Huge list of UI/mechanics suggestions

Huge list of UI/mechanics suggestions

in Suggestions

Posted by: bramblefeet.4385

bramblefeet.4385

From a thread on Reddit here. Many of these have been brought up before on here, some I haven’t seen.

UI

  • Customisable UI placement/size
  • Map labels on Asura gates
  • Hide commander icons in PvE
  • New Guild commander PvE icon (could be researched with influence and added to rank permissions)
  • Show renown heart area on map
  • Option for coloured borders around inventory items
  • More filters in trading post (armour type etc)
  • Stop TP refreshing when swapping between panes
  • Ally markers on minimap option
  • Enemy markers on minimap option [could cause unbalancing]
  • Preview from trading post
  • Particle effects in preview window
  • First person camera
  • Miniature carry pouch/quickbar
  • Consumables quickbar
  • Last Online for Guild roster
  • Standardise potion icons so we can tell what tier they are without tooltips
  • “Hide Offline Members” checkbox for guild roster
  • Player Notes for contacts window
  • Stop resetting contact nicknames during server maintenance
  • More fields for guild information (MOTD, events, website details, voip details)
  • Cross guild chat
  • More chatbox customisation (text colours, edit windows etc)
  • Change mouse pointer size option

Gameplay Mechanics/Misc

  • More variety in weapons skills (possibly an option of two skills per slot)
  • A way to save and easily swap between skill/trait builds
  • A way to save and easily swap between equipment sets
  • Allow non-elite skills to be used in elite slot
  • More elite skills and significant buff to most existing ones. Make them build defining
  • True autoloot option (or area loot)
  • WvW autoloot (or at least for Medals of Honor)
  • Fix soulbinding on unnecessary items (they went some way with the tools but there’s still a hell of a lot more)
  • Duels
  • Fully descriptive tooltips on every skill and trait
  • Free waypointing to cities or “go to LA” button
  • LFG System
  • Option to unbind right-click targeting
  • Decreased waypoint costs
  • Patch notes in launcher
  • Direct trading (along with trade channel) [could cause unbalancing]
  • Some new areas built around more than 5 players please
  • Account-wide Karma
  • Lower cost for swapping crafting profession
  • Lock chat tabs option (hide “Tab options” dropdown and close button, make text uneditable)
  • Cue on consumable expiry (or consumable autouse)
  • Less RNG on stuff like precursors, let people get them through skill and effort rather than just luck of the draw
  • Weapon dyes

Storage/Collecting

  • More bank storage options for rare crafting materials (shards/cores/lodestones/piles/skulls/seasonal/karka stuff)
  • Weapon/armour skin storage (buy tokens ingame as a gold sink or from BLTC)
  • Costume storage (free, we’ve already bought the costumes)
  • Dungeon token storage
  • Account-wide dyes
  • Save dye presets
  • Much larger Guild stash
  • 1 personalised bank slot per character (used to store soulbound weapons armour and items)

Dynamic Events/Dungeons

  • Large scale, multi-zone dynamic events (like in BWE2 and 3)
  • Outward scaling dynamic events
  • More events like Claw of Jormag! That battle has about 10 different things going on and it’s perfect (maybe extend the icy ground a bit further over the cliffs on the right hand side so ranged characters don’t just stand there and spam attacks)
  • More waypoints in certain dungeons (TA, Arah and HotW are the biggest offenders)

Huge list of UI/mechanics suggestions

in Suggestions

Posted by: PlausibleSarge.2318

PlausibleSarge.2318

Agree on everything

Huge list of UI/mechanics suggestions

in Suggestions

Posted by: Olba.5376

Olba.5376

  • More variety in weapons skills (possibly an option of two skills per slot)
  • A way to save and easily swap between skill/trait builds
  • A way to save and easily swap between equipment sets
  • More elite skills and significant buff to most existing ones. Make them build defining
  • Fix soulbinding on unnecessary items (they went some way with the tools but there’s still a hell of a lot more)
  • Free waypointing to cities or “go to LA” button
  • Decreased waypoint costs
  • Direct trading (along with trade channel) [could cause unbalancing]
  • Account-wide Karma
  • Lower cost for swapping crafting profession
  • Cue on consumable expiry (or consumable autouse)
  • Less RNG on stuff like precursors, let people get them through skill and effort rather than just luck of the draw

My comments on the ones I disagreed on:

  • Skills come with hours and hours of testing for balancing. And honestly, the more variance you add to the skills, the more you steer the game towards a build-based setting, which you would want to avoid as it’s not beginner-friendly.
  • Swapping between traits fast would lead to diminishing the purpose of choosing a specific set of traits in the first place, which would destroy a good part of what makes each character unique.
  • Swapping between equipment sets? I sure hope you mean out-of-combat and only with sets that you actually carry around. Though this feature would definitely result in people asking for increased inventory space, or the ability to swap from bank.
  • Some elite skills could use buffing, but definitely not all of them. For example, most warriors run with either Battle Standard or Signet of Rage because the other options are hindered due to being weak and having ridiculous cooldowns.
  • What items would you consider “unnecessarily” soulbound?
  • Waypointing to cities for free? I dunno. Maybe allow you to port for free to the capital of your race? You could also tie the whole thing into the story, like getting some Pact-related token that allows free teleports to LA?
  • The waypoint costs are fine. You’re not meant to spam the waypoints like a madman.
  • Accountwide Karma is already in place in the game in a way. Jugs of Karma are Accountbound and they give a hefty amount of Karma.
  • Cheapening the swaps between crafts would defeat the purpose of only having two of them. And only having two of them makes it all better: you have to choose what you want to do. For example, you could play with a friend and select such disciplines that compliment each other for the races you picked.
  • Autouse on consumables? Please no. After that we will get people asking for auto-use on Boosters, followed by multiple auto-attack options.
  • The Precursors were meant to be rare. You cannot have rare without it depending on the RNG. Make it based on skill and you’ll have the hardcore community monopolizing the precursors. Make it a one-off thing and you’ll have people who misclicked or later decided that they wanted a different precursor. And how would you measure “skill” in an MMORPG anyway?

Huge list of UI/mechanics suggestions

in Suggestions

Posted by: bramblefeet.4385

bramblefeet.4385

A lot of good points.

  • At the moment the state of weapon skills sacrifices depth of gameplay for ease of use. A simple solution would be to allow the player to unlock the current weapon skills at the current rate and secondary skill far more slowly. This will help stop new players from feeling overwhelmed and give depth and replayablility to classes currently lacking them.
  • Traiting is intended to support your skill choice. You can fully reskill at any time (apart from active combat) but not retrait until you reach a trainer. It’s an arbitrary line to draw. As for the “what makes a character unique” point, that’s not really relevant as you can already retrait.
  • Yes and yes. I’d like to see equipsets that allow me to equip a full set of different armour/weapons and accessories in one go. I can already do exactly the same thing but it takes me a good 30 seconds, it’s just for convenience.
  • Yup, I think I covered by saying “most”. There are defnitely some extremely good elite skills for a couple of classes but the majority are very weak, a lot are worse than normal skills due to the cooldowns. Elite skills should be build defining, not something you’d rather use a normal skill in place of.
  • WvW siege blueprints in particular, seasonal loot like the Mad King slippers and Mad Memories, a couple of miscellaneous things like Mystic Forge Crystals/Eldritch Scrolls. I’ll admit that on this one there are actually a lot less than I thought.
  • As for waypoints, you say you’re not meant to spam them and that you shouldn’t be able to travel for any cheaper. How exactly do you get places? I’m certainly not spending 20 minutes running across a couple of zones to get where I need to be instead. As it is, I rarely go back to older content because I know that I won’t recoup the cost of the travel.
  • Precisely, account-wide karma is there in everything but actual account-wide karma. Is there any reason not to make it properly account wide?
  • I’d agree with that, I’m happy with the crafting system as it is. I have a couple of professions on each of my alts so I have all 8 myself anyway.
  • I’m also against consumable autouse, I’d much prefer a visual or aural cue on consumable expiry.
  • Totally disagree on everything you’ve said here. For a start, they’re obviously not meant to be that rare when Anet chucked out tens of thousands of them in a couple of minutes from the Karka event. Make them based on skill and on time. I’d like to know that that person I see with a great looking sword is a great player, not someone that bought a bunch of gold, got a really lucky drop or monopolised a TP commodity.
    “And how would you measure “skill” in an MMORPG anyway?” Like every other MMO? Genuinely challenging content.
    A simple, elegant option would be to give a token after a series of very high level content that can be traded for an account bound precursor.

(edited by bramblefeet.4385)