Yolokin_Swagonborn wrote: »
wtf is a jump point?
With Clockwork City almost upon us, I thought this would be a good time to list some of my wishes for game additions in 2018.
1.) Jewelry Crafting
Would be nice to be able to finally add jewelry for the crafted sets and have the ability to make improvements to existing jewelry.
2.) Two-Handed Weapons in Sets
I would love if two-handed weapons (swords, mauls, axes, bows and staves) finally counted as TWO items in sets. They take up two weapon slots so they should account for that.
3.) Style Transmog
With the trait transmog coming it would be great to finally have a style transmog in game as well.
4.) Non-standard Class sets
Be nice to finally have sets that are off from the armor based skills for once. Stamina and magicka heavy armor, Health and magicka medium armor, and health and stamina light armor. Not enough variety in the set classifications even with so many available.
That is my short list. Be curious as to what others would like in game over the coming year.
Yolokin_Swagonborn wrote: »No more jump points, please. I'm a software architect, and the explanation that we got about the purpose of the jump points is the most ridiculous thing in the world.
And we need vet difficulty option for overland content with Craglorn level of threat, purple level of stuff. Its too easy, annoying, and simply not fun.
And fix lag, nerf sorcs, free beer.
wtf is a jump point?
CP jump points. Caused by an accidental typo of a dev folk, who wrote floor() instead of floor() + 1 in a lua script somewhere, and defended by zos spokesman by Star Trek techno blah-blah.
1) transmog
2) spell crafting
3) jewelry crafting
4) new weapon lines (or weapon effects similar to dual wield and two hander)
5) non perfect version of master and maelstrom weapons
6) variable sized instanced encounters (or at least options for smaller/larger trials, vDSA, vMa)
7) pass on some of the underperforming sets to make them more viable