My list (guild related, and fees)
-split due to length-
Guild halls should be reintroduced as instances available to all guild members. Nothing fancy required design wise. It would be nice to have bank access, a merchant, mystic forge, and crafting stations all available in one area with a short walking distance between each. Even if they have to be paid for in upkeep of influence or whatever. Although I don’t see the point in upkeep, cause most/all of this stuff is available in Lions Arch or other cities. All you’re doing is making us waste time walking around to get to it, there’s nothing fun about that.
Also, within this Guild Hall there should be the ability to start separate instances for various other PvE/PvP content. Guild Bounty Missions should be removed from the world map and instead be an instanced mini dungeon within the Hall featuring whatever bounty target you’re after. The NPC can still wander the world map to leave the scavenger hunt element in tact, but once interacted with it should unlock access to the bounty instance for a period of 24 hours. Having the event itself on the world map where other players that aren’t a part of the guild can interfere making it easier/harder, or multiple guilds can be competing for the same bounty at the same time, just isn’t fun. Not to mention how much harder it is, or even impossible, for very small guilds of just a few friends to complete some bounties. This method benefits both small guilds and large ones because you can then balance the difficulty of the bounty fight for parties of 5 members, instead of the weird algorithm guessing work that happens with possibly hundreds. With large guilds they don’t have to try to accommodate everyone’s different schedules, because members can simply form parties of 5 to run the bounty on their own time just like a dungeon, as long as they enter within the 24 hour activation period.
Also, activities should be available within the Guild Hall for inter-guild competition with a PvP type browser. You should be able to form teams and play controlled games of Keg Brawl, Dragon Ball, Crab Toss, Southsun Survival, Sanctum Sprint, etc. with guild members rather than completely random strangers, even if they offer no rewards, because it’d simply be fun to do so.
Holiday exclusive activities and jumping puzzles should also be available in the Guild Hall for members to revisit at any time, as well as new players to experience for the first time, even if it costs influence to unlock/activate.
Junk/trophy items should be removed from the game and instead be replaced with their sell value as a gold drop from mobs. Unlike white/blue/green equipment which can be salvaged, sold to a merchant, or listed on the TP, there is one known outcome for trophies, and that’s sell to a merchant. Just give us the gold as a drop and this will make the % gold find items that already exist in the game which lost value due to dungeon champs no longer dropping silver have added worth.
And of course, following the theme of more convenience, the ability to buy items in bulk, or salvage piles of items, open stacks of consumables, etc. should be implemented with a right click sub-menu, which I’m sure has probably been beaten to death on these forums already.
Oh and minis should activate once and stay out until put away, even on relogging, while not being a deposit-all item. Pretty sure this is the only reason they aren’t used much.
(edited by SKATE.1394)
We should have a remove-all armor button in the Hero panel. There are a number of puzzle-like situations where players simply remove their armor and then re-equip it all when they’re done.
The ability to assign different armor to certain sets and equip all at once would also be nice in tandem with the above. Some people juggle Soldier and Berserker armor in their inventory for different situations.
Ascended/Legendary weapons should have the ability to equip multiple “Slaying” sigils, though only one may be active at any time, even if the costs exponentiate for each additional sigil added. Maybe a Mystic Forge recipe can be added that eats up stacks of Sigils of Slaying and Potions of Slaying and/or other relatively unused mats to make the multi-use version. Then you can pick which sigil you want activated from your Hero panel whether you’re fighting Inquest, Grawl, Flame Legion, Icebrood, etc.
Make all sets of dungeon armor “pick your own stats” kind of like what happened with magic find gear, but with the entire pool of available stat combinations from dungeons. This way the token earning nerf is lessened by the fact that you can still hit multiple dungeons a day to get the gear you want in roughly the same amount of time as pre-nerf.
(edited by SKATE.1394)