[Suggestions] User Interface and General Functionality of Game Features
in Suggestions
Posted by: asperbianca.3196
Provide Options to Hide, Individually:
1. Chat box
2. Mini-map
3. Quest list
4. Party window (even the little head that’s there when not in a party)
5. Skill/utility bar
This is for those players who like to run with immersion. I am well aware that you can hide the entire interface, but there have been times where I wanted to hide just one thing and not have to lose everything else. The party ‘head’, for example, annoys me, to no end, sitting there when I am not in a party.
Improve Party List:
1. Indicate party leader in party list.
2. Show avatars of party members even if they are not in the same area.
3. Indicate health and conditions of party members, even if they are not in the same area.
This would allow party members to better assist their squad-mates, if need be, without having to be in the same region. For example: Member A has to go to Lion’s Arch and Player B chooses to stay in Sparkfly Fen. While Member A is in Lion’s Arch, Player B becomes a little overwhelmed with enemies; Member A notices the fluctuations of conditions and health of Player B and rushes to their aid, dropping what they were doing in Lion’s Arch.
Mini Pets:
1. Allow players to name their mini pets.
2. Allow players to manage mini pets in a manner similar to a ranger’s pets.
3. Allow players to change out their mini pets without having to carry them in their inventory.
4. Allow players to identify a key-bind to summon/de-summon their mini pets.
5. Allow mini-pets, not summons, to retrieve loot when the player is downed, but not when defeated.
Managing mini pets in a similar manner to how a ranger would manage theirs would allow the player to have access to all of their mini pets, at all times, without needing to carry them around. They would still be placed in the collection tab of the bank but could be accessed, anywhere, with a key-bind.
These features would allow for more player customization.
I say pets, and not summons, simply because a summon is nothing more than a spell used to conjure a spectral being. A spell, going based on lore (not GW lore), is no longer in effect when the caster is dead. When down, the caster would be too weak to be able to support the manifestation of the summon; not to mention the fact that they would be too focused on reviving themselves to do much of anything else. I was contemplating suggesting that this work for defeated players as well but decided not to on the grounds that the player is defeated, they can do nothing more than go back to town.
Add a Difficulty Toggle to Dungeons:
1. Difficulty of dungeons can be adjusted to the number of players inside of the instance:
A). Low – 1 to 2 players
B). Medium – 3 to 4 players
C). High – 5+ players (just in case they choose to increase the party size)
I have run across several players, myself included, who like to spend a portion of their time doing things alone, with the option of talking to, and including, other people. I believe that it is reasonable to allow ‘solo players’ to play the game without being limited to what they can, or cannot, do because of game design. I am not advocating that the dungeons be re-worked into cake walks; an adjustment method would be sufficient. Also, in an attempt to prevent exploitation, the following measure(s) can be taken:
1. The difficulty of the dungeon would self adjust according to the members inside of the instance. Meaning: if the dungeon is opened on ‘high’, and one player leaves, the difficulty would re-adjust to ‘medium’ to accommodate the smaller party size; this would work vice-versa as well.
2. Difficulty toggle would only be applicable to story mode.
(edited by asperbianca.3196)