system with gold and Mana. We could have more than that in place and especially something lower valued than gold in place. The drops should be adjusted to that lower valued coin but keep in place the gold pricing for players to buy things. Mana is 5 gold, and keeping to that the lower coin should be 5 to one gold. It increases value to the items bought while still keeping the game play in place.

This would slow some of the progression of game play, while making an economy that makes more sense. It would take some time for players to get used to this, but the bank could also do far more by allowing valued items to be deposited and only retrieved by passwords created by players. This might be a way to make a trade system where the value of the item would be required at the time of picking up the item. A Simple approach but a bit easier than other trade windows I have seen. The drawback to this is there is no price gouging by players, which means they would be unable to amass billions in gold or gems in the bank. The items would only be sold for the amount the game has set the price for that item to. You might have increased value if the item had enchants on them, or lower value because they had been cursed. Exceptions to this might be in the form of putting personal value to the item (Family heirloom of items from lost loves and such). I am sure most people would use that option overly much, however.

Bankers can be placed in each town, and accounts accessed this way. There could also be an exchange rate in place for each town's currency. This would be seperate from the other currency, but useful when hunting in that different currencies drop from different creatures and then would need to be exchanged to get mana, gold and whatever lower coin we would use. More diversification in the game play. Towns might have stores that only deal in the local currency or charge higher rates for the currencies of other towns, but let the player know to go to the banks for the exchanges.

Some items may drop from creatures that can ONLY be sold in some towns, and the people offering to buy items would let the players know where that would be. All of this gets into more of a sense of actual role playing on an interactive basis.

Fuzzywolf

  1. New materials to forge weapons and armor.
  2. Tutorials, I just downloaded this game recently and I was one of the guys from the beta version then a few years after that.
    I find myself looking online for how to use the new crafting system, where materials can be gathered, what towns to get master abilities, etc. If the game started with a spirit guide or something of that nature it would help, as re-learning tips and tricks is taking a bit of time browsing the internet.
  3. More add ons and in game purchases and I believe it would help the game, different style houses, wings, skins/races available for purchase. And I believe the younger generation would start trying this out. I’m working on teaching my kids this game and see what they play…
  4. Pets To fight with you
  5. A map function or at least in the towns to give you an overlay of the shop locations.
  6. Arena with betting,odds, and prizes for pvp with experience lvl match ups.
  7. First Strike ability, wandering in areas with high levels enemies… no time to flee, first strike would be awesome to learn.
  8. A store to enchant for you, and blacksmith to have custom weapons made for you, option to pay gold instead of having the skill.

Fuzzywolf

One more thing. An anonymous bounty booth to place on any character and NOC bounty hunters where their level with be scalable to be able to defeat the level of the player who’s head has a bounty on it.

And a trade market where you can wish or say looking for this item, or selling this item that is a separate pop up window so when the players are not online anything in the trade market Would be available. You deposit items you want to sell and the buyer deposits the money that you can get next time your online, like a bank account.

POOR

Just a suggestion on Wizard magic damage nerf (Non target AoE and such) I feel it is a tad to weak now for us few solo players on Wizzies. Perhaps if even possible you could change the system to where the damage of the spells you wanted nerfed is based on amount of people in the group.

So a single wizard would do the damage prenerf (maybe a tiny bit less) and then the damage consistently gets weaker the more people in the group. So a group of 6 would perhaps do the damage it does now.

mattersen

This is from a player returning after 20 years and playing for 1 week, so I may be a little out of touch. Please disregard if these suggestions have been mentioned previously.

Feature Requests:
1.) Add debug output in conversation 'Room' or 'Info?' Tab for % speed increase/reduction set by using the F11/F12 keys:
– Allows users to more easily find their preferred speed.

2.) Add tooltip for the Encumbrance field of the 'State' tab (looking at yourself).
– Would be great if there were some indication of how many attacks/movements are lost at certain encumbrance %.
– [Alternatively] Add a '-x attacks due to encumbrance' and '-x movement rate due to encumbrance' to the attacks and movement rate tooltips, respectively.

3.) Show item rarity colors when in the fullscreen sell dialog (Shop menu).
– Currently all items show up as white so it's hard to tell if you're about to sell something you might want to ID.

4.) Improved skill book descriptions.
– What does it give you? Additional attacks? Better accuracy? Being a new player - I honestly don't know.
– [Weapon skill] What attribute does the skill scale with? (e.g. Short swords = int scaling)
– [Spell School skills] Does ranking up from Expert Sorcery -> Master Sorcery increase the damage of your spells?

Moonshot Feature Requests:
1.) Combat dummy:
– Add a variety of un-killable dummies with different armor levels in unoccupied town tiles.
– This would allow players to try out different strategies for maximizing damage and also find combat related bugs for the devs.

2.) Curse Remove:
– Make it so that this spell removes a single curse on a target player per cast. Compare player SDM vs SDM of the enemy who cursed you to see if it succeeds.
– Does anyone even use this spell?

3.) 'Look at', 'Info', or 'About' button for spells in spellbook:
– It would be extremely helpful to be able to read about your spells, in-game, without consulting the wiki.
– Put this button on the top/bottom of the circle (after clicking the spell) so that it doesn't mess up the current muscle memory of casting spells.
– Bonus points if spell scaling is included somewhere so that the player knows how effective something might be. (e.g. Greater heal: Heals target for x-x increased by SDM and player level.) « Not that I actually know how it works because it's not documented anywhere»

Most of the frustration I have had since returning, besides getting two-shot by furies in FHP, is not knowing how the game mechanics work, so that I can make informed/meaningful decisions with my character.

Otherwise, I'm falling back in love with this game. Thank you for all your efforts!

Fuzzywolf

I agree with matters on, but I am also an old returning player. It is difficult to find out what everything does as a lot has stayed the same but some has change. Also a in game reference guide or library.

Gargantuan2

Finding someone you trust to do the job of enchanting your gear or weapons is sometimes a challenge depending on the time of day you are attempting it. If we had an NPC place to go to for enchants ( Maybe different ones offer different levels of competency and could only be used if you were a specific level ), I think many players would be interested.

The player could choose from a window what enchants the store offers for weapons or gear, and lists the price for doing the enchant in gold not mana. The same percentage chance of working or not would still apply and the NPC would ask if we want to try again after a fail. If the item is lost during the attempt the npc would return a mabonite bar for the attempt and give their apologies for the time wasted.

Limiting the enchants to specific stores would give the players reason to 'talk' to the NPC to find out where else the type of service can be had. I would suggest places where books are sold to have a second NPC to use for this purpose. It also would not be competing with players doing the same thing unless there is something new the stores would off that players cannot.

Each NPC could have a rating for the services, something like 'Rated to 3 Enchants' or some such, but make sure the displayed "NOTHING GUARANTEED" is shown as clearly as possible.

BoomboxMike

2 things id like to see… An option to buy your 1st 1k levels Max. 2nd, get rid of Zerks. They kill wizards way to easy. If not remove them, then make Invsio work on Zerks, so we dont get jumped a million times around them, it gets expensive dying. :D

Arkyve

The location scroll mechanic is a good idea to build on. (apologies if someone also mentioned a similar idea, I haven't gone through the list)
Empty scrolls can also be a form of gold sink.

  1. Empty Enchanting/Perming scrolls (with tiers 1-3) sold from NPCs.
    a. Wizards can then purchase and place enchantments on the scrolls and trade to other players.
    b. The wizard's SDM will affect the chance of successfully placing the enchantment on the scroll.
    • % chance of successfully placing the enchantment on tier 1 scroll will act like placing a 4th layer of enchantment on an item, tier 2 will be the 5th
      layer, and tier 3 is the 6th layer
      c. The tiers will determine the % chance of success for the enchantment/permanency spell. Eg, Tier 1 will have a 90 - 80 - 50 - 20 - 0 - 0 % chance of success on the first layer of enchantments, Tier 2: 90-90-80-50-20-0, Tier 3: 90-90-90-80-50-20.
  2. New empty enhancement scrolls: Finvarrium enhancement scroll and Mabonite enhancement scroll
    a. Rank 7 sorc skill that uses Finvarrium + mana and mabonite + mana, to convert an empty scroll with a new timed buff. Even though rank 7, does not depend on SDM, and so available to all classes that have the skill points.
    b. Finvarrium enhancement can be something placed on weapons. Perhaps increase based dmg of weapon by a range of 5-20, lasting 6 hours.
    c. Mabonite enhancement can be placed on armor (6 pieces). Melee Damage reduction by 5%, lasting 6 hours (total of 30% melee damage reduction)
    d. This would require weapons and armors to be salvaged down to the basic building blocks finvarrium/mabonite. The additional benefit would allow all weapons found to have a use now through salvaging. The rarity of weapon would determine the amount of materials gained from salvaging.

  3. Empty Scroll of Endurance
    a. green to pink spellbooks can have a use too through salvaging them. A new material called Arcane dust.
    b. Rank 7 sorc skill as well, allows you to imbue an empty scroll for the cost of Arcane dust + mana to give endurance buff.
    c. Scroll is casted on belt only? (to avoid dispel magic) For 6 hours wearer can enjoy +endurance, or perhaps a flat 10% more maximum health?

  4. Arcane dust can be used in the future for further uses. This should bring items full circle. Items found can be broken down to components that can be useful, but now on a limited time basis, thus creating a demand and adding value to most items found. There should be an increase in demand for salvaging tools which will further act as a gold sink.