This post will highlight a few minor annoyances that have bothered me since I started playing this wonderful game.
- Issue #1: Walking to bodies and hitting the “F” key are unnecessary steps in the looting process when a player already plans to pick up all loot drops.
Decisions are what make game mechanics fun. I decide whether or not to kill a goat. I decide what skills to use when fighting the goat. These decisions can change regularly during a session. I decided 3 weeks ago that I wanted to pick up every single drop, but I am still forced to take actions for something that is no longer a decision.
Solution #1: Implement a true auto-loot system.
Loot is already instanced in GW2. There is no race to the body to see if I can grab the loot before someone else. Why must I be forced to constantly stop and pick up items that I already want in my inventory? Players who choose to pick up everything should be able to check an option that moves loot directly into their inventory when they kill something.
In GW2, inventories are large and because of “Deposit all collectibles” and stackable trophies players are rarely punished for grabbing up everything under the sun.
- Issue #2: The two ranger pet behavior states are insufficient for pet management in dungeons.
If the pet is set to aggressive, then he aggros anything in his threat range and attacks. This is obviously not acceptable for dungeons where pullsmust be managed with extreme caution. If the pet is set to passive, then this no longer a problem, but it becomes a chore to constantly retarget the pet on new mobs especially when there are several low health mobs.
Solution #2: Add a third “intermediate” ranger pet behavior state.
In this state the pet will behave passively until you begin attacking. After you start attacking the pet attack’s whoever you are currently attacking and stops attacking when you stop. The pet can be manually retargeted to another enemy, but always goes to your target if you begin attacking a new target. If you tell the pet to retreat then they will come to your side and stay there until you issue a new command or you begin attacking a new target.
This will help immensely with pet management in dungeons. Passive mode will still give the best pet control as it will be much easier to give your pet targets independent of your own , but for the rest of us who just want their pet constantly in the fray, but not pulling aggro between fights this new behavior state will be a major improvement over the current choices.
- Issue #3: Upon reaching 80 players are unmotivated to explore and adventure in very low level areas.
I play regularly with my girlfriend and after about two weeks I began to get pretty far ahead of her in content and in level. I will still go back to her areas and help her though the content because I love her, but most players don’t have that extra motivation when it comes to helping guild mates. Low level areas are extremely inefficient for character progress when compared to Orr. This results in Orr being overpopulated and the rest of the game world eventually becoming underpopulated.
Solution #3: Scale money, karma, item, and experience rewards for all dynamic events, monster kills, map completion, and heart quests so they are comparable to level 80 explorable areas
I enjoy the low level dynamic events, but since my level is already adjusted I feel it would only be appropriated to give comparable rewards to Orr Monsters Kills and Dynamic events when killing and adventuring in low level areas. Not equal rewards. Just enough to make it worth your while to help lowbies complete content and 100% starter areas. Also, weapon and armor drops are underwhelming. Weapon and Armor drop loot tables should be dependent upon player level and little else.
The rewards should be less than those of the higher level areas, but there should be at least a tiny chance to get a very good drop when doing low level areas. If I know there is a 0% chance of getting a good weapon I will have no hope. If there is a .00000001% chance, then at least I can dream.
- Issue #4: Running from the crafting tables and mystic forge to the black lion trader NPCs in order to retrieve money and materials is an unnecessary annoyance.
When a player is adventuring there should be some barrier to them getting anything they want immediately from the trading post, but when a player is crafting in lion’s arch there is no reason to deny them access to goods or profits from the trading post based on their map location.
Solution #4: Allow the “Take all” button to be used from anywhere in one of the five main cities
Alternatively, move the black lion trading post NPCs to the area between the mystic forge and the crafting tables.
Thank you very much for your wonderful game, and I hope this issues list and its suggestions help you in your quest to make the ultimate online gaming experience!
(edited by proteininja.5891)