What do you want to see?

Started by Sam

Eldrak

I would like to see a "repeat last action" button in combat. For example, if I cast light dart at a target, hitting the button would once again cast light dart at that target. If the target is dead or untargetable for some reason, it will pick a new target, like in the same way that a throwing dagger will retarget when the old target dies.

This would save up to three clicks depending on the action. I know that doesn't seem like a lot but when you're running 3+ accounts, it adds up quick.

Gargantuan2

We have gear for classes basically, could we get some for races? I think gearing humans to compete with elves or giants would be cool, and more variety of players too. And finding gear to make orcs more acceptable to the invitation to group with others, would make some pretty weird places open up to the roleplaying types. An elf geared to be able to hit like a giant (but lose magic uses) would make soloing easier too (of course they would have to regear to fight that way while out on their own). The same for giants wanting to venture into magical forays (but losing strength while regeared to fight there). Over all I think people would love to see the variety of play this way.

Gargantuan2

With the subject of gear fresh in mind, I thought of something else that might be interesting. How about a backpack that is designed for gearing the player. All gear would be placed into the pack and when you right click on the pack (only while holding it) any gear in the pack would instantly be worn, and any gear you may have had on in that position would be transferred to inside the pack. A kind of 'Pack of Dressing' to make gearing up easier.

On a side note, you would have a message like "The gear your are attempting to wear is incompatible' for things that would not be appropriate for characters to put on (Sex, race, or class considered).

On a side note, maybe several versions of the pack could be made to make it only hold 'This Sex, This Class, and This Race only' so folks do not try to get something they cannot handle. Maybe make it so they could not buy or pick it up if it is not right.

MooseKing

I'd like to see ToD drop rates improved.
With the changes to WoG and DV, it is more difficult. But the drop rates seem to be the same.
There is a concern that the risk/reward calculation is not correct right now.
Sometimes you get a purple drop but it is Adven Adornment which has a real niche use and not very commonly used.
Wouldn't it be cool if Dark Bargain or other rare drops could also be found there.

Eel

a loot all button on the cave chests, a buy back button to all shopkeepers/venders, a unghost button on the launcher or the logon screen for ppl that have one or two accounts that can't be bothered or forgot the command for typing the unghost bs into the chat channel because the game crashes and you can't login

AliceDjinn

i'd love to see loot items that turn you into turkeys or christmas trees!

Lucilius

For me - one of the biggest reasons I stopped playing was because of the necessity to multi box in order to do the end game content. No one would group together because - why would you when you can just multi box? Also - it is just a grinding game.

I think TRO as a turn based, side scrolling game is an amazing platform that just needs to be completely revamped with a TRO 2.0 system that focuses on solo or group content. The Challenger server seems to be a good attempt at revamping the game to be playable by a wider audience. Seasonal games keep people coming back (ala Diablo and PoE seasons).

If the dev's really want to make $ on this game, they need to focus on a mobile client but also - focus on creating a "new" TRO of the 21st century. Take the torch of "The Realm Reawakened" and make something new and updated.

Jhaerik

Unless there is ever a revision to items binding on equip, I personally will never be playing Realm again.
It's the reason I still play Classic EQ and Diablo 2 over other offerings. I HATE HATE HATE untradable items. It makes finding a new piece of gear about as exciting as finding a potion. It's just a single use consumable that you either use, or trade away. I remember passing down the same FIVESD Adm 2 hander for years throughout multiple accounts/toons. Now items are just boring, and playing multi accounts is an utter chore if you want to swap gear around. (Because you freakin can't)

I understand it was intended as a counter to item bloat. Do you know what a better counter would be? Having items slowly wear out. It would take a LOT of use, but eventually items would break beyond repair. This has all of the benefits of the current (crappy) system, with none of the annoyances.

Ironman

Errrm no. I do not like the idea of an item wearing out. It's bad enough losing an item because I forgot to repair it, but unrepairable would be just dumb.

athelos83

wow you guys want a lot from a very small team with limited time that takes a very long time to do anything

OldSkoolRPG

For me - one of the biggest reasons I stopped playing was because of the necessity to multi box in order to do the end game content.

This 1000%. I don't want to multibox but currently the game is set up so that it is basically a requirement. You can't solo any of the heroic dungeons which means I can't go there so what am I paying my subscription for? This also means it is much more difficult to get better gear. Casual players like myself who just want to pick a character and play it and be able to progress are out of luck. Unfortunately I don't know how you fix it. If you limit the client to a single instance on a computer you are going to tick off all the people who are currently mutliboxing and a solution that tells people they can't play how they enjoy is awful anyway. If you make content that the casual player can solo and get good gear the multiboxers are going to find it a cakewalk and just go there to stock up on the best stuff. I'm currently subbed and still trying to play but getting increasingly frustrated and feeling like there just isn't a place in Realm for players like me and no way to make it work.

Voodeu

Loot all button on chests and bones. The code already exists in the room loot.

Vannos

Dark Zones

This is a concept from other games, but essentially it is areas where if you die, respawning is not allowed. Upon death, the character is teleported out of the dark zone. Additionally, casting "Gather the Fellowship" in a Dark Zone would kill the caster (and thus teleport them out.)

The intent would be to increase the steaks around death, encourage grouping, and team work. Dungeons (or open world regions) would increase in difficulty as the player(s) go deeper into the dark zone with increased rewards to match.

Vannos

Daily/Weekly/Monthly Quests

There needs to be a call-to-action for players to log in. The following changes could/should be considered:

  • Rewards are dependent on the duration/difficulty of the quest. Rewards are either randomly generated on quest completion or predetermined when the quest is created. Do all players see the same daily/weekly/monthly quest? Are rewards gold plus item, just gold?
  • Quests would need an expiry date
  • Make use of the Quests tab, which is 99% unused. The quests tab is too basic. From what I remember its a text only sentence. Tab content should include objective, reward and time remaining.
  • Players automatically get the quest(s) or visit a NPC/"Quest Board" in town?
  • To further encourage log in, quest streaks could be tracked with increasing rewards for longer streaks. Longer streaks may add a multiplier to the reward gold.
  • Do you buy quests from the NPC? This would be a way for the economy to "eat" gold.

Sidhe

Re: daily quests (opposing viewpoint, please don’t take it personally)

Daily obligations are some of the most obnoxious non-content to come out of post-TBC MMOs and predatory mobile games. They either aren’t worth doing or they provide such an efficient return on time investment that if you don’t do them on as many characters as you possibly can (forsaking playtime you could spend on the activities you actually find fun), then you fall behind. Streaks are also another frustrating way of making people feel forced to log in even when it’s not what best for them.

On the other hand, the team has expressed that they’re working on handcrafted quests and quest chains for the challenger server and potentially core game moving forward if it goes over well. No game dev team can ever curate enough content to keep everyone busy all the time, but compared to what we have now it sounds like they’re adding a wealth of content. It pprrroobbbbaaabbblllyyy also doesn’t take a lot of development time, as the basic support for quests is already in the game engine. Personally, I’m excited about this and would dread dailies.

KhaqiCaz

I errantly posted this on the Challenger forum, so reposting here.

  1. Loot All buttons on Chests and Bonepiles.
  2. Expert versions of all of the dungeons if they have existing Bounty Boxes.
    2.5. Added to the last one, Master level dungeons, maybe implemented in stages as part of the continuing Prestige level up content. These would be able to drop the elusive Master level gear, at insanely low drop rates, so it doesn't kill crafting. Also, it would allow people to hunt their favorite dungeon spot.
  3. Maybe have Expert versions of the green helms like Night Soul. Make them only droppable in say, an Expert Anvil or something.
  4. Weaponsmithing.

Izzean Grey

How about an identify spell.

It sucks when I am attacked before my group can get into the zone, how about if the whole party enters the combat cloud together?

Having to but Identify scrolls and then stepping outside to use them seems strange.

Izzean Grey

It is odd to see Multi Blade still go off after everyone is dead.

Why can't we heal up in the combat cloud after the fight is over?

MECHDivex

Remove Wardens from the game entirely so people can pickpocket/pvp without being jumped non stop by these annoying NPCs. That is all :)

Extinct

Daily/Weekly/Monthly Quests

There needs to be a call-to-action for players to log in. The following changes could/should be considered:

  • Rewards are dependent on the duration/difficulty of the quest. Rewards are either randomly generated on quest completion or predetermined when the quest is created. Do all players see the same daily/weekly/monthly quest? Are rewards gold plus item, just gold?
  • Quests would need an expiry date
  • Make use of the Quests tab, which is 99% unused. The quests tab is too basic. From what I remember its a text only sentence. Tab content should include objective, reward and time remaining.
  • Players automatically get the quest(s) or visit a NPC/"Quest Board" in town?
  • To further encourage log in, quest streaks could be tracked with increasing rewards for longer streaks. Longer streaks may add a multiplier to the reward gold.
  • Do you buy quests from the NPC? This would be a way for the economy to "eat" gold.

All great ideas. Only thing I would like to add is to use the daily/weekly/monthly quests in a similar manner as the Silvers system. So maybe daily quests will provide something that a player could use a lot of, such as Skill Baubles, Silvers/Coppers, consumables, etc. A weekly quest may give a certain amount of crafting items or crafting reagent. Monthly quests are kind of a bit long, but could give a random, fairly rare and random decoration or other non-useable item that could be different every month.

Honestly, the grind is fun, but the game needs to be able to attract players that don't want to grind the same dungeon for weeks on end for the chance at an item, there needs to be another way to progress through the game aside from just dumping more mindless hours into the same dungeon. Yes, if you want to grind for drops, you should absolutely be able to do so, but if you don't want to/can't afford to put that much time into it, you should be able to progress through the use of quests. A weekly quest of running Dragon Pit say 10-14 times in the week should reward a Faf eye for example. This way, you make the player run the dungeon and they can get a chance at the drop, but even if they're unlucky, so long as they run it the required number of times, they still get what they were grinding for.

Weekly and Monthly quests could also give the player the choice of a set of items, like the prestige skills Armor Ignore, Bleed, Stun. So, first week of the month you start a weekly quest that will give you rank 1 of a prestige skill. If you complete the quest, second week of the month a new quest is available for rank 2 of a prestige skill and so on through rank 4. This can be adjusted to be multi-month quests as additional prestige ranks/skills are made available.

This type of questing system could also be used in a manner similar to the Hot Zone system, to encourage players to explore the entirety of The Realm Online.
I would say though, don't get too carried away with creating quests that create exceptionally difficult/near impossible objectives, such as killing specific world bosses, for rewards that are necessary for progression. Keep those types of quests for the extra special, cherry on top type stuff.

I cannot stress enough how much I would love to see questing become a thing in The Realm Online. I do the Perfect Rose quest near daily and crave more like it.

Roughnight

Probably a quality of life addition for most, and an accessibility option for the injured/handicapped/disabled.

My idea, I'd like to see a hotbar/quickbar/skillbar whatever you'd like to call it for the combat screen.

Something you could drag and drop to bind your more frequently used spells or items (like potions, orbs, scrolls, etc.) to, so you'd only have to press 1 button on the keyboard rather than make so many small movements with your mouse to click through the menus (wrist pain really an issue with carpal tunnel.) to cast the spell or use the item.

Being able to bind your most commonly used spells and items in combat to the 1-0 keys on the keyboard to some sort of bar, would be really nice. Lots of MMORPGs have the feature, and it makes a big difference in the amount of time I am able to spend playing.

Thank you for your due consideration, and I hope I effectively conveyed the intended meaning. Not a native English speaker.

Saxon

I want to be able to rename/delete accounts from realmserver.com I also want character transfers and character renames. Id be willing to pay for them in the Sovereign shop.

Gargantuan2

I thought of something I think would be new to the game. We have quite a few scrolls which pretty much duplicate what spells we currently have and I thought there should be some scrolls to find that have spells NOT included in the arsenals of the conjurors. Like the weapons, we could have leveled new castings that are find only. One I thought that might be unique is a spell only veterans can use to imbue good or evil onto weapons (a 5% chance to increase or decrease a player's alignment by 1). If successfully cast the weapon would then be labeled as Divine-Wrath or Demonic-Wrath for example. Any weapon could be changed, but a veteran scroll should be VERY hard to find, and if the caster fails it would not kill the weapon, but instead would just show The failure in the room for all to see, just like any other scroll used.

I can think of several ideas for the scrolls, but this would give new things other than green items to find that are magical.

Gargantuan2

Another way to get gold out of the game could be a simple fix. If magical items were labeled differently (head gear, wrist gear, flask, parchment etc.) it would be an obvious show that the item is unique. Casting Identify would only show that it is a Helm, Bracer, Potion or scroll and give the color of the level magic the item is, but not what it does. For that you would need greater identify which also shows this but a great deal more information. I also feel that using only Mythril for magic items should be changed. A magic item if it is NOT Mythril could have the magic of it fade over time, meaning they would need to see someone to repair the magic on it. The item would not disappear but it's magic would. There should be something more Realm specific for magical gear as well, like Mist-Metal or some such and it would be the ONLY metal to retain permanent magic. Of course I do not include player magics to this, but only the named magics found on items. It would be detrimental to wizards to nerf them like that. So to be more specific you might find an HoK that is Leather and has only 1 days magic to use, Iron, Steel, Obsidian, Mythril and Mist-Metal would each have increasing numbers of days to stay magical or be upkept. The helm or other item would still maintain the enchants placed on them, but the usefulness as a HoK or other type of helm would weaken. Doing this would also get people to log in more often, or to preserve the items they would have to put them away until they do return. This way it only degrades while being worn.