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Suggestions/fixes ideas for Trove

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This is NOT a demand, a troll, or whine. These are ideas I wrote down quickly as I was playing the game in the middle of combat in PVP or PVE or during mining. Every one of these are OPINIONS and should be read with the tone that I appreciate what trion is doing, and would like to see improvements but I don't expect even one of these to go live. If you are the TL;DR type this may not be for you. There may be spelling or grammar/punctuation problems. I am not a writer or editor. Deal with it.

FOR THE LOVE OF GOD GIVE US A MINIMAP. and a cave detection tool, maybe a hotkey to "ping" and an arrow pops up for 5+ seconds showing us the general direction of the nearest cave, this could also be another inventory item, with better quality ones being more accurate, having longer duration or longer range.

could we get biome independant cave generation? so that caves properly extend through multiple biomes for a longer and more interesting underground experience? the most fun i have is entering into a cave in dragonfire peaks, popping up in a dungeon in frontier, then diving back down only to emerge again in fae wilds.

streamers abusing the game wide shout function should have their privileges of balefire code giveaways and using the shout function revoked for a minimum of 3 months. the shout function should also have an internal timer of 1 hour at least per person. people using multiple accounts to sidestep this should have their giveaway status and verified streamer access revoked permanently.

Multiple class gear sets. i seriously want to be able to share some of my gear between my characters without having to find what class i left it on, swap, move to inventory, swap to the class i want, equip, then go about my business.

I really really want access to building complex machines (like generator mods in minecraft). please add power generation and machines. these could power the block grinder "machine" to produce glim, materials, or flux over time at a large cost in blocks.

multiple hotkey preferences. some classes (lunar lancer, revenant) are just begging to be able to use their heavy hitting abilities as right click (in my opinion) but other classes feel too awkward using them NOT on right click (ice sage, candy barb) so changing hotkeys for comfort playing one class means discomfort playing another.

being able to "collect" everything, such as diamonds, would go a long way towards reducing the feeling of having "waste" items as rewards from boxes. even just a few glim per item would feel rewarding.

would appreciate being able to preview styles before i buy them in the store/market a small picture is not quite enough.

caves in dragonfire peaks are sometimes difficult to navigate because of their darkness and light levels "IRL". Could be get a tweak to the cave generation or block textures used for caves to aid in visibility?

could we get the option to make mounted characters invisible? some dungeons are hard to navigate solo with a giant dragon flopping about, let alone in a massive twitching mess.

there should be a placeable block or entity that prevents all bomb use inside of cornerstones or within certain distances when in club worlds. this would prevent griefing.

trove does not seem to play well with overlays, this includes everything from steam to skype, windows 10 notifications or anything else. it causes trove to crash regularly and trove hides the windows task bar without capturing window focus when tabbed out, invalidating the benefit of windowed mode

trove also does not play well with different resolutions, aspect ratios, or windowed borderless mode in general.

each class should get a small "bump" at level 20 to give it more fanfare. for instance, candy barb gets a small chance(5% or so) to activate his passive on his own damage (increase attack speed) knight would get bonus damage passive reduced 45% but be able to hit twice before it resets. revs taunt gets 15% wider arc. pirate captains first mate deals 5/10% more damage. numbers could be even less, just an idea for something else unique to look forward to for each class.

server needs a pass at desync monitoring and prevention. starting to fly to a location then seeing myself stop in midair, then all animations cease while i rubberband at varying speed to the ground, taking fall damage is massively inconvenient. I understand this may not be a high priorty but frustrating experiences are something im sure you don't want to be associated with trove.

would love the ability to set UI scale to 0.5-0.9 through the UI itself as a persistent setting, instead of typing a command every day

could we get "extreme" versions of biomes? some biomes have what ive been calling "generation error" maps where a mountain spawns and a cavern or 3star dungeon spawns under it, making a huge, interesting, fun to navigate environment. if 10% of the time the generator would be allowed to be "eccentric" and cobble together more interesting landscape it would provide more variety and be more interesting IMO.

enchanted forge should show how many and which pearls are already on an item. not everyone immediately puts 8 pearls whatever item they want to upgrade. this would be helpful for managing multiple classes upgrades.

you have a 1shot prevention implemented in PVE. this is completely negated by attack speed if there is no damage immunity. very frequently i get hit by a heavy attack then immediately after i get killed by a regular hit which affords me no time to dodge or heal. because being reduced to 1hp and killed in less than 1/100 of a sec after that is the EXACT same as being killed by the initial hit. please add a 0.5-1 sec damage immunity with a 10 second cooldown if you're going to retain this feature. also some melee "power hits" seem to have infinite range.

mastery panel should let me click my mastery level to autoscroll to my current level in the list.

there should be a "reverse bomb" for club worlds, that on contact creates a large amount (20x20 or larger) of the same type of primal block it "detonates" on. to balance this could be limited to only use blocks already in inventory. this would help in filling in trouble areas like the fae biome.

there should also be specialized mining bombs that do +100% ore damage but 50% block damage and 10% dungeon block damage

pistols look terrible because of their smaller size, they should be allowed to use more (smaller) blocks to allow for detail that shows something more than a handful of pixels.(i get the art style, but pistols are too small and suffer more than other items because of this)

all ranged classes can derp and aim at the ceiling when firing at something that's too close. this includes chests, enemies, the air....this is especially frustrating on the shadow hunter, as when lining up a charged radiant arrow, having it fly off into the ether wasting a shot and a cooldown.

nearly all melee need a 1 block height increase of damage in front of their character for primary abilities. this includes dracolyte. the usefulness and enjoyability of melee in pvp would be highly improved(IMO)

would appreciate the ability to save favorites in the market

fishing sucks. it sucks in rift, it sucks in WoW, it sucks in trove. we have been brainwashed over the years to accept it as some weird form of content and put up with developers claiming "BUT ITS FUN!" when its not. there might be a grand total of 5 people on this planet that literally enjoy staring at 10 pixels and pressing a single button over and over. anyone else saying they "like" it is a botter or lying. you need to either completely automate it or remove it as being necessary for badges and mastery. there is no true content in fishing, the different fishing poles and areas to fish in have zero effect on gameplay and there is no variation in how one fishes in one area vs another. it might as well be called "reduce the overall lifetime of your keyboard switches simulator 2015" and vomit 50 glim at us every 20-25 seconds. which brings me to another point. if i want glim, i don't fish, i do anything BUT fish. i farm ore and sell it then buy glim or i farm the fae biome dungeons. or farm the dungeons with hidden areas and bonus glim pockets. farming glim through fishing is an exercise is self loathing. please fix this.

lasermancy rings are severely underutilized. please give us a 2nd ring slot that's only for lasermancy rings with mining only stats, or rebrand lasermancy rings into lasermancy bracelets. would like a stat (on lasermancy rings or whatever only) to increase the amount of ore i get per block mined. +100 morblokstat =+10% more mined +500 =+50% (obviously would need to be balanced but you get the idea)

inventory slots are too expensive. $3.33 for the storage of 5 items is prohibitive. you would earn more from them if you reduced the price to $1/row. this would entice far more people to buy them.

ice sage slow amount or duration from the primary attack needs to be nerfed in pvp by a minimum of 50%

game has random crashes with zero feedback. if there's an error i can research and fix myself i want to be able to do so

when using the move item or set price dialogue, its giving me carpal tunnel to "click, type, click" when i should be able to "click, type, press enter"

speaking of dialogue, the "invite" function needs to be changed. as it it when it pops up it takes over and doesn't allow you to turn your character. please change this to a smaller box off tot he side that allows for pressing e or f or something to join in addition to pressing a button if we choose to activate the mouse. this happens with other popup dialogues but the invite one is by far the worst offender.

items should autofill to stacks of 9999 and i shouldn't be required to either buy inventory or manually move things into stacks of 9999 to keep a clean bag.

the tooltips are seriously annoying, they either don't show up, dont show up for a meaningful duration. (they disappear after 0.5 sec or less) i have to move my mouse back and forth over the items more than twice most times. other times it wont show till i reopen the game, about 5% of the time it works fine.

also, its time that flux become the defacto ingame basic currency and we be given a wallet. the only reason to have it as it is is to push people more into buying inventory space. and is a poor tactic IMO. if i want inventory i will buy it, if i don't, nudging me ever more to do so will make me buy LESS things, not more.

chloro is very powerful, but would like to see a change in the primary attack. its plant healing should be in a (slightly) larger healing AoE on impact that affects only the plants so when filling a healing role we don't have to climb on top of the tank and jam our staffs into the dirt to "maybe" get some heals onto the plants. extending the plant only healing to a 3-4 block radius would be appreciated. chloro can also throw flowers the wrong way if strafing near the edge of blocks you are standing on, this "throw bug" extends to boomeranger, shadow hunters snare and bombs.

some ultimates (tomb raiser, knight, revenant) do not always properly trigger in combat, I need to press the buttons 5+ times while not moving or using any other ability to get them to register, this is across multiple different computers and input devices (gaming and non gaming keyboards)

candy barbs collision detection with sugar crash is spotty at best, mostly sending the barb sailing past enemies, making aiming or connecting a frustration., needs to act less like a jump and more like knights charge when checking hitboxes.

the fae needs a pass at its base aggro generation, getting aggro from damaged enemies who have aggro on someone else when i've not entered combat yet is frustrating, and the blink needs a lightly longer duration (+1-2 sec) or more hp (+5hp). fae is also having the main attack get bugged after an enemy dies. it frequently loses its buff or stops dealing damage altogether until another ability gets used, similar to the "endlessly attacking" bug other classes experience when they spam their main attack without any interaction from the user (even not using hardware macros, this is 100% game based)

the knight is boring. i want to like the knight and its skills are not inherently bad, it feels uninspired and lackluster, also the passive often does not trigger properly or for long durations.

the revenant can sometimes "lose" the ability to use its taunt for several seconds. approximately the same as twice the base duration during combat. this seems to happen more during pinata god fight than other fights when pinata god uses large knockback. revenant can also lose its ability to use lasermancy if holding down the button for spirit spears then swapping into mining mode. to fix this you have to exit mining mode, use a different ability (with a cooldown) then return to mining mode and test the laser.

lunar lancer would benefit from having a better pull (personal bias) if the CD would only trigger on damage and after the pull this would go a long way to improving its mobility. also the passive is completely unreliable,bordering on useless in pvp and a joke in PVE, i've not met a single person who counts on having the passive, making it superfluous, please redesign. the knockback(knockup?) in some situations can become far too exaggerated, throwing the enemies 8+ blocks into the air, making group combat comical.

tomb raiser should have the ability to spawn 3 minions from its ultimate if no minions already exist for double the cooldown, would be nice if the TR base minion healing started at 3 and not 2. (banshees boon doesn't need to change) this would help fighting some bosses with lots of spam AoE damage and minions, as this combo can overwhelm the minions and make them useless (dying in under a second) reducing the TR's damage and survivability significantly.

pirate captain is fun, would want better response to attack speed and less primary damage (personal preference) and either ultimate or pretend pirate deal less block damage. when 3+ pretend pirates are out and ult is activated, you have the decision to make of inconveniencing everyone or fully contributing. would be nice if either ultimate or first mate would cause damage to pretend pirate to trigger it early, I end some fights with 3+ pretend pirates active, making that a wasted effort. First mate is also a pain to keep on the same level as whatever its fighting, i have to keep track of 4+ enemies and assume whichever one the cannons is firing at and try to drag it in front of first mate or recast and have it attack something else which will then swap to a new level, making first mate miss again. this makes pirate captain self defeating with its inherent block damage from ultimate and decoy.

boomerranger is the only class that requires an inventory slot be used for its equipment, would prefer a more elegant solution than sometimes accidentally collecting my bow. (yes, rekt i know) would love the boomers bomb to deal half dungeon block damage or less, and have the explosion to be centered around the bomb for mining. catching the boomerang is sometimes not registered and will not reduce cooldowns. this is exacerbated if the boomerang hits big bomb before it explodes, as cooldown reduction WILL NEVER trigger in this case.

dracolyte (as mentioned before) would massively benefit from a 1 block height increase for primary ability damage generation. the "spit fire" charge sound needs to be much louder or much more distinguishable, also needs better visual indicator when in dragon form when "spit fire" is charged (make little dragon sit on big dragons head?) "spit fire" also interrupts basic attack when not charged, would love seeing it disabled until charged as the diablo-style players (like me) hammer keys out of habit

shadow hunter is either incredibly powerful or incredibly anemic in PVE, would love either slight energy cost reduction to snare or have primary attack pierce(NPC's only) so as to better benefit from lifesteal and area denial (control)

gunslingers passive frequently resets too soon, or does not check repeated shots after first fall slow. i'm going to chalk this up to poor server performance as I will also occasionally say hello to the dirt with my face while in the middle of flight for no reason. would also appreciate different art used for the pistol charge, as it visually blends with other buffs, why not a big + (plus sign) crosshair?

would like to see different abilities on allies for more custom builds. why cant an ally generate 1/2/5% energy on main attack? why cant an ally reflect damage? prevent 1 death with a cooldown of 1 minute? give you a free bomb every 100/200/500 ore you collect? cut plants in a 2/5/10 block radius? increase bomb efficacy towards ore blocks? slow enemies(NPC) by 10/20/30% in a 2/5/10 block radius? produce 10 glim for every 100 you collect? you get the idea. basically just adding a bit of skill amount or % damage, while very useful, gets repetitive and makes gaining other allies only a property of mastery leveling and negates bragging rights which, if I'm honest, is the driving force behind half of the work I do on my revenant. "hey look! i got samantha!" does not translate to "hey look! i got a chef qubesly!" but it could if unique and balanced attributes were added to spice up the selection.

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