What would you do to improve the overall state of the game
in Suggestions
Posted by: Lance Coolee.9480
“We just don’t want players to grind in GW2” – C. Johanson
“The most important thing in any game should be the player” – R. Soesbee
in Suggestions
Posted by: Lance Coolee.9480
Rules:
- Try to narrow it down to your top 3 big ones
- Keep your posts concise and logical (Please, no made up facts or data)
- Absolutely no flaming (either respond with a logical argument or keep your hate comments out)
in Suggestions
Posted by: Lance Coolee.9480
A. Re-tool the LFG system; We don’t want to “look for a group”, we want to “look for something fun to do”. Let the groups just naturally organize around the event.
1. Let the players subscribe to notifications of server-wide PVE events. Let us know when the centaurs are acting up in Hirathi Highlands, or when the Splintered Coast is seeing increased activity and that Tequatl’s approach is imminent. Let us know if the Citadel of Flame is under Flame Legion control or that Zojja needs our help at the Crusible of Eternity.
2. Incentivise revisiting certain lowly populated maps. Perhaps in the new “LFG” tool, we can show a priority call for action letting us know when the Durmand Priory’s forces are low (there are too few players on the map), or when (and where) the forces of Tyria are planning an attack on Zhaitan’s forces on Orr and need our help. Increase the magic item drop rate for these troubled zones.
3. Let the user queue up for dungeons that we want to queue up for. I have read that the development staff have no intentions on doing this, but I just cannot see how this would have any negative impact on the gameplay or the user experience.
B. Poop-Can the need to run a dungeon 46 times for one set of gear. This is just ridiculous and I don’t even know how this made the cut. I have a couple of ideas on how to fix this:
1. Dungeon vendors only become available after a player has completed at least 2 explorable modes. At that point, those vendors accept karma (poop-can the dungeon tokens).
2. Make dungeon tokens universal across all the different dungeons, and set it so that when a player completes a majority of the explorable dungeons, they have been rewarded with enough “dungeon currency” to purchase a single armor set.
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