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R20 Top 10 Annoying things

Discussion in 'Release 20 Feedback' started by Spoon, Aug 6, 2015.

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  1. Spoon

    Spoon Avatar

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    Keep them short, numbered and max 10.
    That way they are more likely to be noticed by devs.
     
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  2. Satan Himself

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    1) /zone cooldown too long. Suggest 5 minutes or less.
    2) Control points become boring/repetitive and disruptive to gameplay. Need an option to pay a reasonable toll to bypass the scene, before the scene is even entered.
    3) 4-storey tree can't be placed on town lot with lord home on it (not sure what can be done about this though).
    4) Removal of boat just east of Ardoris that ferries you to Kingsport.
    5) Random encounters getting better but would still like to bypass them. I think this may be in the works.
    6) Ability to earn gold is way out of sync with the ability to pay a trainer to level you up.

    Game getting better all the time. Don't have 10 complaints, which is good!
     
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  3. Jack Knyfe

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    1. PLAYERS ASKING FOR HELP WITH THE SHUTTERED EYE PUZZLE
    2. PLAYERS GIVING OTHER PLAYERS THE ANSWER TO SAID PUZZLE
    3. Players who don't want to use critical thinking skills
    4. Players who consider a pre-alpha work-in-progress the same as a finished game
    5. Players who try to argue ignorance as a reason to change game mechanics
    6. Players who compare everything in SotA to <insert another game here>
    7. Players
    8. Lack of crafted clothing options
    9. Inability to dye all wearables
    10. I can't afford to pledge higher and buy everything on the Add-on / Stretch Goal store
     
  4. Abydos

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    1-PvP
    2-No LooT System
    3-Empty Shardfall
    4-Jack Knyfe :D
     
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  5. Gabriel Nightshadow

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    You know better than to ask me to keep it short, Spoon :p


    1. Less valuable loot makes leveling much more difficult (i.e., accumulate skill points much faster than gold) :(

    2. Dynamic lot placement tool not easiest to use in this first iteration.(Overhead map view would help greatly :))

    3. Basing PoTs on metropolis-sized template allows for expansion, but makes it difficult to place lots and navigate for those with smaller PoT types (i.e., holdfast, hamlet. village) because of large empty space (i.e., easy to got lost trying to find the center of town or where your home is if you live on the outskirts) :confused:

    4. Hard to find PoTs on overland map unless you accidentally stumble across them, even if you know roughly where they should be :confused: (Aren't there supposed to be icons indicating where they are when the game goes live?)

    5. Trolls don't have enough loot on them and need greater variety of attacks. (Personally would prefer if they could grab you by the legs and start slamming you back and forth against the ground like a rag doll for a while, leaving you stunned and with broken bones :p)

    6. Zone cooldown is too long (really annoying when trying to make it to community events :()

    7. Paying the mage to teleport you across Eastreach Gap is too expensive, but a necessity for a single player who can't fight his/her way through the control point :eek:

    8. Still can't dye my leather armor :(

    9. Free attack system does not work very well with ranged attacks (still needed to switch back to auto attack) :confused:

    10. Obsidian Tower Town Home - some of the open layout rooms seem a bit too small :( (But other than that, they're GREAT :D)
     
    Last edited: Aug 6, 2015
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  6. Haz

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    1. Some resources, for me, have been invisible/unlocatable in the world, silver ore and spider carcaprice (sp) to name the 2 I've been on the hunt for.
    2. When I put a bag in the bank to put all leather related stuff in, all the items still show in the main bank screen, haven't found a way to open the bag without bringing it into my pack, even then, everything shows up in my main screen as opposed to just showing when I open the bag.
    3. I like this idea...(Personally would prefer if they could grab you by the legs and start slamming you back and forth against the ground like a rag doll for a while, leaving you stunned and with broken bones :p)
    4. I don't pvp so I got nothing there.
    5. Not sure how random encounters work, but most of the ones I have been pulled into have been rather easy. Would be nice if they scaled to the level of the player to make them a bit more exciting for all levels of players. (please don't tell me encounters already do this and I've somehow missed it)
    6. I'm beginning to see some of the limitations within leather crafting of armor and, of course, bows. I'm fairly certain (hopeful might be a better word) that this will work it's way out as crafting continues to grow, but wanted to mention just in case.
    7. SotA Annoys my wife, which means........well, she doesn't play, so you get the drift.
     
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  7. NRaas

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    1) The perceived lack of escalating reward in relation to resource node difficulty.
    - Currently, regardless of which tier of map you are on, all foraging and mining nodes appear to return the same quantity of the standard base resource (ie: cotton, iron, copper).
    - Sure there may be an increased chance of the rarer resources, but nothing appears to increase the amount of standard resource you receive (beyond using Meticulous of course).
    2) Spectral Mines is not expansive enough.
    - Would be nice if the Spectral Mines had multiple levels, with increased level of difficulty (if it does already, my bad, the way down is not obvious to me)
    - Sort of boring mining in there once you know the routine of the skeleton spawns.
    3) Difficulty in dynamically placing water lots (especially the City lot)
    - This one is pretty well outlined by other users, and will hopefully be corrected in the next iteration of the tool.
    4) When applied to the crafted cloth armor, the Orange pigment appears brown.
    - I want my bright orange darn it! Where are the festive colors? :)

    5) Eastreach Gap is too easy to pass compared to Brightbone Pass
    - The difference in difficulty is night and day the last time I checked.
    - Eastreach Gap needs additional regular undead spawns to stop players (such as myself) from simply running straight through without fighting at all.
    Other than that, I am very pleased with the release. Good job on the POTs.

    Can't wait for more crafting implementation. :D
     
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  8. Barugon

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    1. Mobs hit me from far away with melee weapons.
    2. Mobs are faster than me now even with +10% move speed from light armor tree.
    3. Flashing shadows!
    4. Exclusion area around 2 story trees.
    5. Damage from running down stairs.
    [edit] ...more
    6. Mob loot sucks now.
    7. Trainer charges gold the instant I click the skill (even if it was an accident). Perhaps an "apply" button (for when I'm all done) would fix this.
    [edit] ...more
    8. Game freezes every couple of seconds when I enter a scene.
    9. Random encounters!
    10. Game performance (frame rate) sucks. I'm using a Nvidia GTX 970M (a fairly high end GPU) and some scenes I don't even get 5 FPS.
    11. Scenes are too dark at night without tone mapping but tone mapping makes day scenes too bright, washed out, harsh and just plain ugly.
     
    Last edited: Aug 8, 2015
  9. Soulicide

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    1. Mobs able to hit you from too far away
    2. No attack range indication
    3. Big pets in crowded areas
    4. Player owned vendors making towns look like they've been taken over by pod people
    5. Control point "escort" fee is too steep
    6. No hotbar scaling
    7. Ah yes, removal of overland boats
     
    Last edited: Aug 6, 2015
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  10. E n v y

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    1 - New melee targeting (the free attack power bar brings something good to the game........the free targeting destroys the good work done)
    2 - Oversized areas for small PoTs (hopefully will improve with new templates/functions)
    3 - General speed of movement/combat
    4 - Random encounters are still awful. The best one is the travelling merchant and even that sucks because there is absolutely no benefit from trading with it.
    5 - Removal of boat just east of Ardoris that ferries you to Kingsport
    6 - Trying to place water lots with the dynamic PoT tool
     
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  11. majoria70

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    1)Sounds, sounds, sounds - Which I know are coming- right now though- the helpful ping is good, but the ping of effects like rend getting my character after the battle ends always makes me think an archer is hitting me at first until I check it out and if an archer is hitting me, it is the same ping sound.

    2)Chat system - Is a really continuous irritation for me. we need two windows - one to show dmg, effects being done to our character, & we need comment things like *feels dizzy* *stumbles* etc. If someone comments to you or you comment to someone ie whisper or local talk, it should have it's own window & perhaps a little ping type sound (more pinging :eek:) to let you know you have been spoken to. It is too crazy to be multi tasking and have someone talking to you and not know it or have to hunt through tons of stuff to even to find their comment. Please fix this, we need to multi task - talk and play- and not ignore people because we are clueless of them talking to us.

    3)I love so many of the combat changes so far especially free attack so my comment is null since I know more is coming to improve the experience as we go along. So several things are off for me in combat animations for Sota.

    4)One is my free attack is not hitting a target as much as it is hitting through a target and making me go right into the creature. It lessens the feel of satisfaction for me in hitting them with my 2 handed axe.

    5) Also some animations for the 2 handed axe feel off, but so much is improved. I always use a 2 handed axe.

    6) And lastly the camera angle when fighting is off. It doesnt quite feel like I am seeing everything that is going on. There is something off about the way the camera works with combat for me. Im not sure if it is a missing angle or view, but it feels awkward in some way that I haven't put my finger on. When fighting with others especially it is worse. I want to see and feel the action more, even though there are so many improvements and more to come, just my thoughts at this point.

    7)Also bag system not working as I'd like. When in bag mode we should be able to put things in little bags to organize it and color those little bags, and move those little bags onto a table or in a chest, just a comment to mention it since some do care about bag mode still, but I do not use it because of missing features to it.

    8)I don't like to dance the jig - Please give us a swaying dance or something unjiggy. The 'we want brains' dance is great, but still another style, hopefully several styles of dance would be 'much' appreciated by me.

    9)Another slight irritation is the time it takes to walk into a node of ore, ability to chop wood, or get cotton. So why the animation instead of just chopping the tree, or using the pick on on the ore. I like the actual action being made by the character, but the action is slow.

    10 Also regarding harvesting with the slow animation it takes to get into the harvesting action then often times being attacked too soon after having killed all the creatures. Yes it is a risk to gather and there are dangers to face but sometimes sheesh.:eek:

    11) I have added eleven, I am breaking the rules: Death is too short to allow you to find an ankh. Give a choice to stay dead or resurrect now so we can have more time to find it. Later when death is more interesting then who knows.

    Ok these are just comments and does not take away my great respect and admiration for the team and all their hardwork. I just love the game. R20 for me is the best release ever. I just love the progress I see. Im so looking forward to the future SOTA.:)
     
    Last edited: Aug 10, 2015
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  12. Barugon

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    I LOL'd.
     
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  13. 4EverLost

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    Well, we haven't had one of these for a while so here we go:

    1) Combat - I can't hit the mobs unless I'm standing right on top of things. Really? They can reach me and hit me for tons, but me, right in their face, cannot hit them back until I'm really into them. Sounds kind of kinky when I put it that way:rolleyes:

    2) Skills - I can't respec easily because I don't have no money. Which is good, not having money because it motivates me. But I'd have wanted to respec at least once before settling down into a build. Give me the opportunity to at least chose the style I'd like to go into before keeping it there. Really I don't mind but I'd like the opportunity to at least chose.o_O

    3) I still can't fish. No skills.:)

    4) Speaking of which, I can't farm either. But you put in the skills for it under gathering. Or can I? If so, I'd like it to be updated in those notices you send out. I'd like to know when I can use the skills I just bought with the little money I had.o_O

    5) You still left loopholes in money making:cool:. Which I'm sure you'll take care of fairly soon since we've all been talking about it here on the forums and using it. And I'm sure you've noticed. Maybe you'll slip in another one for us to find next time?

    6) Random encounters. Why can't I have more of them and in more variety? Everyone else seems to be getting them. All I get is wolves - most of the time. I'd like to run into the cows or sheeps sometime? Please;)? But you can get rid of the one with the spiders..............no spiders, please.

    7) Teleporting to random places. Leaving a POT in Hidden Vale and ending up in Novia. Taking a boat to Ardoris and ending up in an unknown location. Can cause moments of panic for those with a lack of direction. Very terrifying. I am sure it was unintentional on your part. Still:confused:

    8) Mob reach. If I cannot reach a mob, a mob should not be able to reach me (no, I don't mean a mage or archer). Especially when I'm stuck behind a rock and can't move. (Especially since you can sometimes forget the stuck command in a moment of panic while trying to do a bug report.) And I can' t see him because he's a small spider hiding somewhere which I can't hit anyway unless I'm standing on him. Give me a panic button, please, that I can use once immediately that will warp me a few feets away from the point in which I am stuck. Maybe I won't die next time while doing a report. Totally not my fault that I forgot you'll still be under attack while writing up the report and I was determined to do it in the right spot this time around. Unlike the last time when I ran away and did the report - and was told it had to be in that spot to be helpful. And no, I am not even thinking about the implication of what it would do to pvp - I don't do it so I'll leave that for others to poke at.:p

    9) Performance. I am lagging. Not in Ardoris but in Owl's Head. In combat. I assume it's lag because the darn mob is dead and I'm still taking attack damage from it. But this may be all on my side so shouldn't really put this complaint on you, I guess?:D

    10) You fix your bugs too quickly. I was enjoying my floating-in-the-air vendor standing on his invisible table.:p

    oh, and

    11) You made resources in random encounters not respawn infinitely o_O I was so enjoying those private farming grounds. Darn it. All that mandrake and stuff.****Never mind, apparently it does respawn in multiplayer mode - you might have to share though if the other person isn't in a hurry.:)
     
    Last edited: Aug 21, 2015
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  14. Bowen Bloodgood

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    1. Combat range. Bandits with daggers hit well out of range of my sword.

    2: Combat in general: Transitioning to the new changes feels awkward in melee. I have a hard time focusing on one target.. and a harder time keeping track who which mob is targeted.

    3: Random encounter frequency. Plus I feel they still need a bit of work. Once the novelty wears off we're right back to the problem they had before where people want to just leave. I love the stag encounter though. Only 1 spider silk from the bandit encounter. Why??

    4: Can't think of anything else at the moment unless my town is still broken.
     
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  15. jschoice

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    1. Deck System - I have enjoyed the majority of changes to the deck system. I would like a little bit more control on the number of draw cards I want and be able to set the speed cards cme in and out of my deck.

    2. Combat mechanics - Combat still seems too choppy to me. Either auto attacks need to happen ore frequently or free attack mode needs to be enhanced. I like the idea of free attack mode but it seemed like mobs were hitting me so many more times then I could manage to get a free attack in.

    3. Combat Sigils - I originally liked these as a way to see what my opponent was about to cast or use on me. I now find them distracting and would rather rely on the combat animations or enchantments like the UO "Cor Por" to recognize the spells.

    4. Random Encounters - I did not have the same problem that others did with the frequency of the encounters but I found them lacking in interest. If I am pulled in a random encounter, I hope I get some decent loot out of it. I kills the bandits and they have a treasure chest with some loot in it. I encounter a pack of wolves that are surrounding a child that I can choose to rescue for some XP or I decide to leave them behind to be eaten by wolves. Those type of random encounters are more compelling then the ones that are in the game right now.

    5. Dark is too Dark .. I think darkness is a great affect in a game but wow this is like really dark even with a light source.
     
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  16. Fredrick FlameGrinder

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    1. Zoning/Loading Screens
    2. Lack of Variety of monsters, skeletons, bears, wolves, spiders repeat in most cases.
    3. Death Penalties.
    4. Weapon and Armour Durability expensive upkeep.
    5. Paying money to Train skill points
    6. Overland Map at night is very dark.
    7. More Variety needed in POT creation, seem very repetitive, need more options for owners to distinguish their towns.
    8. Finding the Ankh to resurrect having a timeout.
    9. Variety in random encounters, yes they are working on it , nice.
    10. Rewards for backers should include some kind of storage chest by default.
     
  17. Ice Queen

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    1. Small Dungeons *I'm not trying to be mean, just honest, the size of these are pitifully small and they're unimpressive overall* (Dungeons are too tiny, they should be larger and explorable, multiple layers with more UO/Daoc-like dungeons (the farther you go the more difficult mobs get and their loot better as you go farther as well), and it would be nice to see other players outside your own party within them) (You should be able to get lost in them)
    2. Small Adventuring Scenes *I'm not trying to be mean, just honest, the size of these are pitifully small and they're unimpressive overall* (Should be as big as some of the POT's we see. With scenes that large I could easily run about, explore and feel like I'm in a real scene in the game. They'd be much better for exploring, fighting mobs, gathering resources, fishing, and hidden areas for quests/loot etc. not to mention more variety of mobs that could be put in them & I wouldn't be tripping over people at every single turn)
    3. Clone Pledge Merchants (Would be nice to change them to male or female and also clothe them with whatever you like, much like UO).
    4. Night time is way too dark.
    5. Control points
    6. /zone timer too long, with no other ways to move about quickly.
    7. New targeting for mobs and having to get right up on them in the right spot to be able to hit them. Need some sort of range UI or something to know when you're in range or out of range.
    8. Mob loot is paltry.
    9. Still hate killing skeles over and over til they die, it's not fun, it's just annoying.
    10. Taming (it's not fun yet, though I know it's the first rough draft of it & will get better)
    I have more but you said 10 so there they are :)

    **Edit* If they can fix #1 and #2, I wouldn't complain about anything else for episode 1, adventuring is a big part of a game like this.**
     
    Last edited: Aug 21, 2015
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  18. Katrina Bekers

    Katrina Bekers Localization Team

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    1) Difference between mob range and player range in melee.
    2) Some annoying details in UI.
    3) The Great Split between the two sides of the Control Points.
    4) Starting equip being OP compared with what you find at vendors.
    5) Being interrupted during 15x Meticulous Collection (by a stupid mob I could kill even wielding my pick or axe).
    6) Most interesting stuff is still in Hidden Vale.
    7) Loss of Dragon's Cave.
    8) Pace of raising levels - too fast.
    9) (Apparently random) delays in NPC answers to dialog keywords.
    10) Anything Jack said about players.
     
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  19. One Zero

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    1. Random encounters
    2. Random encounters
    3. Random encounters
     
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  20. Neiro

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    1) The piss poor design of the Village size Obsidian Tower (Town size is awesome)
    2) The zoom level resets to show face when using stairs while in 1st person mode ; **** for making videos.
    3) Lack of reasonably useful time of day information in the compass text.
    4) Enemy pathing issues make them run in squares around patches of grass.
    5) The relatively low stack sizes of crafting basics like curing salts.
    6) The annoying effect of npc interaction takes you away from your active chat tab, and always returns you to the tab on the far right, regardless of which tab was active before.
    7) The inability to link gear in guild chat.
    8) No location information for people in the guild and friends lists.
    9) The slowness of the crafting system. Why place the carpentry hammer in the box again, when it's already there!
    10) No feedback on reported bugs, generating a feeling of not being read.
    11) How carpets and pavers block item placement because the edges aren't level with the floor/grass below.
    12) The Pelican/Potpie/Altair/ivytower errors of late.
    13) The instability when having two or more clients open at once
     
    Last edited: Aug 15, 2015
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