Game Improvement - Suggestions
1) I think that mob resetting should be less sensitive because I find that especially underwater I would get something to half health and all of a sudden it becomes invincible and regens all its health so i have to kill it all over again.
2) I think there should be little or no diminishing returns on karma and loot because when you’re farming for your legendary or just farming in general it makes it 3 times as hard.
I think this game should include a DR meter that keeps building the odds of getting a random exotic and then resets once a random exotic drops. I think it would kind of add a feeling of reward, “yes I am going to get an exotic drop soon I wonder what it will be?” to the game. I know this game has MF which influences drops.. but I like the idea of being guaranteed an exotic.
Whether this is an actual meter / bar that charges, resets and then charges again ( like the xp bar or warriors adrenaline), – I believe it is something everyone could benefit from.
(edited by serionus.8792)
Actually why are there no guaranteed rare/exotic drops from Orr-event-chests? I don’t want to participate in any Orr event any more, because I never got a single exotic drop at the end.
A couple of cosmetic change to the page will be nice too. Being able to view your chars from your profile, build and equipment included. Putting char as an avatar for the profile.
I would suggest that people form American and European server can play together. What if I have an american friend and i want to play with him/her?
Looking for group specially for fractals can be REALLY BORING so I have to suggest a party searcher between servers and overflow (kind of the one in gw1) so we can find a group easier.
Thank you.
I am in full support of a Dueling System.
As it stands, there is no real way to refine your skills for WvW beforehand, and a dueling system based upon the boost-to-eighty system in WvW would be a great boon to the game.
Personally, one of the things I love in PvP is one-on-one fighting. There’s nothing quite like fighting another player to the death in single combat. I have trouble finding the same satisfaction in sPvP, as there is little opportunity for uninterrupted one-on-one combat.
I have thought up a couple of points that would make dueling quite enjoyable (at least in my humble opinion).
*Allow dueling anywhere. I disagree with the notion that dueling should only be in special areas.
*Allow the ability to be flagged for dueling. Giving people this option will prevent a great many headaches.
*Boost dueling players up to equal level. An eighty fighting a level ten is hardly sporting.
Group tag
Dont care much on dungeons this system works well but while lvling it rly feel like there is no difference from being alone or trying to lvl as a group, if is based on % of group activity like for example i kill and other player kill another mob we both should get exp and chance for loot from both mobs.
As i said dont rly care on dungeons but while lvling and farming seems like there is no rly reason to be grouped specially if both are dps and mobs die in a few secs (orr farming im watching u) this should be implanted not disrupting the old one so solo players can tag and get exp and chance for loot too, i play all time with a friend and we like duo lvling but feels like we are just 2 person racing for tag on mobs.
(edited by creny.6273)
I’m sure this was covered already, probably ad nauseum, when it originally happened. But with the recent flurry of rewards being discussed in LA atm, I thought I’d leave a reminder about it.
Please adjust future “one-time events” in one of two ways. Either make them less “one time” so that more can participate or scale back the rewards from them so as not to leave people completely in the dust over missing a single afternoon of gameplay on a Sunday. People receiving two precursors is absurd, and while I’m sure that’s a rare exception… the rewards were big.
Increase drop rates on T6 Materials/ OR Remove DR from farming activities seeing as it’s original intention was to stop botters anyway. We aren’t bots anet, but we’re kitten well getting affected by the anti-bot measures. Great job on the new karma and dungeon rewards, but a little extra step needs to be taken for T6 materials and some other materials (cough cough, doubloons). This is what i’ll be wishing for come Wintersday. <3
- More presence on your official forum; acknowledge bugs that have been reported, gear that is missing, stuff that needs fixing, etc. Don’t leave us in the dark…
- In game that advocates ‘that’ special look, I think it’s really bad that some gear is missing… take the PvE version of the PvP Conquest Gear… great looking hat and blindfold, but nowhere in game. If people are in rage over Ascended Gear, I’m half-raging over gear that’s missing which won’t let my chars look like I want (have kind of set a limit that if it doesn’t show up in-game by end of March 2013, I’m out of here)
- Name Change Contract; seriously, you let people do a total makeover and change gender, but name isn’t part of the deal… c’mon…
- Slightly reduce T3 cultural armor prices.. The % increase from T2 to T3 is crazy and given the gear has poor stats meant for transmuting, it’s not even lucrative stats-wise. Cut each item’s cost by 50%. 10-15G for a vanity item is still a lot and will retain the exclusivity factor.
- Like the poster above, increase drop rate of top-tier materials… those lodestones are near impossible to get.
- Up the ante on the bot-fight; whether a pure bot or a player just running a bot program… I feel like I’m talking to a deaf ear when I push ‘report’ on all those bots… why they never get banned?!
- Add more weapon/armor types/skins (not new tiers, just more choices on same tiers as today)
- Future (doesn’t have to be near even): more playable race/profession/weapon types
Seamarshal Belit / Initiate Xun Tsu / Mistwarden Roshone
Seafarer’s Rest | Northerner @ Dragon Season
(edited by Dondarrion.2748)
I don’t know if any of them at ANet read this, but I will still post this anyway (hopefully they read this and hear what us players say and at least think about it)
throw in some very-hard-to-beat bosses in field maps (could be EDragons, or anything else ANet has in mind, not just the ones that will die eventually after being beaten up and down by hundreds of zergs)
they should possess numerous patterns of attacks and skills
and they should drop a special token (to be exchanged to a special accessory that has one special slot, that was unable to be filled by accessories found from monster drops, crafted, or bought from shops)
aaanndd finally, please make Legendary and some of the mats needed to craft it “Account Bound”……
and the way to obtain them should not be from ‘monster drops’….try some other thing, like accomplishing a hellish quest or kill invaders in wvwvw
after all, Legendary is for everyone…
Ecchishin – Shirayuki Aline (Norn Ranger)
Make Duels possible in certain zones of the citys.. (for exemple the arenanet logo in LA) and anywhere in explorable areas… (in explorable areas the duel inv should be sent if the target is out of combat)
Google “Grow uP” e Faz a Apply..!
Play Hard, Live Fast, Win Moar..!
Would be so awsome to make Keg Brawl sort of competitive.
- Turning Keg Brawl into a Week Event
– Guild’s could Form a Team
– People could Espectate
– Make a Score Window like WvW
– Weekly Update Guild Score for Each Server
Google “Grow uP” e Faz a Apply..!
Play Hard, Live Fast, Win Moar..!
Improve the support ticket system.. cuz since the start of the game i’ve sent some in-game tickets and im not sure if i had any answer.. -.-
Google “Grow uP” e Faz a Apply..!
Play Hard, Live Fast, Win Moar..!
The biggest issue I am hearing in the game discussion forums is the existence of Ascended gear, having to acquire it purely from FotM, and the Legendaries getting a buff when all ascended items are released in a future update.
I personally don’t feel a “I QUIT” from this information but I can see a slight issue with that.
IN an upcoming update, I suggest that ANet makes the following changes to improve things and potentially bring some players back:
– Make Ascended items much easier to acquire by adding a new zone that is very accessible (not insane like Southsun cove unless you have a team or top gear.) and has a decent chance to drop Ascended gear, comparable to the chance of Exotics to drop in Orr.
- Number of Dungeon runs are a good idea for the monthly, specific dungeons are not, Especially the FOTM. According to the forums people dislike that idea, having to run that ONE dungeon over and over for the monthly. Let them choose which dungeons to run.
- Legendaries should just be basically good as “skins.” several people were complaining because of the legendaries becoming the strongest weapons in the game making it feel like players with their exotics are at a disadvantage. I say personal skill is much more important then a small increase but this would satisfy more people if they were simply new skins for weapons, so people aren’t spending about 500k Karma to not only get a potentially awesome skin, but to be even with other players.
Otherwise, this is an awesome game, I have not had as much fun in this game as I have in any other MMO (because they are usually just alot of WORK.) This game eliminated everything I found annoying about mmo’s and I am looking forward to seeing new updates in the future.
Add some way we can Look For Group besides /M <message>. Currently this game is using the same method games used over 12 years ago! All I want to do is run dungeons but having to wait 20-30+ min to find a group is what lead me to ditch other MMOs that used the same methods.
Tried to check if this has been brought up before, but I got tired of weeding thru all the posts.
WvW and Condition builds:
First, If I bleed and poison a player or whatever DOT’s you get, when that player goes into a down state, why in #($&(%$ do all my DOT’s end. Do they miraculously stop bleeding, burning, etc.??? I don’t think so, and they shouldn’t!
Second, if I’m stuck with stacking bleeds, then why is a stack of bleeds considered one condition, when it comes to ALL the ways to cure/remove conditions. Makes it impossible to do any damage. Either remove stacking, or REALLY increase the damage per tick from DOT’s. With all the condition damage I invested in, I still get very little added benefit in damage, it’s stupid. 100-200 a tick with all my DOT’s is bleh! Please, please, please fix conditions in this game.
Waypoints and costs to use do not scale from low levels to high levels, and really hamper the game and the ability to want to help others.
Example: At low levels, closest waypoint might cost 5-10 coppers. At level 80, you could be standing right next to a waypoint and it costs over a silver to use. Increase the distance and we’re talking tuns of silver. Nothing should hamper progression, and the desire to explore, or meet up with others across the map in guild that might need help. Heard in GW1, there were no costs to use waypoints, this would be SO much better. I don’t even wanna help anyone not in my map, and I have a tendency to run thru pointless content I don’t need, just because of waypoint costs. This is stupid. Remove them completely, or make them 50 copper max.
Thanks.
Would it be possible to add additional armor profiles to swap with?
So say I have a dungeon set, a MF set, a glass cannon set, that out of combat I could swap between?
And try and make it so one is your “primary” so if you swap to one that doesn’t have all the pieces it is filled in with the primary set pieces.
Would definitely something I would buy from the gem shop.
If is very frustrating tring to find the last few hearts in an area, especially the underwater ones There should be some mechanic that makes the much easier to find. Not sure if this would be increased range on heart visibility from scouts, or simply allowing all of the hearts to automatically show up in an area or if the last 5 hearts should automactically appear or some other option. but there needs to be a better way…
Stupid idea, but I’ve got to suggest it anyway…
How about a variable difficulty level setting?
I’ve seen hard-core players complain that a mob of 6-10 bad guys their level, or above, is to easy. While casual players, such as myself can find less powerful mobs to be very difficult.
As I’ve noticed that down-leveling is in the game, and up-leveling was in several special events, couldn’t that, or a similar version, be used to create a difficulty setting?
I.E.:
Easy setting would have the player a level above the current targets, or the area’s maximum level.
Normal setting would keep the status quo.
Difficult settings could have the player 1, 2, or more levels below the current targets, or the area’s maximum level.
Related rewards could also be adjusted to match the difficulty settings in a way that would be consistant with the Magic Find game function.
I.E.:
Easy mode would have no Magic Find.
Normal would have some
And, the difficult modes would increase it accordingly..
I’m not sure if it does it or not right now, but the games death penalty mode, which is acquired upon dying, could decrease the amount of Magic Find that the difficult modes would have. (It’s duration could also be increased with the difficulty level.)
This would disuade individuals from selecting higher difficulty modes, attacking one target in a mob souly to obtain a high-end item, and dying in the process, over and over again.
This may be a bit of a huge change, but I believe that the game has an enormous, and very well done environment, but we don’t get to spend enough time in a place to appreciate it. I spend all of 6 minutes doing a heart, then running around looking for events until I get to the next heart for 6 more minutes. There are so many different almost castle-like areas that I feel aren’t emphasized enough. They don’t really serve much of a purpose. Which brings me to my next point:
Quests. Honest to god quests.
Maybe don’t make them what the entire game is based upon, but a good combination of hearts, combinations, and quests would make for a very fun leveling experience. Quests aren’t a bad thing…. they give you a REASON to go exploring into all of these places that your environment designers slaved over making. Not only that, but they give us something to do while we’re there, making us spend more time in these areas, and therefore, making these areas more memorable. In every other MMO I have played, there would be at least one thing about different zones that would set them apart for me, and I don’t feel like I have that in this game because I don’t spend enough time in each zone, so I don’t feel like I really get to KNOW the world I am in.
Finally, quests aren’t a bad thing if they are cleverly done. When they have unique objectives, when they require us to use vehicles or siege weapons, etc.
P.s.: Quite a few siege weapons’ operation could use a little work.
Add a proper Dungeon Finder, not an “improved” LFG tool.
Dungeons
- Add more dungeons (Not relating to the general story)
- Make dungeons more spacious and less linear in plot.
- Dungeon specific drops which cannot be obtained from vendor (Mostly nice skins)
- Larger parties or possible raid groups (Not necessary but I like the idea)
- Chest for completing Dynamic event within dungeons
- More rewarding items in Dungeon chest.
- Dungeon Finder (Anet can always have their own spin to it.)
WvWvW
- Siege Ladders/Siege Tower (Make them expensive and fragile so they arent overused)
- Warning Beacons
- Captured territory cannot give exp until 15 or 20 mins after its been capture.
Instanced Dynamic events
I would like to see large scale instanced events which have a large emphasis on the lore of the game. I would like this to be large enough to support more than the traditional 5 man group. These Dynamic events would include special armor or weapon sets which would be mainly vanity items. My inspiration was mainly from the Fractals dungeons and I thought why not make it or interesting by making it larger scaled.
PvP
- Capture the flag
- Large scaled structured PvP similar to Battlegrounds. (The maps could be lore based)
Example: A map about Humans vs Charr in Kryta
- I’d say more but many have already commented about PvP
Guilds
- Guildhalls (I know you guys arent working on it at this moment but I still want to emphasize how important it is)
- Guild vs Guild
- Alliances ( Not sure how possible that is in this game)
The game is really great but at times I wish there was more I could do, While I cant say ive done everything. But the reason I dont do them is because I dont really find them interesting. I just believe in time this game will be the best ever I just want to be apart of that process if possible.
(edited by Martin The Brave.8731)
This may be a bit of a huge change, but I believe that the game has an enormous, and very well done environment, but we don’t get to spend enough time in a place to appreciate it. I spend all of 6 minutes doing a heart, then running around looking for events until I get to the next heart for 6 more minutes. There are so many different almost castle-like areas that I feel aren’t emphasized enough. They don’t really serve much of a purpose. Which brings me to my next point:
Quests. Honest to god quests.
Maybe don’t make them what the entire game is based upon, but a good combination of hearts, combinations, and quests would make for a very fun leveling experience. Quests aren’t a bad thing…. they give you a REASON to go exploring into all of these places that your environment designers slaved over making. Not only that, but they give us something to do while we’re there, making us spend more time in these areas, and therefore, making these areas more memorable. In every other MMO I have played, there would be at least one thing about different zones that would set them apart for me, and I don’t feel like I have that in this game because I don’t spend enough time in each zone, so I don’t feel like I really get to KNOW the world I am in.
Finally, quests aren’t a bad thing if they are cleverly done. When they have unique objectives, when they require us to use vehicles or siege weapons, etc.
P.s.: Quite a few siege weapons’ operation could use a little work.
Quests YES!!!!!!
I love the heart’s and DE’s and the world looks fantastic and alive, but it’s just scenery after you have done them.
Also, I loved the books you could fill and flick through in GW and collect, maybe each area can have it’s own book/ledger where the locals have written requests or oddities they found, you pick up the ledger and start to do all the requests gradually filling it.
Each page with a small story and screenshot/artwork so you can flick through it again sometime.
Small rewards for single (re)quests, good ones for completed books/ledgers.
Copleted ones get a gold rim and can be stored in a bookcase/cabinet/home instance/collectible tab or whatever to read through whenever you like (like in gw1).
As the game grows they can even add more volumes to already existing area’s ever expanding the library of the world!
(edited by Odinius.9826)
Hello everyone, some of my friends and I from Arborstone server were discussing about improvements that could be made to the game. Here are some of them. I’m sorry if there are some language mistakes as I am not a native speaker.
1. General
- Increase the number of messages you can send in the chat (being mute is frustrating)
- Increase the number of emotes that you can use (Guild Wars emotes were great!)
- Guild halls :
* Add guild halls to the game
* Add classic NPCs to guild hall for free (merchant, repairman, bank)
* Make guild halls customizable in terms of skin. Example : being able to purchase banners with WvW tokens, gold and/or karma ; statues of famous NPCs with dungeon tokens, etc.
2. Daily achievements
- Daily PvE achievement :
* decrease the daily kill variety from 15 types to 10 types of enemies
* decrease daily kills from 60 to 40 enemies killed
* decrease daily events from 5 to 3 events
- Daily PvP achievement :
* increase daily captures from 3 to 6 captures
* decrease daily matches played from 3 to 2 matches
* increase the amount of tournament tokens recieved - Same amount of achievement points for the PvE daily and the PvP daily
3. PvE
- Increase experience gained from hearts and dynamic events in low-level areas
- Lower the cost of waypoints for the map you are currently in
- Set free waypoints for 100% explored maps
- Increase the cost of all other waypoints
- Set an aggro system
4. PvP
- Add Guild versus Guild to the game (+ladder)
- No duelling system
Thank you.
I think thiefs stealth should be nerfed somehow. because right now it feels like, actually for the past 3 months, thieves can pick and choose there fights no matter how good or bad the fight goes in their favor.
Maybe if someone hits a thief while in stealth they get revealed.
or how about they take increased damage while stealthed.
And also, you guys need to seriously buff rangers. I feel like damage wise they’re on par with the necros. And even less so for their utilities.
Solving the Issue of Vertical Progression:
The Integration of Holy and Solo Trinities:
An exacting punishment of growth on death:
The importance of power in the wealth
Character progression must have a stop-point
Legendary Weapons and Timeless Decay:
(edited by FaRectification.5678)
Skill points are a very underutilized/misused concept in the game. The core issue is that GW2 assumes players will be willing to spend amazing amounts of skill points for appearances sake (legendary weapons are a key example of this). Perhaps I’m just a little to old for that sort of idea to be even remotely attractive. “Appearance” and the “appearance of status” is relatively meaningless to me and objectively, fairly meaningless within the game. Skill points on the other hand take time and effort to gather, and beyond buying all of the various skills available to your character, generally either gather dust or are wasted on “buying” things other than skills for appearances sake. I’d like to suggest that skill points should be used to BUY SKILLS.
It seems to me there is no reason why skills shouldn’t have levels that could be purchased, with relatively steep steps to buy them up. The improvement at each level would not have to be tremendous to still be attractive. An example of what I’m talking about:
Hide In Shadows
1 pt for Level 1 = base skill
+3 pts for Level 2 = +10% healing
+6 pts for Level 3 = +1 second of regeneration
+10 points for Level 4 = +1 second of invisibility
+30 points for Level 5 = +1 second of regeneration and invisibility
———————————-
50 points total costs for Level 5
Summon Druid Spirit
30 pts for Level 1 = base skill
+50 pts for Level 2 = +10% healing, damage
+80 pts for Level 3 = -30 seconds recharge time
+120 pts for Level 4 = +30 seconds on summon length
+200 points for Level 5 = Summoned Oakheart is a Veteran
--————————————-
480 points total cost for Level 5
It might seem unlikely someone would save enough points up buy a Level 5 Summon Druid Spirit, but I personally prefer that than spending 200 points on a “Legendary” weapon cause its an achievement and it “looks cool” (or “sick” or “bad” or whatever the current phrase is — I guess I really am getting old. I can absolutely assure you that I would gladly spend 50 points bringing 2-3 different core skills I like up to Level 5.
Acrobatics trait line. Then sell it back
to them for $50. Brilliant! – ghost of P.T. Barnum
This is my only suggestion i have right now to improve the game!
- Guild chat/chat in general. Make the account name show up in chat instead of characther name. When you are in a guild it gets easily confusing when a person logs on another char, then you don’t know who it is.
WvW: An unknown content to developers
A logical and mature mind think that if you have to create something that already exists, you must make this thing better than existing ones.
There was Warhammer Online from which take the best parts of the Realm Versus Realm, Daoc was before, but as usual, who made a product, it’s never the one who is going to use it and has no idea what he’s doing.
We did not warband party, we can not use addon as a group icon, we must use the target to highlight our leader, we can not see the enemies and now we can not even see our warband leader and so we can not follow him.
Why genius work always where they should not? Just look warhammer and daoc and take the best from both, it’s not so hard…than, just than think to improve with your touch…
Endure Pain [PAIN]
The only problem I have is that there is no Australian or Oceanic server for players like me who have to use the American or european servers.
There has to be more loads more players like me wishing for this to happen.
I have some suggestions,
1) make more weapons(or weapons skins)
2) add 1legendary to every weapon type
3) more armors(or skins)
4) maybe add some more skills to use, also weapons skills like gw1
5) increase the lvlcap in future expancions
6) yea thats al i want plzz people add some more
i hope the deffs will read this!!!
MVG, | Tr | the thief
I’m sure it’s been said already, but I’d like to see a way to save builds (traits, skills, gearset). The saves can be exclusive between the traits, skills, and gear.
I understand there’s a fee to switch traits, but maybe you can incorporate the fee into buying “save slots”. Or you can have the gold sink on the activation of the save slot itself (but that is horribly un-GW like).
This would be a well received feature (unless you implemented it in a way where players had to buy the capability from the gem store… that would generate a small revolt).
Make fractal progession account-based instead of character-based:
https://forum-en.gw2archive.eu/forum/game/suggestions/Fractal-Progress-make-account-based
Associate the Exploration “star” by the character’s name with the Exploration Title. This way the player can disable the appearance of the “star” by choosing a different title. This would be similar to Commander where the blue chevrons do not appear when the title is not set:
https://forum-en.gw2archive.eu/forum/professions/mesmer/Will-Exploration-Star-be-fixed-for-clones
Disabling the “star” is very desirable for Mesmers in PvP/WvW because it singles out the Mesmer from the clones.
I think all players in PvP would like to disable the “star” because it can be seen through obsticles without having to target the player at all.
I know that this suggestion has been made at more than one point before, and I don’t wish to dredge up any kind of back and forth on it, but…
Consider removing or reducing ( maybe is a dynamic way? ) Diminishing Returns on loot from monsters. If it comes down to a question of bots / extreme farming type behavior for days on end, or something, sure. However, I know that there are a great many ways that we’re able to enjoy the game and procure resources…if I choose to help make a given set of things extinct for a few hours on end, I really don’t want there to be any hint of DR during a day of work and play.
Again, I’m not a developer, and I know that there are some outstanding factors that may tie into this – in short – finding a way to seriously tone this down would be pretty nice.
Dear Santa
I wish Guild Wars 2 to have:
- A better LFG tool.* Whatever it takes to find groups as reliably and quickly as possible and without wasting time filling up the chat window. (As far as I’m concerned this has the highest priority.)
- Maybe a way to solo dungeons with a championised character for fun & tokens, though it might need a limit – like 1 per day per account – to avoid diverting too many people from doing group dungeons (like what fractals are doing to the old dungeons).
- A way to permanently** “scar” your character (perhaps through added personal story with this being optional) with things like a simple eyepatch, a prosthetic (robotic) arm or leg or fancier ways like how the death knights from WoW have glowy eyes and a morphed voice on account of them having been killed and resurrected.
- An option to disable whatever automatically makes your character face your target in melee. The issue I have in mind is that if you use a cone AoE or almost any (or is it any?) melee attack and you’re not moving your character, the attack will be centered on the target, but if 1 or more target are in the right spot, you could have hit them both (all) if the attack was centered between them. This can be overcome by constantly moving your character.
Bottom line: whenever I use any cone attack (most (or all) auto attacks included) I want my character to face the direction my camera is facing, not the currently selected target. - Daily achievement progress resetting removed. By that I mean that if you don’t complete the daily achievement in one day you still keep your progress the next day. Then, when you complete the daily achievement, you can’t start progressing until it resets (like the way it is now). I’ve often found myself being able to spare too little time per day several days in a row, so I couldn’t reach that dang-blasted jug and coin.
- Mounts eventually, preferrably in an expansion to implement them properly, unlike WoW, with combat and a healthy/just the right amount of complication for the controls (a horse isn’t controlled with a pedal (WS) and steering wheel (AD) in reality – though it is in WoW, where it simply boosts your character’s movement speed and is boring^2) and if possible the actual feeling of sitting on 500kg+ of large animal and something equivalent for Asura I guess…
*I’m jsut expressing my support for existing LFG tool suggestions and pointing out what it needs to accomplish by my standards.
**I say decent MMORPGs shouldn’t have any completely permanent things about your character and this (point 3) should be allowed to change with (something similar to) the character appearance kit things. Speaking of which, sometimes I wish I could change my order, because I didn’t know about the order gear when I had to pick one.
I would love to see the following for guilds: (most important first)
1. Guild chat notification of guildmates logging in.
2. More info like (xxxplayer joined this guild since xx/xx/xxxx) and last log in time as well
3. More powerful guild buffs.
4. Guild halls.
5. Removal of multi guilds system.
Recruiting dungeon raiders.
Mounts that compliment Guild Wars 2 Ingenuity
Okay I’ll start my post of with positivity based on reasons for mounts in this game.
This game actually does open itself up to benefits and novelties for mounts that compliment this world and game play and its spirit of innovation. It may encourage players who find exploring slow and a grind outside of their leveling of their character to go exploring the rest of the world with all of their characters (main and alts).
First it should cost 5 gold minimum and not be usable until 60th level so by that time many peeps will have a lot of unexplored zones of lower levels that they may otherwise ignore if not interested in exploration as it is right now but may be encouraged to go back to on a mount that can go a constant fast rate. Also the mount should be designed to be hardy but still be able to be taken down and it must not have a jump ability at all of any sort to be exploited for jumping puzzles and reaching vistas.
The novelty factor of the GW2 world could have a wonderful variety of mounts with slightly different stats that replace your skill bar with a few very fun and maybe useful skills whilst riding them.
Suggestions of mount types and abilities to think about and work on:
- The Dolyak would only go at +40% run speed but be very resilient and able to knock down enemies in its path interrupting and disabling them for 2 seconds though with no damage so the Dolyak can escape an enemy.
- The Worg would be able to go invisible for a few seconds at a time and run at +50%.
- The Asura jetpack (which just hovers above ground really) could go at +60% faster and have a three second turbo boost to +90% with a two second splutter of the exhaust afterwards causing slowdown to normal run speed for a 2 seconds.
- The dolphin would go at at +60% speed and its sonar would confuse nearby enemies to stun them for a second.
- The benefit of the drake is both land and water travel at +40% whilst whipping its tail to interrupt and stun for three seconds to help it escape an enemy.
Addressing arguments against mounts
Yes there are running buffs that can be used outside cities but the best I know of is the 33% signet for the rogue and of course short uses of swiftness from traits plus any items that can be bought to enhance that from the diamond shop. How many folks buy enough 1 hour speed boosts to make a difference? This sounds all very convoluted and a bit daft too.
The excuse that some people make against the use of mounts being that it makes Guild Wars different to others is very cynical indeed and counter-intuitive to Guild Wars 2 being an innovating game.
them due to those less than polite individuals out there and their offensive attitude.
sorry about the second post above..please delete
them due to those less than polite individuals out there and their offensive attitude.
Hi everyone,
Post deleted as requested Joneb. Thanks
Add a LFG channel or some tool like Dungeon Finder so players can easy find a random group for Dungeons.
Disable Boss skiping in some Dungeons.
(edited by Codata.2019)
There was a post made on guru by Alleji that has some really great suggestions for improving open world PvE/DEs (scaling ideas, rewards, full zone events) and getting people out into all the maps of Tyria. Unfortunately it is too long to paste here, so hopefully a dev (or anyone interested) can follow the link below. It’s well worth the read.
http://www.guildwars2guru.com/topic/77396-a-seven-step-guide-to-fix-gw2s-pve/#entry2117079
I haven’t read all the replies on this thread, so most of this may have already been said.
Allow people to split the chat tab into multiple tabs:
Usually what I liked to do, in other mmos, is split my chat tab from my combat tab, having two tabs open at once. This just allows me to see what people are saying in the chat tab, as well as allow me to see what my damage output is, when I’m testing a new build, without having to frantically clicking between the chat and the combat tabs.
Give a dye option to weapons and underwater breathers:
This isn’t a major issue for me, but I would like to have the weapon to match my outfit (mainly the plain-looking gear, not legendaries and weapons with similar effects to legendaries, such as Volcanus and Infinite Light). I just feels a bit strange when I run around in amber-coloured sylvari cultaral armour and suddenly I pull out a leaf-green riffle.
Make precursor an item achieved through hard work rather than grinding:
This is one of the things that bothers me the most at the moment. Since guild wars 2 launched I have been aiming to get a legendary after a hit level 80, knowing that this will be no easy feat, but the amount of luck needed to get a precursor at the moment is starting to make my determination waver. I could always try and buy it off the Trading post, but the amount is so ridiculous for someone who doesn’t play the game 24/7 or for someone who doesn’t have the money to buy gems at a steady pace and switch it out for gold.
Make the spear a land-based weapon as well:
Kind of speaks for itself, but I would like to be able to use the spear on land as well as underwater. I usually picture a spear as a land-based weapon rather than a spear used for fishing.
Make a team deathmatch sPvP map:
One thing I enjoy doing, after hitting the max level in mmos, is do some pvp’ing. Seeing as WvWvW is a bit too harsh on my cpu, I tend to stay away from it and do sPvP more. What I noticed from doing sPvP is that most people tend to focus more on killing rather than capturing points. In my opinion it would help to have a team deathmatch map where kills are the score rather than point capturing.
Adding more slots to the collectibles:
One thing that bothers me is the new collectibles that keeps on taking up bank space with all the new content such as Halloween’s candy corn and the Lost Shore’s new fruits. I think that adding slots for new collectibles would be wise as well as maybe adding slots for dungeons tokens. At the moment 6 of bank slots are used up by dungeon tokens that I got from helping guild members, but don’t plan on using at the current time.
Adding bigger party options:
The one thing that bothers me is that when I’m doing a bit of PvE’ing with my guild or doing events, is that we can’t all be one party and sometimes lose track of one another. I think it would help a lot of people to add a function where more than 5 members can enter one party without having to pay 100 gold for the commander title and forming a squad(so far I heard the squad option still would not help one keep track of their fellow party members outside of the 4 that are in his/her current party).
Making tier 3 cultural armour less expensive or exotics:
The thing that is currently stopping me from buy tier 3 cultural armour, is the fact that they cost nearly 100 gold for the complete set of 6 rare items, not exotics. Either the reduction in price for the armour would help, so that I can solely buy it for the aesthetics, or changing the armour to exotics rather than rares.
Quicker dungeon finder, but still effective:
I don’t even need to talk about the dungeon finder seeing as it has probably been mentioned over 9000 times. What I think would be a good idea is to update the current looking for group status we can access through our friend list window. Just add an option that shows what the person is looking a group for. Maybe give it a drop down tab to select a specific dungeon, maybe something like “farming” in a map like Cursed Shore, or maybe a dialog box in which the player can type what they are looking for.
Character titles:
The current character titles feel really weak and pointless in my option. It doesn’t really get noticed at all. I think character titles should be written next to a characters name when you see him run past you rather when you click on the character. For example: Instead of just displaying the characters name as Player1, why not show it as Master Crafter Player1.
Disable enemy names in WvWvW:
In my opinion all name display should be disabled in PvP. It kind of ruins the fun in PvP when you run past a while and suddenly you notice a name hovering above a broken wall, clearly giving the enemy’s hiding spot away. I think taking names in PvP away will make flanking a lot more effective and fun, it will constantly encourage players to try and figure out which spots are good ambush areas.
The Sylvari need more customization and armors the oficial topic is on Sylvari Forum and it got alot of suggestions and feedback by players
the link is https://forum-en.gw2archive.eu/forum/races/sylvari/Sylvari-need-custom-armor-suggestions/first#post974315
1) more none-coat medium chest armor, so that player could cordinate with the pants.
2) Add some TP items to enable to reset personal story (or maybe enables re-choice).
I just feel like to play the story again. (Better If I could choose different scenario to experience).
3) Add material type description to dyes. (unused ones).
4) Allow player linking their learned dyes.
5) Make bank spaces for Passion fuite / karka meat/ tokens and some other ingredients.(lodesone, doublon….)
6) Dresser for Town cloth.
7) Put some Gems into each BL chest. Like a lottery.
8) Mesmer’s ZERG ability sucks.
9) Necro’s Minions’ AI is way too stupid.
Skill points are a very underutilized/misused concept in the game. The core issue is that GW2 assumes players will be willing to spend amazing amounts of skill points for appearances sake (legendary weapons are a key example of this). Perhaps I’m just a little to old for that sort of idea to be even remotely attractive. “Appearance” and the “appearance of status” is relatively meaningless to me and objectively, fairly meaningless within the game. Skill points on the other hand take time and effort to gather, and beyond buying all of the various skills available to your character, generally either gather dust or are wasted on “buying” things other than skills for appearances sake. I’d like to suggest that skill points should be used to BUY SKILLS.
It seems to me there is no reason why skills shouldn’t have levels that could be purchased, with relatively steep steps to buy them up. The improvement at each level would not have to be tremendous to still be attractive. An example of what I’m talking about:
Hide In Shadows
1 pt for Level 1 = base skill
+3 pts for Level 2 = +10% healing
+6 pts for Level 3 = +1 second of regeneration
+10 points for Level 4 = +1 second of invisibility
+30 points for Level 5 = +1 second of regeneration and invisibility
———————————-
50 points total costs for Level 5Summon Druid Spirit
30 pts for Level 1 = base skill
+50 pts for Level 2 = +10% healing, damage
+80 pts for Level 3 = -30 seconds recharge time
+120 pts for Level 4 = +30 seconds on summon length
+200 points for Level 5 = Summoned Oakheart is a Veteran
--————————————-
480 points total cost for Level 5It might seem unlikely someone would save enough points up buy a Level 5 Summon Druid Spirit, but I personally prefer that than spending 200 points on a “Legendary” weapon cause its an achievement and it “looks cool” (or “sick” or “bad” or whatever the current phrase is — I guess I really am getting old. I can absolutely assure you that I would gladly spend 50 points bringing 2-3 different core skills I like up to Level 5.
Praise this man! +1!
I have no idea why this isn’t the case by default. I feel that players should be allowed to focus more on the specific build they like by upgrading the skills, thus making builds more unique.
Also, you will eventually need to add a purpose for skill points. Sure,you need 200 for the bloodstone, but after that,they are literally useless.
“Run to your false gods, we have tanks.”