QUOTE(Cyriel @ Apr 18 2009, 00:57)

- Add percentile values to derived final statistics where possible in the HV character main screen.
Minor display stuff like that will probably be added at some point, but it's hardly a priority.
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- Button / link on main page or profile to bring you to the HV screen.
We're still in closed beta. A link would just confuse people at this point.
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- Selection buttons in HV should be static. (Currently it's Character - Battle - Bazaar) These buttons tend to move themselves at some point. Please make them static.
The currently active main section is currently displayed as the first, then the selected subsection, then the remaining main sections in a fixed order. There's a reason it's displayed like that, I basically needed a very compact navbar that also told you exactly where you are. If you have a better idea, I'd need you to describe the exact behavior of what you'd consider a superior one.
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- If possible, Move the abilities button during fights so it positions after Magic. (meaning you have offense - offense - Misc - Overdrive/-charge)
There will be more buttons. I'll reconsider the button order at that time.
QUOTE(radixius @ Apr 18 2009, 01:01)

Like I said in an earlier thread, I think Clans would be pretty neat. But what I outlined probably made Tenboro want to beat me about the face and chest.
But that's all I know based off of not being in the beta, yet.
Clans is something I might add if it ever makes sense to clan up for something.
QUOTE(Awing01 @ Apr 18 2009, 02:07)

It would be nice to have the enemy's hp overlay the bars or on top of the bars that way we know how much HP the enemy has remaining.
A scan ability would be nice. By upgrading to this ability, we can determine monster weakness to element.
Well you're not actually supposed to know exactly how much HP the enemy has. The current "spawned.." output is mostly for debugging and logging purposes, and will be removed eventually. I've been thinking about a scan option, so that'll probably make it in at some time.
QUOTE(Sonic @ Apr 18 2009, 02:19)

- More detailed descriptions on effects, attacks, abilities, etc. Or at least a page detailing more exactly on what they do.
That's coming as should be evident from the placeholders, I just haven't written them yet.
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- Have the system bold certain events in the battle log. Such as when you gain proficiency or when a critical is done (from or to the monsters).
Not a bad idea, I'll note that.
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- (Optional) On Legendary monsters, have them make a short taunt at the beginning of the battle. Example, Derlek taunts "Exterminate!"
That goes under "fun but useless stuff I might implement some day I'm too tired to make something real". (IMG:[
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QUOTE(3d0xp0xy @ Apr 18 2009, 03:32)

I've thought about having different player classes, based on what primary attributes you choose to train - training an attribute pair a certain percentage more than the two others would assign you to a class. The classic troika of Warrior, Mage and Rogue (the actual names can be completely different, of course) would be sufficient for this. Training STR and END significantly more than the other attributes would make you a Warrior, DEX and AGI proficiency would put you in the Rogue class, and superior mental skills (INT and WIS) would give you a robe and wizard hat - relatively balanced attributes could give the neutral Adventurer class. Each class could have unique skills and/or passive advantages (maybe disadvantages too). I think that could make stuff more interesting, as it puts some strategy into character development.
I've been playing around with ideas for a class system of sorts, but an eventual implementation would still be pretty far into the future, so I haven't even written anything down yet.
QUOTE(Cyriel @ Apr 18 2009, 04:17)

On behalf of terns and me:
- Wipe button. resets everything to the default values (1 or 0) in exchange for a fat credit / other currency fee (that probably increases the more you do it)
For example: Reset all abilities -> 25k, 24 hour cooldown. Or something like that. Next time it'll be 50k, etc.
It's a bit harder than just "wiping" it, but it's easier with this new system than with the old one, where it wasn't even feasible.
QUOTE(TheBigR @ Apr 18 2009, 04:59)

A Bazaar auction so players have the option to sell weapons and items to each other once they are introduced
Might as well skip the obvious suggestions for improvements of systems that haven't even been made yet, if they ever did it in a MMO I've probably considered it. (IMG:[
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QUOTE(rionyamato @ Apr 18 2009, 07:18)

Since grindfest is similar to a survival mode game it would be nice if you regain a percentage of your health like 10-20% (maybe lower) of your current or maximum Hp per round.
I considered that, but I found it a bit hard to balance. Could still happen though.
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and then maybe after beta, we could get the option to duel against other users in a arena where it could be just for fun to see who is stronger or where you can wager GP, C, (or even Hath).
It's not as easy as making two people join up in the arena, the current system only does turn-based combat that's driven by a single player. Having more players in the mix adds a whole crapload of problems that have to be solved, so that's likely a separate system if it ever gets added. Ask me again in a year.