General suggestions, improvements, etc.

General suggestions, improvements, etc.

in Suggestions

Posted by: Spork.2375

Spork.2375

Thief – Steal should not be usable if you have no target. This should only apply to the initial skill, not the gained random ones.

Mesmer – Shatter skills should not be usable if you have no illusions active.

Mesmer – Mantra cast times need to be fixed when under the effect of quickness. The animation/timer bar doesn’t represent the actual cast time.

Fix mining animations for all characters. For example, if mining a node takes 3 seconds, then at the end of 1 second you should get an item, end of second 2, get an item, then at the end of the final, get an item. Right now it does that then continues to animate and mine for almost a fourth. Any player can simply move to cancel it early. It’s minor but it’s annoying, more so over time. Sync it up, don’t half kitten it and leave it like this.

There are reports (and I’ve seen videos) of infinite dodge hacks. Is there really no server side checking for endurance?? You don’t have to do any network updates for it, just prevent the dodge if endurance isn’t enough. So at least server side, they didn’t evade and they didn’t get that movement. Rubberband them back to their initial point.

Double clicking an item that is already equiped should unequip it.

WvW – Commanders should be of a certain rank in WvW before their tag shows up for anyone outside their party and guild. What rank that is can be left up to a very angry community.

WvW – Each keep/camp/outpost/etc has a colored circle indicating who owns it. When you hover over it you get a tooltip saying “color TYPE of structure” or “Under Attack”. These are the most useless tooltips ever. Obviously we can see the color, we know what structure it is and it’s obvious if it’s under atack by a visual indicator. Instead, have it read “name of server that owns it NAME of structure”. So for example “Fort Aspenwood – Stonemist Castle”. Why? It serves as a reminder of who is what color and it serves to help players quickly identify areas by a simple hover over on the minimap.

Items that do not despawn correctly (either they die and still show hp left but are dead and/or they die but do not despawn right away) – Grawl Effigy; Frost Totem; Veteran Jade Maw Tentacle; Dragon Effigy;
Items that DO despawn correctly (find what’s different between these and the above, and you’ve found what’s breaking them) – Inquest Prison Core; Inquest Turret (found underwater near Judgement Waypoint in Mt. Maelstrom); Krait Turret;

AI – Target priority is bad in some cases. Constantly enemy npcs will go after my bone fiend while it’s in the back of the group with full health. They frequently ignore targets nearby with less health % (notice I said % and not hp, ai shouldn’t be running hp value checks but rather % of total, so if there’s an injured target which would make for an easier kill nearby, they should be a higher priority) which would be easier kills. If there is a light armor user who is really hurt and in the back of a group, maybe npcs should prioritize that person as that’s an easy kill. Now keeping your hp up is more important.

AI – Ranged minions/pets/npcs needs to make an attempt to move out of negative aoe fields. They should continue to fire on their target if possible, strafe style. It would be far more complicated to do for melee types without breaking their attack each move so that’s why the suggestion was limited to ranged.

AI – Aggro can be improved and made to feel a bit more immersive by using a faux field of vision method. Instead of using “is player inside aggro radius”, use directional checks. If player is in front of npc within a 120 degree cone, then aggro radius is 100%, else aggro radius is 25-50% of norm (ie the player must get closer than normal to trigger aggro if not in that 120 degree sight cone). I know this isn’t a stealth or sneak style game and this change isn’t meant to make it one. This is just a small thing that adds to the immersiveness. “Oh look, if I walk up on an npc from behind then I can get closer before I take aggro.”

When moving an item between storage containers (from inventory to bank) via double clicking, if it is a stackable item (ie. Candy Corn), loop through the destination container’s contents and if a stack is found matching that item and is not full, add item to the stack INSTEAD of how it currently does which is looks for an empty space and puts it in the empty space.

Add something that shows distance to current target. Cheating programs already do this and so it’s yet another disadvantage for normal players and underwater it’s REALLY needed as we don’t have a first person perspective so it’s hard to gauge distance.

General suggestions, improvements, etc.

in Suggestions

Posted by: Silent The Gray.3091

Silent The Gray.3091

I don’t have much to add except for on the topic of aggro. Aggro is pretty mild in this game and in dungeons especially it would be nice if it could be cranked up a bit. Also the ratio of aggro to how long the enemy stays on you is pretty insane. I may run past a grawl and have to be within a few feet to get his aggro, but then he will tail me for the next 45 seconds as I try to get away, I’ve never understood why they did it this way, I’d rather have it be the opposite to be honest. Larger aggro range, but less tailing you range.