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Posted by: jessym.2109

jessym.2109

These are some really great features and I +1 all of them. But could I suggest an extra option (sorry if someone suggested this first)? Make a tab for toys in the hero panel. That way we can store all our toys just like the minis and have them all with us all the time.

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Posted by: Fyur.8152

Fyur.8152

Great ideas, I like how simple and small things these are but would make my character’s life easier, Lol.

No, Fyur is a name, I did NOT try to type fire.

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Posted by: Coulter.2315

Coulter.2315

Build Templates please!!! (ones that switch armour, trinkets, weapons and traits)

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Posted by: DeadReaper.6527

DeadReaper.6527

What I would really like to have is a build saving system, something that can remember my trait line and could help me change my build quickly. Especially in pvp with the randomness of the map i take some time to change all your gear and your build when you get into courtyard or stronghold if your original build is not especially efficient. Event in PVE it could be someting really usefull even more with HOT coming with the raids and other stuff…

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Posted by: Nikkou.3718

Nikkou.3718

All awesome ideas! Giving this a bump. Anything that could improve the quality of life of players = Awesome!

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Posted by: DresdenAllblack.1249

DresdenAllblack.1249

Anet take note…how many +1s do you need?

Angelina is free game again.
Crystal Desert

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Posted by: Ennui.4981

Ennui.4981

9. When players choose to Destroy certain items that require typing out a long full name, make players type out the word ‘delete’ instead. It is just as good! Therefore, instead of the text reading, “Enter the item’s name below to confirm before destroying” it would read, “Enter the word ‘delete’ below to confirm before destroying.” (This idea brought to you by Shaaba.5672)

I disagree with this one because it isn’t “just as good”. Making the user type out the name of item forces the user to be sure they’re deleting the right thing. A generic barrier, like “Delete” has no built-in safety that the item right-clicked on was the intended item, and can easily and quickly become automatic and mindless when deleting multiple items, risking costly mistakes.

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Posted by: Eidolonemesis.5640

Eidolonemesis.5640

9. When players choose to Destroy certain items that require typing out a long full name, make players type out the word ‘delete’ instead. It is just as good! Therefore, instead of the text reading, “Enter the item’s name below to confirm before destroying” it would read, “Enter the word ‘delete’ below to confirm before destroying.” (This idea brought to you by Shaaba.5672)

I disagree with this one because it isn’t “just as good”. Making the user type out the name of item forces the user to be sure they’re deleting the right thing. A generic barrier, like “Delete” has no built-in safety that the item right-clicked on was the intended item, and can easily and quickly become automatic and mindless when deleting multiple items, risking costly mistakes.

Thank you for your feedback.

Then instead of it being worded as ‘delete’ I will update #9’s idea for Destroy Item Confirmation to ‘destroy item’ to remind players it is an item they are about to destroy. Not only that, the words destroy item are much stronger to use than the word delete.

Furthermore, the name of the item itself is still within the Destroy Item Confirmation Window, and anyone reading the text “Enter the words ‘destroy item’ below to confirm before destroying.” is going to think twice and see that item’s name before doing so.

EDIT: The original idea #9 has been done away with and replaced with another idea.

(edited by Eidolonemesis.5640)

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Posted by: Shufflepants.9785

Shufflepants.9785

9. When players choose to Destroy certain items that require typing out a long full name, make players type out the word ‘delete’ instead. It is just as good! Therefore, instead of the text reading, “Enter the item’s name below to confirm before destroying” it would read, “Enter the word ‘delete’ below to confirm before destroying.” (This idea brought to you by Shaaba.5672)

I disagree with this one because it isn’t “just as good”. Making the user type out the name of item forces the user to be sure they’re deleting the right thing. A generic barrier, like “Delete” has no built-in safety that the item right-clicked on was the intended item, and can easily and quickly become automatic and mindless when deleting multiple items, risking costly mistakes.

Thank you for your feedback.

Then instead of it being worded as ‘delete’ I will update #9’s idea for Destroy Item Confirmation to ‘destroy item’ to remind players it is an item they are about to destroy. Not only that, the words destroy item are much stronger to use than the word delete.

Furthermore, the name of the item itself is still within the Destroy Item Confirmation Window, and anyone reading the text “Enter the words ‘destroy item’ below to confirm before destroying.” is going to think twice about and see that item’s name before destroying it.

You’re missing the point of his comment. “destroy item” is just as bad as “delete” because it isn’t specific to the item. The point of it is so that you know for 100% sure what item it is you’re deleting. If you’re deleting a bunch of items but don’t wanna delete that Eternity in your inventory, you might accidentally right click and select the delete option and then mindlessly type “destroy item” and then realize it was your Eternity that you had clicked, but there’s no way you’re going to accidentally type “Eternity” instead of “Hall of Monuments Portal Stone”.

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Posted by: Eidolonemesis.5640

Eidolonemesis.5640

9. When players choose to Destroy certain items that require typing out a long full name, make players type out the word ‘delete’ instead. It is just as good! Therefore, instead of the text reading, “Enter the item’s name below to confirm before destroying” it would read, “Enter the word ‘delete’ below to confirm before destroying.” (This idea brought to you by Shaaba.5672)

I disagree with this one because it isn’t “just as good”. Making the user type out the name of item forces the user to be sure they’re deleting the right thing. A generic barrier, like “Delete” has no built-in safety that the item right-clicked on was the intended item, and can easily and quickly become automatic and mindless when deleting multiple items, risking costly mistakes.

Thank you for your feedback.

Then instead of it being worded as ‘delete’ I will update #9’s idea for Destroy Item Confirmation to ‘destroy item’ to remind players it is an item they are about to destroy. Not only that, the words destroy item are much stronger to use than the word delete.

Furthermore, the name of the item itself is still within the Destroy Item Confirmation Window, and anyone reading the text “Enter the words ‘destroy item’ below to confirm before destroying.” is going to think twice about and see that item’s name before destroying it.

You’re missing the point of his comment. “destroy item” is just as bad as “delete” because it isn’t specific to the item. The point of it is so that you know for 100% sure what item it is you’re deleting. If you’re deleting a bunch of items but don’t wanna delete that Eternity in your inventory, you might accidentally right click and select the delete option and then mindlessly type “destroy item” and then realize it was your Eternity that you had clicked, but there’s no way you’re going to accidentally type “Eternity” instead of “Hall of Monuments Portal Stone”.

I can no longer argue against ‘better to be safe than sorry’. I see where you’re coming from. I will remove the original idea #9 altogether and put the Honorable Mention 11. idea in its place.

Thank you both for your feedback!

(edited by Eidolonemesis.5640)

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Posted by: Ricky.4261

Ricky.4261

I am absolutely on board for every one of the current suggestions. #9 would be really handy, I would love to be able to use my Super Boom Box on any character without having to ferry it through my bank first, this would be especially useful if it allowed me to also access Copper/Silver fed salvage-o-matics across my entire account!

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Posted by: imsoenthused.1634

imsoenthused.1634

I like most of the ideas. I’d like to see the functionality from immersive combat mode added to the core game so I don’t have to use a 3rd party program to play anymore.

It’s all pretty simple user interface and control stuff, but it makes the game so much more enjoyable and dynamic feeling that I think if it ever stopped working I’d probably quit playing altogether.

All morons hate it when you call them a moron. – J. D. Salinger

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Posted by: Doon.2364

Doon.2364

I would like an option to hide characters that I don’t play much from the character select screen.

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Posted by: uhohhotdog.3598

uhohhotdog.3598

Allow me to salvage rare items without a confirmation. Or after I confirm don’t reset the salvage kit so that I have to click it again to salvage another item.

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Posted by: Teofa Tsavo.9863

Teofa Tsavo.9863

Options I would pay for.

Particle slider

“Hide all Backpacks/wings” toggle.

The core art in this game is very good, when not obscured by cheesy effects.

“Hide all legendary effects” toggle.

Ley lines. The perfect solution to deadlines and writers block. Now in an easy open Can.

(edited by Teofa Tsavo.9863)

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Posted by: DavidGX.7240

DavidGX.7240

I’d definitely like to see a boss timer or some indication of when world bosses will spawn.

“Those who go mad are merely thoughtful souls who failed to reach any conclusions.”

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Posted by: uhohhotdog.3598

uhohhotdog.3598

Also, a customized list of finishers to randomize from. I don’t really want to see all the default rank finishers. I bought a bunch of finishers from the gem store and I want to see them.

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Posted by: Varezenem.2813

Varezenem.2813

My suggestion is including an option/button to show all HP bars (similar to show all player names). This would greatly help with healing in zerg fights both in PvE and WvW.

Senbu Ren[Wind]
Herald of Ventari

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Posted by: Traced.3495

Traced.3495

I really hate (and I mean it) the toy/tonic inventory suggestion, like I always hated to see the miniature one as well, and oh so much that it exists. I liked items as items and all these different systems for every different thing makes the game so messy. It looks so bad when things just sprawl everywhere, simplicity and consistency are much nicer things.
Not to mention that I hate it.

Also priorities are good. I don’t think that considering what is important to give inventory space to is so bad.

As one that adored the fluff and now knows only hate towards the playerbase who took it from me.
(^actual serious business)

I do think that the fluff items and why not even gathering tools should be reclaimable.
(I actually don’t like that the gathering tools exist at all but simplicity and consistency are nice things)

Now something I would like to see is all player models hidden but those in the party with the character model limit options. And option for hiding back items, and you guessed it, miniatures as well. Replacing weapons with some default model.

let the sky fall

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Posted by: Eidolonemesis.5640

Eidolonemesis.5640

I really hate (and I mean it) the toy/tonic inventory suggestion, like I always hated to see the miniature one as well, and oh so much that it exists. I liked items as items and all these different systems for every different thing makes the game so messy. It looks so bad when things just sprawl everywhere, simplicity and consistency are much nicer things.
Not to mention that I hate it.

Also priorities are good. I don’t think that considering what is important to give inventory space to is so bad.

As one that adored the fluff and now knows only hate towards the playerbase who took it from me.
(^actual serious business)

I do think that the fluff items and why not even gathering tools should be reclaimable.
(I actually don’t like that the gathering tools exist at all but simplicity and consistency are nice things)

Now something I would like to see is all player models hidden but those in the party with the character model limit options. And option for hiding back items, and you guessed it, miniatures as well. Replacing weapons with some default model.

The Hero Window showing a ‘Toys’ tab (if implemented) and a ‘Miniatures’ tab (already there) in no way, shape or form directly affects any player’s gameplay, so I do not understand your issue with those tabs since those tabs exist to keep things more organized in one place, not ‘sprawled around’ as you put it.

In response to the other things you say you would like to see implemented, I still do not understand what the big deal is about those things. It almost sounds like one of those ‘just because’ kind of things.

Furthermore, there is already an option to make all player models so low in quality that a ‘hiding all player models’ option is not necessary unless you don’t want to see any other player except yourself, pretty much…

P.S. There was nothing mentioned about ‘Tonics’ in idea #9, only Toys from the Shop.

(edited by Eidolonemesis.5640)

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Posted by: Narrrz.7532

Narrrz.7532

Allow me to salvage rare items without a confirmation. Or after I confirm don’t reset the salvage kit so that I have to click it again to salvage another item.

i’d very much like this. If you’re using a salvage kit of equal or greater quality to the item you’re attempting to salvage, confirmation dialogue should be suppressed, unless the item has ever been equipped or had an upgrade manually applied to it which could probably be simplified to ‘always confirm salvaging of soulbound equipment’

but right now, salvaging rares can get very annoying.

I’d also like it if a misclick or salvaging something with a confirmation didn’t cancel the salvage cursor.

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Posted by: Eponet.4829

Eponet.4829

I see you didn’t mention the option to turn down party visual effects. That needs to be added too. Depending on party composition, it can be hard to read certain bosses due to the light show.

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Posted by: Walhalla.5473

Walhalla.5473

I like to see an actual HP Bar for Mobs being implemented where we are able to see the actual Health or at least the HP Percentage of the Mob. The Percentage would be a real Help with mechanics that trigger at a certain HP Percentage Threshhold like the Thrasher Boss at Blue Oasis and would have helped understanding the Port Mechanic a bit faster ( without relying on Myths )

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Posted by: Eidolonemesis.5640

Eidolonemesis.5640

I see you didn’t mention the option to turn down party visual effects. That needs to be added too. Depending on party composition, it can be hard to read certain bosses due to the light show.

Anything regarding ‘visual effects’ in parties is an already-known thing more so than the 10 things listed in my OP, which is why I did not bother mentioning it. Not only that, of course I did not mention every single idea because my plan was to keep the ideas at 10 ideas with at least one 11th honorable mention.

With that being said, I agree that an option to turn down party visual effects should be implemented to make things smoother in battle.

I like to see an actual HP Bar for Mobs being implemented where we are able to see the actual Health or at least the HP Percentage of the Mob. The Percentage would be a real Help with mechanics that trigger at a certain HP Percentage Threshhold like the Thrasher Boss at Blue Oasis and would have helped understanding the Port Mechanic a bit faster (without relying on Myths )

Being able to see the HP Bars above the heads of enemies and allies also sounds like a great idea (depending on who you ask), but like I said to Eponet.4829, my goal was to keep the ideas at 10 ideas with at least one 11th honorable mention, and in doing so I cherry-picked ideas I thought were more important and beneficial to players.

With that being said in mind, I believe the reason why Anet has not gone forward with allowing HP Bars to be displayed above the heads of enemies and allies is because it would arguably make the game easier to play, especially in a PvP situation where you see 10 players around and you are able to pick out the weakest link (with the lowest HP) a lot faster than you can do now.

Therefore, if that is the case, perhaps the option to view HP Bars above the heads of enemies and allies should be disabled (if a player has it enabled) automatically only when players enter PvP, because not enforcing that would arguably take out the element of challenge and carefulness in PvP.

In my honest honest opinion, I think the game would generally be less fun by being able to see every weak link with the lowest HP whether in PvP or PvE, especially in PvP if the HP Bars Option being disabled upon entering PvP is not enforced, because even though someone can argue at that point if that were the case, “Then don’t enable the HP Bars Option” someone else can then argue, “The fact that the general PvP population has the HP Bars Option enabled to their advantage in PvP is enough grounds to say that having the HP Bars Option enabled is necessity to benefit your PvP gameplay as well.”

However, the HP Bars Option would be just fine in PvE since it would not make players feel as if the option was absolutely necessary to have enabled like in a PvP environment.

TL;DR HP Bars in PvP would water down the PvP experience to the point of easy mode; HP Bars in PvE would be fine and not looked at as a seemingly forced necessity to enable.

The Number One most needed change is a toggle to disable the targeting of ambient (white) and non-hostile (yellow) mobs from both autotargeting and the targeting keys (eg nearest target key or next target key). These mobs could still be targeted by manually selecting them while their targeting is disabled.

The Number Two most needed change is to require the user to type in a guild nickname to leave a guild (eg [abcd]) or a player name to kick someone from a guild. It is way too easy to accidentally leave a guild.

To the first idea, I agree. Ambient and neutral creates should not be included when tab-targeting enemies. We should have that as a Setting so they are not tab-targetable.

To the second idea… What? Too easy to leave a Guild? I did not know that was possible since a confirmation box pops up asking whether or not you are sure about your decision.

(edited by Eidolonemesis.5640)

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Posted by: Kirnale.5914

Kirnale.5914

Another small idea from me: The ability to see all events on the map you are currently on.
When doing dry top events, it is really hard to find events without constantly asking: Any events ?
It will be important for HoT since the map will be huge.

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Posted by: Jayden Reese.9542

Jayden Reese.9542

There really are quite a few things I would like but only one thing I really want. I want a debuff on my character when that character hits dr diminished returns. That way I dont need to kinda guess or waste my time.

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Posted by: Kirnale.5914

Kirnale.5914

Or all movement skills like Leap of faith, rush, swoop etc. have no autotarget. While autotarget is nice, especially in wvw, using a movement skill right into the zerg might not be the best thing. I like autotarget on ranger, but they need to remove movement skills from it.

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Posted by: Traced.3495

Traced.3495

I really hate (and I mean it) the toy/tonic inventory suggestion, like I always hated to see the miniature one as well, and oh so much that it exists. I liked items as items and all these different systems for every different thing makes the game so messy. It looks so bad when things just sprawl everywhere, simplicity and consistency are much nicer things.
Not to mention that I hate it.

Also priorities are good. I don’t think that considering what is important to give inventory space to is so bad.

As one that adored the fluff and now knows only hate towards the playerbase who took it from me.
(^actual serious business)

I do think that the fluff items and why not even gathering tools should be reclaimable.
(I actually don’t like that the gathering tools exist at all but simplicity and consistency are nice things)

Now something I would like to see is all player models hidden but those in the party with the character model limit options. And option for hiding back items, and you guessed it, miniatures as well. Replacing weapons with some default model.

The Hero Window showing a ‘Toys’ tab (if implemented) and a ‘Miniatures’ tab (already there) in no way, shape or form directly affects any player’s gameplay, so I do not understand your issue with those tabs since those tabs exist to keep things more organized in one place, not ‘sprawled around’ as you put it.

In response to the other things you say you would like to see implemented, I still do not understand what the big deal is about those things. It almost sounds like one of those ‘just because’ kind of things.

Furthermore, there is already an option to make all player models so low in quality that a ‘hiding all player models’ option is not necessary unless you don’t want to see any other player except yourself, pretty much…

P.S. There was nothing mentioned about ‘Tonics’ in idea #9, only Toys from the Shop.

Party option: I want to of course see all my characters, I have multiple accounts and often keep two or more characters together. I also sometimes have other people in my party, surprisingly enough.
From which point we get to where I do not want to see strangers since I don’t exactly like people and the show off attitude I see when people make comments like what’s the point of getting expensive things when others can’t see them. Why not get it because you like it?
Then there are those wings that bother many people (I think the wings are pretty, rather massive though) and so on. It’s just a request I have seen around (picked it up from a post in this thread the latest, I recall, which is why I was going on about it) and that I like.

Items: I was just lumping the tonic idea with the toys since it’s a suggestion I have often seen as well. Not specifically reply to this one (I didn’t actually read it very carefully, I can’t stand to see it as it breaks my heart).

I think items worked fine the way they were and were cute in the process.
Then they get nuked, reduced to icons in the UI. When a category of items gets their own system, and then there’s another category of items that got their own system as well… I’m referring to town clothes and miniatures here. So I fear to see yet more, like I feared ever since I kept seeing suggestions about this mini thing and when it actually happened.

Somewhat unrelated ranting: What I called sprawl in that occassion was referring to the mess games get with systems and systems and systems added and changed and things get messy and inconsistent.
Ascended crafting being so crazy different, what became of magic find, changing of items into options in a menu, probably more.
I find HoT brings madness with game systems as well. I’m not an expect since I dismissed it quickly and haven’t looked into it but it just looked like a mess to me.
A mess being an opposite of consistency, and the simplicity which I thought served the game well when I used to love it. It may have greatly contributed to why I loved it. And I miss it so badly.

let the sky fall

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Posted by: Daroon.1736

Daroon.1736

1) ‘Open all’ sounds like a reasonable feature but if you apply a little thought you’ll come to the conclusion that it won’t be implemented for the following reason:

All loot bags offer the option of acquiring multiple items in their loot tables – when opening a significant number of bags (say 100) the number of different items being acquired is going to be far in excess of the number of bags opened. Inventory (player bag space) is limited and therefore the extra items acquired (over and above the available space in the players bags) would need to be stored ‘somewhere’ until the player clears their bag space.

Either unlimited storage would be possible as all new items would be placed ‘somewhere’ until the player frees up inventory space and the items are collected or all the additional items would be lost when the player logs off.

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Posted by: Zoltar MacRoth.7146

Zoltar MacRoth.7146

1) ‘Open all’ sounds like a reasonable feature but if you apply a little thought you’ll come to the conclusion that it won’t be implemented for the following reason:

All loot bags offer the option of acquiring multiple items in their loot tables – when opening a significant number of bags (say 100) the number of different items being acquired is going to be far in excess of the number of bags opened. Inventory (player bag space) is limited and therefore the extra items acquired (over and above the available space in the players bags) would need to be stored ‘somewhere’ until the player clears their bag space.

Either unlimited storage would be possible as all new items would be placed ‘somewhere’ until the player frees up inventory space and the items are collected or all the additional items would be lost when the player logs off.

With no disrespect intended, that’s a nonsensical reason. There’s already an additional storage like you describe. It’s no different from clicking a hundred bags manually and running out of space. I often forget how much stuff I have and when I loot a boss chest I get the ‘encumbered’ message. The items I can’t hold are displayed in a separate list window until I make room in my inventory.

Furthermore, there are plenty of situations where a stack of items does NOT produce loot – e.g. 100 stacks of luck.

Furthermore furthermore, there should be an ‘Open All’ and ‘Open All & Deposit’ options so that we can just send a ton of stuff straight to the bank. Problem solved.

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Posted by: Zoltar MacRoth.7146

Zoltar MacRoth.7146

The Number One most needed change is a toggle to disable the targeting of ambient (white) and non-hostile (yellow) mobs from both autotargeting and the targeting keys (eg nearest target key or next target key). These mobs could still be targeted by manually selecting them while their targeting is disabled.

Oh god yes. I can’t count the number of times I’ve angered a moa while trying to target an enemy. How is this not yet a feature yet?

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Posted by: Zoltar MacRoth.7146

Zoltar MacRoth.7146

I’d definitely like to see a boss timer or some indication of when world bosses will spawn.

By the six gods, BUMP BUMP BUMP.

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Posted by: Lyp Sao.1375

Lyp Sao.1375

moar:
Dialog hotkeys (confirm, cancel, etc.)
Improved achievement lists (more nearly/recently completed)
Make the vendors sort-/searchable (looking at Laurel vendor)

.

By the six gods, BUMP BUMP BUMP.

yes, bump

Don’t fight the other ants
Fight the queens

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Posted by: Narrrz.7532

Narrrz.7532

1)
Either unlimited storage would be possible as all new items would be placed ‘somewhere’ until the player frees up inventory space and the items are collected or all the additional items would be lost when the player logs off.

With no disrespect intended, that’s a nonsensical reason. There’s already an additional storage like you describe. It’s no different from clicking a hundred bags manually and running out of space. I often forget how much stuff I have and when I loot a boss chest I get the ‘encumbered’ message. The items I can’t hold are displayed in a separate list window until I make room in my inventory.

bolded and italicized to illustrate how it works right now.

a full stack of champ bags would easily overflow that system – and what happens if the game crashes? if you accidentally open one bag over your limit, you stand to lose 2-3 items at most; with your ‘open all’ you could lose a huge number of items.

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Posted by: Eidolonemesis.5640

Eidolonemesis.5640

1) ‘Open all’ sounds like a reasonable feature but if you apply a little thought you’ll come to the conclusion that it won’t be implemented for the following reason:

All loot bags offer the option of acquiring multiple items in their loot tables – when opening a significant number of bags (say 100) the number of different items being acquired is going to be far in excess of the number of bags opened. Inventory (player bag space) is limited and therefore the extra items acquired (over and above the available space in the players bags) would need to be stored ‘somewhere’ until the player clears their bag space.

Either unlimited storage would be possible as all new items would be placed ‘somewhere’ until the player frees up inventory space and the items are collected or all the additional items would be lost when the player logs off.

You are taking the term ‘Use-all’ a bit too literal in idea #1. Let me explain…

If players use the ‘Use-all’ option with an already full inventory, the action of ‘Use-all’ will never go through at all until the player makes more room in their inventory.

Furthermore, when players use the ‘Use-all’ option, it is not necessarily the case that all consumable/bagged items will be used due to lack of inventory space to store all those items, and so in the case of insufficient inventory space, no items will be lost, to which a message will still pop up saying to players that they do not have enough inventory space. Nothing changes like if a player clicks a stack of consumable/bagged items one click at a time to which they are eventually met with the same message regarding insufficient inventory space.

Let me explain this mathematically if the above is not clear:

Say you use the ‘Use-all’ option explained in idea #1, and you have room for all items coming from 150 bags out of 250 bags, yet that 151th bag contained 3 items that could not fit in your inventory because you have only 2 empty inventory spaces left. Guess what? When the game code sees 3 items at once cannot fit into only 2 empty inventory spaces left, the use of that 151th bag will never go through, and as a result, NO excess items will be lost because there would be no excess items left over.

It would have to be coded that way to work.

P.S. I have added the above explanations to my OP.

(edited by Eidolonemesis.5640)

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Posted by: Daroon.1736

Daroon.1736

1)
Either unlimited storage would be possible as all new items would be placed ‘somewhere’ until the player frees up inventory space and the items are collected or all the additional items would be lost when the player logs off.

With no disrespect intended, that’s a nonsensical reason. There’s already an additional storage like you describe. It’s no different from clicking a hundred bags manually and running out of space. I often forget how much stuff I have and when I loot a boss chest I get the ‘encumbered’ message. The items I can’t hold are displayed in a separate list window until I make room in my inventory.

bolded and italicized to illustrate how it works right now.

a full stack of champ bags would easily overflow that system – and what happens if the game crashes? if you accidentally open one bag over your limit, you stand to lose 2-3 items at most; with your ‘open all’ you could lose a huge number of items.

The phrase ‘be careful what you wish for’ springs to mind.

How long would it be before the first player opened 250 champ bags only to find that their 80 free inventory spaces quickly filled up and they spot a pre-cursor tumbling down the right of the screen which hasn’t made it into the available space.

Cue frantic clearing of bags before the inevitable disconnect or crash occurs and the additional loot is lost.

If you thought that the reaction to losing a few mordrem blooms because of disconnects during the last event was over the top, when this started happening the QQing on the forums would be Biblical.

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Posted by: Eidolonemesis.5640

Eidolonemesis.5640

1)
Either unlimited storage would be possible as all new items would be placed ‘somewhere’ until the player frees up inventory space and the items are collected or all the additional items would be lost when the player logs off.

With no disrespect intended, that’s a nonsensical reason. There’s already an additional storage like you describe. It’s no different from clicking a hundred bags manually and running out of space. I often forget how much stuff I have and when I loot a boss chest I get the ‘encumbered’ message. The items I can’t hold are displayed in a separate list window until I make room in my inventory.

bolded and italicized to illustrate how it works right now.

a full stack of champ bags would easily overflow that system – and what happens if the game crashes? if you accidentally open one bag over your limit, you stand to lose 2-3 items at most; with your ‘open all’ you could lose a huge number of items.

The phrase ‘be careful what you wish for’ springs to mind.

How long would it be before the first player opened 250 champ bags only to find that their 80 free inventory spaces quickly filled up and they spot a pre-cursor tumbling down the right of the screen which hasn’t made it into the available space.

Cue frantic clearing of bags before the inevitable disconnect or crash occurs and the additional loot is lost.

If you thought that the reaction to losing a few mordrem blooms because of disconnects during the last event was over the top, when this started happening the QQing on the forums would be Biblical.

Please read my post just above your post. What you talk about will not be an issue.

What about an option in the wardrobe to hide all gemstore items (or preferable just ones not unlocked).

Why would that be a good idea? Anything that is not already unlocked in the ‘Wardrobe Storage’ (within the Bank Window) has their icons grayed out, whereas anything that is unlocked in the Wardrobe Storage has their icons highlighted.

However, if you are talking about the Wardrobe Window within the Hero Panel, it makes no sense to have an option to hide Gem Store items there that are not unlocked for reason being there are no ‘locked’ Gemstore items there that show up in that window.

(edited by Eidolonemesis.5640)

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Posted by: skullmount.1758

skullmount.1758

What about an option in the wardrobe to hide all gemstore items (or preferable just ones not unlocked).

Darkhaven server
Please give us a keyring…

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Posted by: Agemnon.4608

Agemnon.4608

Options I would pay for.

Particle slider

“Hide all Backpacks/wings” toggle.

The core art in this game is very good, when not obscured by cheesy effects.

“Hide all legendary effects” toggle.

But how would you know if I have an awesome quiver?

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Posted by: imsoenthused.1634

imsoenthused.1634

Options I would pay for.

Particle slider

“Hide all Backpacks/wings” toggle.

The core art in this game is very good, when not obscured by cheesy effects.

“Hide all legendary effects” toggle.

But how would you know if I have an awesome quiver?

It’s a sacrifice, but wouldn’t it be a fair trade to never have to see a pair of those huge, stupid, flappy wings again? Ever. Anywhere.

All morons hate it when you call them a moron. – J. D. Salinger

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Posted by: StrangerDanger.3496

StrangerDanger.3496

Here is one: Cash shop armor skins. Allow me to “send to the wardrobe” no matter the character please. I got a set of the flaming medium armor for when I start to level a medium armor character ect. Its a skin not an outfit. Right now its sitting in my bank whole, each piece…because I really don’t want to spend the charges putting them on a lv1 medium armor character before they get put in my bank of skins.

So why not just allow me to send them there on any character, even if I cant use them because I’m heavy armor.

I’m new so I don’t have a bank of level 80s already, but have plans to eventually.

I really don’t want a full set of skins sitting in my bank taking up space while I level my necro, then revenant when it comes out, then afterward ill hit a medium armor character up…

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Posted by: Zoltar MacRoth.7146

Zoltar MacRoth.7146

The phrase ‘be careful what you wish for’ springs to mind.

How long would it be before the first player opened 250 champ bags only to find that their 80 free inventory spaces quickly filled up and they spot a pre-cursor tumbling down the right of the screen which hasn’t made it into the available space.

Cue frantic clearing of bags before the inevitable disconnect or crash occurs and the additional loot is lost.

If you thought that the reaction to losing a few mordrem blooms because of disconnects during the last event was over the top, when this started happening the QQing on the forums would be Biblical.

Eidolonemesis has already addressed this admirably. There’s no reason Open All couldn’t just stop opening bags if you run out of room. Ultimately, the rational you’re suggesting would penalise me for something somebody else might do, which doesn’t seem fair. Surely, there should be some personal responsibility? Nobody would be forced to use Open All. Those who choose to would benefit greatly from having one or two clicks to use up 100 luck instead of 100 double-clicks.