Missing 'things' some players would like to see

Justfungus

Well-known member
This is an open thread to post the D&D stuff that is missing you would like to see added.

My items: Crafting - Making scrolls.
Spears.
Polearms.
Random dungeon (like Undermountain)

ok, what do you what SSG to add ?
 
Upvote 1

Sophie The Cat Burglar

Exotic Items Recovery Specialist
I'll play. I'll even be very specific.

1) Add a wilderness guide to Menechtarun.
a) This guide stands just inside the entrance to Menechtarun.
b) He is free to use if you own the Demon Sands quest pack.
c) He offers transport to Against the Demon Queen, An Offering of Blood, Chains of Flame, and The Chamber of Raiyum.
d) It is not necessary to complete a quest to used this guide.
e) This guide charges 1,000 Platinum Pieces for his services.
Purpose: I like to run quests in solo teams. This guide would cause me to run Epic Against the Demon Queen, Epic An Offering of Blood, and Epic Chains of Flame on a regular basis. These are all very fun quests but as things stand, I rarely run them as it takes a very long time for a solo team to reach them.
Note: I have no hope this feature will ever be added.

2) Add a wilderness guide to the King's Forest.
a) This guide stands just inside the entrance to the King's Forest.
b) He is free to use if you own the Menace of the Underdark expansion.
c) He offers transport to Impossible Demands, The Lost Thread, and The Unquiet Graves.
d) It is not necessary to complete a quest to use this guide.
e) This guide charges 5,000 Platinum Pieces for his services.
Purpose: I like to run quests in solo teams. This guide would cause me to run Impossible Demands, The Lost Thread, and The Unquiet Graves on a regular basis. These are all fun quests but as things stand, I rarely run them as it takes a very long time for a solo team to reach them.
Note: I have no hope this feature will ever be added.

3) Turn all Underdark and Demon Web quest givers into quest entrances.
a) The quest givers for Reclaiming the Rift, The Deal and the Demon, The House of Broken Chains, The House of Death Undone, The House of Rusted Blades, The Portal Opens, and Trial by Fury will now act as entrances to their respective quests.
Purpose: I like to run quests in solo teams. This change would cause me to run these quests on a regular basis. These are all fun quests but as things stand, I rarely run them as it takes a very long time for a solo team to reach them.
Note: I have no hope this feature will ever be added.

4) Remove all flagging requirements from Sharn story arc quests.
a) Allow characters to run Sharn story arc quests in any order.
Purpose: Just Business is not my cup of tea and I want to skip it.
Note: I have no hope this feature will ever be added.

5) Add a wilderness guide to the Sharn Cogs.
a) This guide stands just inside the entrance to the Cogs.
b) He is free to use if you own the Masterminds of Sharn expansion.
c) He offers transport to all Cogs quests.
d) It is not necessary to complete a quest to use this guide.
e) This guide charges 3,000 Platinum Pieces for his services.
Purpose: I find the Cogs nearly impossible to navigate. I also like to run quests in solo teams. This guide would cause me to run Cogs quests from time to time. I have never successfully reached most Cogs quests and no longer try.
Note: I have no hope this feature will ever be added.

6) Add a wilderness guide to the Harbor who will take a character to the Isle of Dread.
a) This guide stands on the Harbor docks.
b) He is free to use if you own the Isle of Dread expansion.
c) He offers transport of all characters to the Isle of Dread.
d) It is not necessary to complete a quest to use this guide.
e) This guide charges 1,000 Platinum Pieces for his services.
Purpose: I want to reach the Isle of Dread without the need to run Captive of the Hidden God. This guide would cause me to purchase the Isle of Dread on multiple accounts.
Note: I have very little hope this feature will ever be added.

7) Add the Isle of Dread to the airship destinations list.
a) This option becomes available to any airship with the proper amenity. (I forget which one it is.)
b) Airship Captains now offer the Isle of Dread as a destination.
c) Only characters with access to the Isle of Dread may use this feature.
Purpose: I want to reach the Isle of Dread without the need to run Captive of the Hidden God. This feature would cause me to purchase the Isle of Dread on multiple accounts.
Note: I have very little hope this feature will ever be added.




That's enough for now.

Catch all suggestion threads never accomplish anything. The developers have already seen it all and made up their minds.

If I had a truly new idea and thought there was a small chance of getting it, I would start my own suggestion thread.

I am not trying to be mean. I have been reading these forums for 10 years. Some strategies just don't work.
 

PurpleSerpent

Monster Hunter of Moderate Renown
7) Add the Isle of Dread to the airship destinations list.
a) This option becomes available to any airship with the proper amenity. (I forget which one it is.)
b) Airship Captains now offer the Isle of Dread as a destination.
c) Only characters with access to the Isle of Dread may use this feature.
Purpose: I want to reach the Isle of Dread without the need to run Captive of the Hidden God. This feature would cause me to purchase the Isle of Dread on multiple accounts.
Note: I have very little hope this feature will ever be added.
One note on point 7: You don't have to finish Captive of the Hidden God. You don't even really have to start it. The exit to the Isle of Dread is right next to you, and functional, when you enter the quest. After that it's a 60-second run to Tanaroa and you've unlocked direct access from the Harbor for that life.

The rest of these are fair points, but I share your doubts they'll ever happen.
 

CBDunk

Well-known member
I'd like to see more classic D&D spells implemented;
'Wall of Stone' and variations could be a great way to introduce more battlefield control.
There are also many different teleportation options (e.g. 'Arcane Gate', 'Tree Stride', 'Teleportation Circle') which could be implemented in different ways to make it easier to get places.
They introduced flying via the 'soar sleds', but I doubt we'll see general Flying magic because it would simplify so many quests. Levitation, on the other hand, might be viable to implement in some way.
The existing 'blind' and 'cloud' mechanics could be leveraged to implement magical Darkness type spells... creatures within the area are 'blind' if they do not have darkvision. Creatures outside see an impenetrable black cloud w/o darkvision or don't get the cloud on their screen if they can see in darkness.
Sanctuary would be great when you need to go AFK or for healers / buffers.
Et cetera.

There are TONS of D&D spells, indeed whole categories of them, which just are not in DDO at all.
 

Sophie The Cat Burglar

Exotic Items Recovery Specialist
One note on point 7: You don't have to finish Captive of the Hidden God. You don't even really have to start it. The exit to the Isle of Dread is right next to you, and functional, when you enter the quest. After that it's a 60-second run to Tanaroa and you've unlocked direct access from the Harbor for that life.

The rest of these are fair points, but I share your doubts they'll ever happen.

Thank you very much, PurpleSerpent! That is genuinely very helpful.

I do not want that quest to be part of the story of any of my characters but maybe, some day, I will hold my nose and consider doing that.
 

danzig138

Well-known member
Spears
Polearms
Proper exotic weapons (you shouldn't have to be Shadar-Kai to use a spiked chain)
Proper distinction between a regular bow and a composite bow
Fly, spider climb, all the other wall of spells, all the spells that are missing
Use Rope, Climb and Ride skills
Mounted combat
Leadership feat
A completely revamped crafting system that uses either core crafting feats or the craft points system from UA
A vast assortment of new enhancement trees based on existing prestige classes
Athas
Castle Greyhawk
Things like trip and sunder reduced to a more proper 6-second cooldown (-1 second ever 3-4 BAB)
Actual magic items that do neat stuff and don't just add more and more set bonuses
A dramatic deflation of everything's hit points
 
only really two things i'd like to see as i've been looking for awhile:

1. a revamp of hirelings as a whole. i know this would be a massive investment of time but i would like to see them improved alot, even if its only in changing the way you can issue orders with said hirelings. example would be to set orders for heals instead of having the healers rush in swinging.

2. some kind of mystic theurge ED or universal tree. one of my favorite prestige classes in 3rd. i know its not super powerful in pnp but feel like it might be fun addition especially as an ED choice. ED probably be "best" since we already have ones that give spells to classes they normally shouldnt if you want to be concerned with "balance".
 

Zvdegor

Melee Artificer Freak
I'll play. I'll even be very specific.

1) Add a wilderness guide to Menechtarun.
a) This guide stands just inside the entrance to Menechtarun.
b) He is free to use if you own the Demon Sands quest pack.
c) He offers transport to Against the Demon Queen, An Offering of Blood, Chains of Flame, and The Chamber of Raiyum.
d) It is not necessary to complete a quest to used this guide.
e) This guide charges 1,000 Platinum Pieces for his services.
Purpose: I like to run quests in solo teams. This guide would cause me to run Epic Against the Demon Queen, Epic An Offering of Blood, and Epic Chains of Flame on a regular basis. These are all very fun quests but as things stand, I rarely run them as it takes a very long time for a solo team to reach them.
Note: I have no hope this feature will ever be added.

2) Add a wilderness guide to the King's Forest.
a) This guide stands just inside the entrance to the King's Forest.
b) He is free to use if you own the Menace of the Underdark expansion.
c) He offers transport to Impossible Demands, The Lost Thread, and The Unquiet Graves.
d) It is not necessary to complete a quest to use this guide.
e) This guide charges 5,000 Platinum Pieces for his services.
Purpose: I like to run quests in solo teams. This guide would cause me to run Impossible Demands, The Lost Thread, and The Unquiet Graves on a regular basis. These are all fun quests but as things stand, I rarely run them as it takes a very long time for a solo team to reach them.
Note: I have no hope this feature will ever be added.

3) Turn all Underdark and Demon Web quest givers into quest entrances.
a) The quest givers for Reclaiming the Rift, The Deal and the Demon, The House of Broken Chains, The House of Death Undone, The House of Rusted Blades, The Portal Opens, and Trial by Fury will now act as entrances to their respective quests.
Purpose: I like to run quests in solo teams. This change would cause me to run these quests on a regular basis. These are all fun quests but as things stand, I rarely run them as it takes a very long time for a solo team to reach them.
Note: I have no hope this feature will ever be added.

4) Remove all flagging requirements from Sharn story arc quests.
a) Allow characters to run Sharn story arc quests in any order.
Purpose: Just Business is not my cup of tea and I want to skip it.
Note: I have no hope this feature will ever be added.

5) Add a wilderness guide to the Sharn Cogs.
a) This guide stands just inside the entrance to the Cogs.
b) He is free to use if you own the Masterminds of Sharn expansion.
c) He offers transport to all Cogs quests.
d) It is not necessary to complete a quest to use this guide.
e) This guide charges 3,000 Platinum Pieces for his services.
Purpose: I find the Cogs nearly impossible to navigate. I also like to run quests in solo teams. This guide would cause me to run Cogs quests from time to time. I have never successfully reached most Cogs quests and no longer try.
Note: I have no hope this feature will ever be added.

6) Add a wilderness guide to the Harbor who will take a character to the Isle of Dread.
a) This guide stands on the Harbor docks.
b) He is free to use if you own the Isle of Dread expansion.
c) He offers transport of all characters to the Isle of Dread.
d) It is not necessary to complete a quest to use this guide.
e) This guide charges 1,000 Platinum Pieces for his services.
Purpose: I want to reach the Isle of Dread without the need to run Captive of the Hidden God. This guide would cause me to purchase the Isle of Dread on multiple accounts.
Note: I have very little hope this feature will ever be added.

7) Add the Isle of Dread to the airship destinations list.
a) This option becomes available to any airship with the proper amenity. (I forget which one it is.)
b) Airship Captains now offer the Isle of Dread as a destination.
c) Only characters with access to the Isle of Dread may use this feature.
Purpose: I want to reach the Isle of Dread without the need to run Captive of the Hidden God. This feature would cause me to purchase the Isle of Dread on multiple accounts.
Note: I have very little hope this feature will ever be added.




That's enough for now.

Catch all suggestion threads never accomplish anything. The developers have already seen it all and made up their minds.

If I had a truly new idea and thought there was a small chance of getting it, I would start my own suggestion thread.

I am not trying to be mean. I have been reading these forums for 10 years. Some strategies just don't work.
I dont want to dissappoint you but:
Severlin said that fast travel will never happen in the future cause the devs do tons of work with the wildernesses and if there would be a fast travel option, players couldnt enjoy the work of the devs.

IMO fast travel would be a huge qol at many wildernesses and I second your suggerstions but prolly it never gonna happen.
 

EdFactor

Member
#1 Mechanical mounts, I'd like to see a warforged horse.
#2 A new warforged sub race. Something dexterity or even charisma based.
#3 more platinum sinks: Example - put in more "guides" and adjust all the guides to charge platinum.
#4 Revamp the whole hireling system.
#5 Cross server Auction House.
 

CBDunk

Well-known member
I dont want to dissappoint you but:
Severlin said that fast travel will never happen in the future cause the devs do tons of work with the wildernesses and if there would be a fast travel option, players couldnt enjoy the work of the devs.

Doesn't mean it won't happen. We were flat out told that Skeletons 'secret' loot would never be available from raid runes... and getting mail in Ravenloft was strictly forbidden for YEARS.

Given enough time, any level of intransigence may eventually be overcome.

That is not dead which can eternal lie,
And with strange aeons even death may die
 

Sophie The Cat Burglar

Exotic Items Recovery Specialist
I dont want to dissappoint you but:
Severlin said that fast travel will never happen in the future cause the devs do tons of work with the wildernesses and if there would be a fast travel option, players couldnt enjoy the work of the devs.

IMO fast travel would be a huge qol at many wildernesses and I second your suggerstions but prolly it never gonna happen.

I understand why Darth Severlin and the world builders feel as they do. If I was an artist working on this game and a majority of players actively avoided my landscape areas, it would be very disheartening. However, I would not react to such a situation by forcing players to utilize my landscape areas against their wills. Instead, I would ask players why they do not enjoy my areas, what would make those areas more enjoyable, and strive to build a better wilderness.

To their credit, in two respects, the people at Standing Stone Games have done exactly as I describe. FIrst, they added invisibility capable mounts to reduce wilderness transit times. Second, they adjusted their wilderness design paradigm many times, seeking to find a combination of features that please a majority of players. The problem is, they rarely go back and apply lessons learned to previous wilderness areas. In my case, Darth Severlin's obstinance brings about the exact opposite of his desired goal--getting me to enjoy the work of the landscape designers. If the wilderness runs are too long, I skip that entire region including the quests therein.

I have no expectation and am not disappointed. I offer my opinion. They read it. They do what they feel is right. I play the way that is right for me.
 

CBDunk

Well-known member
Ravenloft is well worth exploring for the landscape, rare encounters, and little non-rare special scripted encounters.

However, once you have done that... there just isn't any point. Maybe you run through to get slayer XP or do the feather fall leap from the top of Castle Ravenloft just to soar over the landscape. But that's it. There are no rewards anywhere in the wilderness to keep you coming back. They solved that to an extent for more recent zones (i.e. Feywild and later) by having the rare encounter chests include named items and other useful loot... resulting in people running 'rare encounter circuits' through those areas... until they have enough of whatever drops in those chests and then that stops too.
 

Xgya

Well-known member
Solution:
- Add teleporters.
- Make exploring the area worth doing.

Uncap slayers.
Determine how much XP someone should earn every 100 kills.
And then give that much.
The one flaw is you won't be able to "bank" the final tick of an explorer area right after an ETR.
Add a ransack penalty every 1000?-2000? kills.
So what if someone wants to murderhobo their way to glory by killing bats in Strahd's forest? Let them!
 

Justfungus

Well-known member
I would love to see the developers revamp the older outdoor explore areas to be more in line with the newer ones in size and complexity.
 

l_remmie

Well-known member
1. Update the raid weapons from GH.
2. Update the normal/hard/elite weapons. They are all absolutely useless since you skipped these.
3. Update all spell clickies to have the caster lvl of the item. clickies of dmg spells are pathetic already at least make them lvl30 on legendary gear.
 

Spook

Well-known member
Severlin said that fast travel will never happen in the future cause the devs do tons of work with the wildernesses and if there would be a fast travel option, players couldnt enjoy the work of the devs.
I watched this stream and I had to shake my head. He totally missed the reasons why some of us like the Ravenloft teleport system and hate the Isle of Dread system - and it really isnt to do with quest proximity as he claims. I would have had no problem with the teleport to Castle ravenloft being slightly further away so you have the impact of running up to the castle for the first time (like amber temple).

Make wilderness compelling to run and we will do it. Dont force us to run through it to get to a quest though.
 
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