List of 150+ QoL Features

List of 150+ QoL Features

in Guild Wars 2 Discussion

Posted by: Lishtenbird.2814

Lishtenbird.2814

EDIT 26 April 2014:

Unfortunately, I will not be spending my time discussing the ideas and keeping this list up to date anymore. Anyone who feels like it – you’re free to continue posting here or recreate a new thread and keep it updated. Cheers!

Here’s a list of features which would’ve let me and many other players truly “experience Guild Wars 2 as never before” ©:

1. Improved targeting system: option to display and cast AoE skills at max (“green”) distance even if cursor is out of range (particularly useful for shadowstep skills);

2. option to exclude yellow mobs from closest targets;

3. option to limit closest target to a narrow cone in front of the character (say hello to white moa at Jormag);

4. option to prioritize heaviest mobs over trash;

5. separate key to target heaviest mob (not bound by default);

6. option to always cast AoE on selected target (if it is in range);

7. option to prioritise enemies over allies when clicking to select target (Lyssa surrounded by trash and players);

8. retaining target marker on reappearing targets (Lyssa, Inquest Golem Mk II, Shatterer);

9. reworking the way in which large targets with high target point are losing focus when camera is tilted towards the grown a bit.

10. Queuing of pressed skills (so that I do not have to hold a button to get a skill cast even if I have network lags).

11. Option to turn on highly-visible cursor for aiming in zergs large-scale LS events.

12. Ability to relocate more UI elements, such as target info bar, which would allow players to see visual cues on large bosses on a 16:9 screen, as well as seeing boss buffs (retaliation/protection/condition reflection) next to their skill cooldowns.

13. Ability to relocate weapon skills.

14. Right-click on utility skill brings up skill choice pop-up (easier than aiming into a small arrow while running).

15. Option to turn the red out-of-range bar into a red/gray color tint/red cross on the skill icon.

16. Option to disable tooltips on skills (for people who use mouse to click skills).

17. Option to make buff/condition icons on target to retain their position (can be mitigated by an option to align to left/right instead of center only); an option to always display empty placeholders for boons and conditions.

18. Option to split nourishments/guild banners/bloodlust buffs/consumable timers from boons/signets/attunements, with possibility to regroup and relocate buffs from different categories.

19. Option to make buff/condition icons larger.

20. Option to turn off (or permanently collapse into tiny icons) UI elements, such as Personal Story tracker (and daily/event trackers).

21. Option to adjust camera position (higher-lower).

22. More zoom and FoV (zoom angle/perspective) options.

23. Option to hard-fix camera zoom position and make solid objects semi-transparent instead of constantly zooming in (particularly useful at jumping puzzles).

24. First-person/no character view for taking screenshots and fighting large bosses.

25. Option to change “hold right key for camera” into “click right key to toggle camera usage” (I’m running with right key pressed 90% of time).

26. Option to display player names and armour always in their respective team color instead of “blue=ally/red=enemy” in PvP and WvW. I’m totally confused every time a red enemy comes from a blue base and captures a blue point – this is a consequence of transferring from a different PvP game which always persisted team colors, and I’m sure I’m not the only one with this problem. To make it worse, /team channel is of an enemy-red colour instead of current team color.

27. Slider to adjust amount/intensity of particle effects (which make events like Risen Priestess of Dwayna look like an epileptical disco).

28. Ability to pin a bag/several items from it to be always visible – especially useful for nourishments, consumables, weapons, minis.

29. Option to display bags in 2/3 columns (displaying 18 slots in one row and 2 in another makes it too high; however 20 in a row is too wide).

30. “Compact” function compacts all items in their respective bags if bags are displayed, or compacts everything if bags are merged.

31. Fractal uncommon/rare/exotic gear boxes should work with sorting gear regardless of the order in which bags are put.

32. Invisible bags should not be filled even if placed as a top bag (because it’s where the most useful stuff is stored) unless out of space.

33. Content from invisible bags should not be displayed in Mystic Forge (dear customer support, just how many precursors do you have to manually restore each week because of this “feature”?).

34. A magical bag shared by all characters (may be a gemstore item not to conflict with bank golem).

35. Allow moving items directly from Guild Bank to Bank.

36. Allow direct stacking of items which belong to the same player in Guild Bank.

20 level 80s and counting.

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37. Stacks collected from bank automatically stack with materials in bags if present.

38. Option to use single-click instead of double-click for moving items in bank, crafting, Mystic Forge.

39. All windows always retain their position, including merchant windows. Inventory window never collapses into “tiny mode”.

40. Merchant and crafting windows should receive topmost position when consecutively activated with [F] instead of toggling between off and on (annoying during crafting when many windows overlay one another, and when a wrong [F] resets the crafting window).

41. Ability to tie several 1-handed weapon sets together for 1-click switching (e.g. sword+focus <-> staff), as well as having them in inventory always next to each other.

42. Ability to “extend” a 2-handed weapon item so that it always keeps an adjacent slot occupied for convenient switching to dual 1-handers.

43. Ability to tie armor sets together for 1-click switching.

44. “Equip as secondary ring/accessory” right-click option for trinkets similar to “Equip in off-hand” weapon option.

45. Option to hide boots.

46. Option to hide chest armour for males and females.

47. Option to separately hide left/right shoulder.

48. Option to AoE auto-loot everything automatically (AoE-loot-on-kill) instead of AoE-loot-on-constantly-spamming-interact-key-and-ressing-or-talking-to-NPCs-instead. I know it is possible to bind interact and loot onto different keys, but having 1 key for both seems more user-friendly. Still, hilarious things happen when you pick up a banner instead, press 4 and rush into certain death because you didn’t notice it wasn’t a loot [F] but a banner [F].

49. Dedicated colour for looting [F] only (blue?).

50. Option to disable talking to NPCs in combat (there’s nothing worse than having an NPC dialogue pop up over mobs and target info while trying to spot a Subjugator in the middle of a zerg).

51. Ability to display a list of [F] actions and/or cycle through them instead of clicking to select a target which fails 95% of time (just try to click and pick up a Fiery Greatsword next to a Frostbow next to warrior Banner next to a dead player next to a dead NPC next to a NPC with a popping dialogue box); and/or a “Select next object” key. Also makes it easier to choose between crafting station/trader/merchant/NPCs and similar interact-heavy environments.

52. Do not display “Use [F]” for siege when it is already used by another player.

53. Option to relocate the interact [F] pop-up.

54. Immediate stopping of reviving on any movement (currently has a “grace period” which makes it easy to fail dodging an attack while reviving).

55. Option to choose between “Dodging relative to camera view” and “Dodging relative to character orientation”.

56. Ability to “Use all” on stacks of items; auto-stops if out of space.

57. Ability to “Buy X amount” from vendors through right-click or similar to crafting arrows+input method.

58. Option to always auto-collect reward chests (Wintersday chests were a pain to open).

59. Right-click option to sell “all of this type” for merchants and TP (useful for vending minor runes/sigils and selling major runes/sigils).

60. Filter armour by weight on TP.

61. Separate category for backpieces on TP, proper category for food on TP.

62. “Undercut by 1 copper” option on TP. I wonder how volatile the market can become with this option…

63. Removed game lag on loading TP.

64. Improved TP logic and responsiveness (especially amount of clicks needed and “my orders” section).

65. Main page of TP gets preloaded and displays current promotions without a loading period during which players usually have enough time to switch to other tabs (thus missing news and promotions).

66. Option to start preloading map data for 1st character at character selection screen (useful for people who mostly play their main).

67. Trait templates – 2 free slots (WvW/PvE, PvE/dungeons), extendable through gemstore. “No ETA on templates” is official.

68. Graphics presets – to choose your own presets for “Zerg on Teq and I don’t want to crash” and “Now let’s make a new folder for screenies” scenarios.

69. Character-independent keybindings.

70. Ability to rebind modifier keys (shift, alt, ctrl) – mine are set to skills thus linking/drawing paths is interfering with it. At least let us choose between left/right pairs of modifiers.

71. “Waypoint favourites” in bottom-left corner of the map, preferably with editable names/notes; possibly unlockable with gems by 5+5+5 slots.

72. Option to show N-E-S-W letters on minimap (many players do not have English as their first language, and it still takes an extra second to translate the desired direction).

73. Option to display day/night indicator (possibly on minimap).

20 level 80s and counting.

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74. Crafting an item automatically crafts appropriate amount of sub-component (e.g. refines ore).

75. Queues in crafting.

76. “Favourites” list in crafting.

77. Ticked crafting tiers are preserved upon game restarts and are independent for different crafting disciplines.

78. Having minis and halo/horn-like items persist through zones.

79. Having boosters and BLTC consumables put into wallet/finisher-like system.

80. Exchanging skill points and karma for Tomes of Knowledge.

81. Ability to salvage ascended gear (especially rings).

82. New ways to spend fractal relics and ascended materials.

83. Ability to exchange different types of ascended materials through Mystic Forge at a discounting rate.

84. Ability to put exotic sigils/runes and ascended gear (especially rings) into Mystic Forge.

85. Mystic Forge should be treating stack of items as multiple items (e.g. lets drag 4 sigils of air without unstacking them); or automatically refresh listing when stacks are split in inventory.

86. Discovering (“unlocking”) Mystic Forge recipes on first use for recipes with constant output or constant type output (material promotion, forging weapons and infusions).

87. Ability to mail dungeon potions to party members without being blocked.

88. Unsoulbound dungeon runes (makes no sense as you can run dungeon on char A, then buy gear with char B, salvage and get another set of soulbound unstackable runes).

89. Account-bound story mode for dungeons.

90. New titles (e.g. for jumping puzzles, for legendary collector).

91. Trackable “Dungeon paths/world bosses/fractal tiers already run today”.

92. Trackable dungeon paths in Dungeon Master achievement.

93. “Command templates” for commanders: set of pre-editable chat commands which can be keybound to numpad keys and then instantly “said” in events like Marionette, Assault Knights, Holo, Tequatl, Wurm, and possibly WvW (typing takes a lot of time, especially for people who do not use Latin keyboard layout by default, and after several iterations it discourages commanders from providing intel to newcomers).

94. Tuning of “suppressed due to excessive messaging” mechanism; addition of a “Quick-report for chat spam” system which raises spam-index of a player if reported by several players.

95. Option to hide/show/make semi-transparent self commander tag.

96. Account-bound (or at least transferable) commander tags.

97. Option to make commander tag visible only to its guild.

98. Option to change commander tag colors (“Go to red commander for main zerg, yellow for north turret defence, green for south turret defence!”).

99. Player-side option to disable displaying of commander tags on minimap and/or game.

100. Option to always show self name-guild-title.

101. Option to always/toggle show object names.

102. Option to toggle ally/enemy/etc. visibility on keypress instead of show-while-pressed.

103. Option to disable “Screenshot saved in C:/Users/SugarPinkPony…” messages in chat window unless folder is full.

104. Auto-create new screenshot folder when previous is full.

105. Option to mute skill phrases (“For grape justice!”, “I could outrun a centaur!”, necro minion phrases etc.), with option to choose between self/others, triggered powers/received conditions separately.

106. Audio notification for WvW queue (with an option to override “Mute GW2 in background”).

107. A “natural” way to input item chat links instead of whispering to self.

108. Ability to read multiple guild channels (possibly without being able to say anything).

109. Ability to keep party chat log on party disband (useful in case of kick abuse).

110. Logging party member names in chat on joining party though LFG (useful in case of kick abuse).

111. Option to always skip cutscenes (or “auto-skip unless path never run”).

112. Option to disable green arrow Personal Story helpers (possibly once at least a single character hits 80).

113. Improved personal reward system to deal with AFK leeching, counter-productive zerging in large LS events. Will probably be addressed in “Facilitating Friendly Play” blogs.

114. Choosable overflows. Same.

115. Home-server players get priority over guests. Same.

116. “Kicked on dungeon opener leave” problem solved. Same.

117. “Merge parties” problem solved. Same.

118. Fixes to pathing and shadowstep issues (Blink not blinking, Illusionary Leap not leaping and so on).

119. Fixes to skill/trait bugs – being worked on though not advertised.

120. Alterations to skills which are cast at a distance with no target to be cast on self instead (mesmer’s Feedback, ele’s Drake’s Tooth); or an option for it.

121. Fixes to “stuck in combat for no apparent reason”.

122. Fixes to “stuck inside a wall after blink/retreat/destroyed graveling burrow”.

20 level 80s and counting.

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123. Fixes to “stuck in place, use /dance to unstuck”.

124. Fixes to dungeon exploits.

125. Fixes to mob AI.

Other features suggested in this thread:

126. New default order for reviving interaction: downed players first; then dead players; then dead NPCs.

127. Option to auto-deposit collectibles on looting (coding may be simplified by tying this action to on opening inventory instead).

128. Option to always display 2nd weapon set on character (not likely as it is hard to make it look not cluttered and heavily clipping; may be mitigated by displaying the 2nd set only when 1st set is unsheathed (character in “combat stance”), or displaying only for 2-hander+two-1-handers combo).

129. Make all, current and future, cutscenes skippable through the usual “Skip” button (say hello to Scarlet stomp achievement).

130. Stacking partially used salvage kits up to 25 (not 250 as the Mystic Salvage Kit requires a Mystic Forge Stone from gemstore).

131. Option to automatically take all purchases on speaking to a BLTC merchant/on purchasing items while speaking to a BLTC merchant (the behaviour contradicts usual merchant behaviour and makes it possible to forget items while purchasing “directly”).

132. Option to toggle displaying of other players’ titles in options and/or as a bindable key (useful in zergs where you would like to see player allocation but titles make it a mess). I actually remembered I wanted to include this one myself.

133. Option to choose between press-key-to-toggle-walking-mode or hold-key-to-walk.

134. “Nourishment slots”: stacks of food from this slot are automatically consumed when expired (not likely as conflicts with Metabolic Primer from gemstore). “Minipet slots”: mini from this slot always follows you around the world without needing to click it from inventory (can be simply replaced by minis persisting through zones and restarts).

135. Undockable chat panels to have different relocatable chat panels with chosen info.

136. Making the game handle “swap” actions when inventory is full (e.g. swapping gear; current behaviour takes 2 steps – 1. put new item, 2. remove old item – and it leads to problems with equipping, salvaging, crafting etc.).

137. Being able to view collections (“read-only mode”) from inventory. Makes sense as we’re already able to magically deposit items, so simply accessing a “piece of paper where the character wrote down how much of everything he has” looks plausible and makes gathering or buying necessary materials easier.

138. Being able to see in chat log when mutual friends advertise in LFG. Can be accompanied by an untickable “Broadcast my LFG advertisements to mutual friends” option in settings.

139. Option to retain character rotation when waypointing.

140. Ability for Commanders to assign Generals (may be a buyable ability).

141. Official version of “Combat Mode” – a crosshair which targets anything under it and makes AoEs cast at where crosshair points, plus various rebinds. Thread on reddit, video demo.

142. Fix to “no reward chest if disconnected during but before event end” issue.

143. Ability to hide engineer backpacks (if not for PvP and WvW, then at least for PvE).

144. Option to turn off completely and to relocate target’s damage indicators (like to center of the screen or to target’s info bar); several reasons behind it: too hard to read in particle spam; too hard to read when overlayed several times over itself (e.g. Shatterer hit by mortar); can’t be read on mobs with a high/distant target point as gets rendered out of screen (e.g. Shadow Behe and other world bosses).

145. Damage indicators which are out of screen can be shifted to the respective side of the screen to be always visible.

146. Ability to vertically rescale Bank/Collection, Merchant etc. windows (playing on high resolution but having to scroll-scroll-scroll small windows is no fun).

147. Bring focus onto TP window when clicking “buy more on TP” from inventory/bank/collection/crafting window.

148. Different icons for dead and downed players and NPCs; preferably identically to the way minimap shows them – skull/downed icon (too many times in mass events you can’t see whether you’ll be ressing dead or downed until you start, and it’s too easy to start ressing dead when you actually had a downed player who is always a higher priority).

149. More vivid blue color for downed player icon (often difficult to tell NPCs and players apart when post-processing is set to high and it significantly alters screen colors).

150. Option to rebind right button camera mode to another button (with toggleable/holdable option, as in feature 25).

151. “Compact” function for Bank and Guild Bank (with proper permissions) similar to inventory.

20 level 80s and counting.

(edited by Lishtenbird.2814)

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152. “Bags shown (slim mode)” in inventory which shows bags as a table but keeps their names in slot-sized placeholders (will help to save space by eliminating half-empty rows in “Bags shown” mode). May be a replacement of feature 29.

153. Option to display world map at 90% opacity (useful for many cases when you get attacked by a random mob who walked/spawned next to you, and you have to close the map, kill the mob and then search for the waypoint again).

154. Warning when buying a 2nd identical accessory/ring on a character who has the same unique trinket equipped, so that the player sees he will not be able to use it (case reported too often in the game and forums). Additionally: an in-game explanation of what “unique” is. Alternatively: removal of “unique” mechanic.

155. “Type in item name” confirmation box on deletion/salvaging/mysticforging/vendoring of all precursors and expensive named exotics.

156. “Unsalvageable” in description of karma/vendor gear.

157. Option to turn off contour highlighting and target ring highlighting in no-UI mode (ruins screenshots if a mob/NPC is in the center of the screen and gets highlighted, and makes it difficult to make screenshots with a mini as it often relocates and receives an outline).

158. On death on any WvW map, the map view is brought up with no way to exit it other than to return to a spawn point (to counter corpse spying).

159. Adding a right-click function to inventory items/item links to search for it on Wiki (similar to /wiki chat command).

160. Mining/harvesting always as a single long channel depending on the amount of digs/chops available (custom animations may need to be tweaked though).

161. A /world or /server chat channel to let WvW people from a single world communicate in mixed-world PvE maps without sharing information with opponents (also useful for guild advertising).

162. Ability to use the same weapon as mainhand in the 1st weapon set and as offhand in the 2nd weapon set.

163. “Close all” function for event reward medal alerts (probably as right-click to dismiss all).

164. Option to block whispers and mail from anyone except your friends, guild members and current party (addresses gold selling spam and harassing).

165. Automatically remove messages of blocked users from chat (same).

166. Automatically add luck when salvaging, or consume on “deposit collectible” (may be an option, however I do not think that first levels’ artificer refinement is worth all the clicking for all other players).

167. Free waypointing to the home city of your race (adds some lore spice, helps redistribute players, encourages “racial” communities especially if cities are removed from the megaserver system).

20 level 80s and counting.

(edited by Lishtenbird.2814)

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Posted by: darwin.2790

darwin.2790

God….
I thought you’re just exaggerating that 125 number.

(edited by Moderator)

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Posted by: Biohazard.7523

Biohazard.7523

Good job dude.

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Posted by: Nage.1520

Nage.1520

A list of everything about the game that can be improved is useful. But I don’t believe everything listed is “needed” though some would be nice. Moving stuff directly from a guild bank to the bank for example would be nice…but I’m not sure I need that feature. I actually prefer some of the features that are coming up in the patch. Better PvP rewards, for example, will make it so that I actually PvP, because I hate spending time in PvP, as it felt wasted. That’s a game changer for me.

The account wardrobe, in a lot of ways, is also a game changer.

A large portion of these suggestions would be greatly welcome in the game. Implementing all of them would probably take a couple of years with the devs doing nothing but that.

It’s easy to ask for stuff to be done. It’s hard to get stuff done. Some of these features may come out or be added to the game at some point. They’ll never all be added in one patch.

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Posted by: Moss.5371

Moss.5371

So much yes! Good effort, nice list.

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Posted by: Risa Aerulight.3914

Risa Aerulight.3914

Just adding a second vote to at least these ones:
1,2,6,7,8,16,18,20,21,23,24,26,27,32,39,45,48,49,50,51,52,53,54,55,56,57,59,60,61,68,74,78,79,81,87,88,89,91,92,93,94,96,97,98,101,102,103,104,105,109,110,111(Also add: Make all cutscenes skippable),113 & 114 & 115,116,120,122.

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Posted by: Dalanor.5387

Dalanor.5387

-slowest clap ever-

I am amazed, great post!
However i wish to ad one tiny thing.
Option for auto deposit upon loot only.

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Posted by: Figgy.3856

Figgy.3856

126: Option to use “preferred” reviving:

1. Downed players
2. Dead players
3. Npcs

:)

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Posted by: Lishtenbird.2814

Lishtenbird.2814

A list of everything about the game that can be improved is useful. But I don’t believe everything listed is “needed” though some would be nice. Moving stuff directly from a guild bank to the bank for example would be nice…but I’m not sure I need that feature. I actually prefer some of the features that are coming up in the patch. Better PvP rewards, for example, will make it so that I actually PvP, because I hate spending time in PvP, as it felt wasted. That’s a game changer for me.

Some things are needed to you (as a PvP player). Some thing are needed to other players. So to an extent, all these things are needed to different kinds of players. You may see a new reward system as a game changer, while I see daily QoL as my game changer which makes me feel that developers care and thus support them with real money. My latest purchase, however, was a gold-to-gem conversion due to specific news regarding the patch.

A large portion of these suggestions would be greatly welcome in the game. Implementing all of them would probably take a couple of years with the devs doing nothing but that.

I’m a developer in my own field and I see many if not most of these features as “things which should’ve been there from the start” and “things which require tiny amount of time but are not as PRable so they have ultimately low priority”.

According to the Pareto principle, 80% of the effects come from 20% of time invested, and vice versa. I see the wardrobe as a 80% time consumer with 20% effect, but highly PRable to hype-prone buyers. Will I need the wardrobe once I’m done with my look? Not really, at max I’ll have several free slots in bank previously occupied by skins (in exchange for charges though). At the same time, I see most of the changes in the list take 20% of time but give 80% of effect to every day every hour every minute play. Is it as hypable as “no repair costs”? Nope…

The “couple of years” to add “use all” on stacks of luck? To add an “adjust particle effect intensity” slider? To untick “soulbound” on dungeon runes similar to sigils? To let mystic forge eat exotic sigils similar to exotic weapons? To add a “cast AoE at max distance”? To add a pinable bag? To add a tick “always skip cutscenes”? To add a collapse icon to UI elements and allow them to be dragged? Oh, come on…

Option for auto deposit upon loot only.

Hm… Could you make it more clear please?

126: Option to use “preferred” reviving:

1. Downed players
2. Dead players
3. Npcs

:)

Nice, will add later. Doesn’t it work like it now?

20 level 80s and counting.

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Posted by: Morphic.7045

Morphic.7045

Unsure if it was mentioned or not (I read it but it was a lot to remember) but a lot of people including myself would like to see visual weapons on our characters such as your offset weapons showing when wielding current (I.E playing warrior and having your duel wield swords on your waist whilst using your bow)

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Posted by: Dalanor.5387

Dalanor.5387

Option for auto deposit upon loot only.

Hm… Could you make it more clear please?

Sure. When you toggle this option on, everytime you loot, automatically deposit your stuff to the bank, like T1-6 materials. If you tie it to looting only, it will prevent deposit when you just withdraw something from your bank for example when you want to craft something in the Mystic Forge.
Well, it’s just less stress from the user and -2 clicking, so nothing important, but in PvE where craft materials drops everywhere, that would be a lovely change. Especially in farmable content.
I hope it was clear. =)

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Posted by: Nage.1520

Nage.1520

I’m a developer in my own field and I see many if not most of these features as “things which should’ve been there from the start” and “things which require tiny amount of time but are not as PRable so they have ultimately low priority”.

I submit that what the game should have launched with is completely 100% irrelevant to the conversation at hand. What matters is that these things aren’t here now and a lot of people want them here. That’s all that matters. And it doesn’t change how long these changes will take. Unless you have access to the Anet code, you can’t possibly know how long this stuff would take. You can guess, pretty much like everyone else.

The big problem here is that, again, people have expectations based on an ideal world. In an ideal world, Anet would have had an extra year or two in development before they launched. That would have been an ideal world.

But the game lauched early for a lot of reasons, probably some of them financial and some of them marketing. You can’t develop a game forever. You have to release at some point.

Also, there was a staff change, quite a major one during development in which one of the key developers left Anet to develop another game, and he took at least a couple of key staffers with him (possibly more).

There are a lot of things that should be done in an ideal world but they weren’t done and we have a situation at this time were implementing this list in its entirely would likely take more than a couple of years, assuming everything else wasn’t being worked on.

You can say that it’s all fast stuff, but you don’t really know that, and frankly, neither do I. But I’ve seen how long other updates have taken and I’m not convinced that this team can work faster without producing more bugs than we currently have to deal with.

Edit: It’s a great list. But even if it was all an priority it will never all happen in one update. Not even most of it.

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Posted by: moronwmachinegun.3815

moronwmachinegun.3815

(tinkling sound as gems hit monitor)
Why won’t you take my money?!?

+1!

Quaggan is not a bad calf. Quaggan is a good little calf.

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Posted by: Lishtenbird.2814

Lishtenbird.2814

There are a lot of things that should be done in an ideal world but they weren’t done and we have a situation at this time were implementing this list in its entirely would likely take more than a couple of years, assuming everything else wasn’t being worked on.

You can say that it’s all fast stuff, but you don’t really know that, and frankly, neither do I. But I’ve seen how long other updates have taken and I’m not convinced that this team can work faster without producing more bugs than we currently have to deal with.

Edit: It’s a great list. But even if it was all an priority it will never all happen in one update. Not even most of it.

I’m not saying it’s all fast stuff. Things like reworking rewards or choosable overflows or fixing pathing issues are slow stuff – and that’s why they’re in the very end of the list. But many things are relatively easy to fix (like, again, “use all” on stacks), and I’d be ultimately more happy if fast things came first because I can enjoy them now and wait for content-like features, as otherwise I may get fed up with small nuisances and leave before they even start rolling out the heavy stuff.

GW2 is not an indie game, and it even reminds me more of Windows 8 – “Let’s change what our freshly graduated marketing guys showed in their cool PowerPoint presentation, let’s never fix what buyers ask for and cover the rest with advertising” – not to Microsoft’s extent of course, but the direction looks similar. As a serious business, ANet should understand that at some point glad veterans become more important than 1-time buyers who wouldn’t even understand that half of my list is worth working on – which the failure of Windows 8 has proved. But “new players” are more or less finite, new games (unlike OSs) are coming out, so now may be the right time to think about their own “solid foundation”.

20 level 80s and counting.

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Posted by: LanfearShadowflame.3189

LanfearShadowflame.3189

I would say that some of those features would indeed be nice. Quite handy, I’m sure. However, I could not classify all of them as a ‘need’ or a ‘necessity.’ I’m sure you won’t agree OP, but we’ll simply leave that a difference of opinion. Different strokes for different folks.

Don’t look at me like that. Whatever you’ve heard, it’s probably not true.

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Posted by: Nage.1520

Nage.1520

There are a lot of things that should be done in an ideal world but they weren’t done and we have a situation at this time were implementing this list in its entirely would likely take more than a couple of years, assuming everything else wasn’t being worked on.

You can say that it’s all fast stuff, but you don’t really know that, and frankly, neither do I. But I’ve seen how long other updates have taken and I’m not convinced that this team can work faster without producing more bugs than we currently have to deal with.

Edit: It’s a great list. But even if it was all an priority it will never all happen in one update. Not even most of it.

I’m not saying it’s all fast stuff. Things like reworking rewards or choosable overflows or fixing pathing issues are slow stuff – and that’s why they’re in the very end of the list. But many things are relatively easy to fix (like, again, “use all” on stacks), and I’d be ultimately more happy if fast things came first because I can enjoy them now and wait for content-like features, as otherwise I may get fed up with small nuisances and leave before they even start rolling out the heavy stuff.

GW2 is not an indie game, and it even reminds me more of Windows 8 – “Let’s change what our freshly graduated marketing guys showed in their cool PowerPoint presentation, let’s never fix what buyers ask for and cover the rest with advertising” – not to Microsoft’s extent of course, but the direction looks similar. As a serious business, ANet should understand that at some point glad veterans become more important than 1-time buyers who wouldn’t even understand that half of my list is worth working on – which the failure of Windows 8 has proved. But “new players” are more or less finite, new games (unlike OSs) are coming out, so now may be the right time to think about their own “solid foundation”.

I don’t like the analogy of comparing this to Windows 8. First of all, a lot of things people have asked for were fixed. Not all the things. As already pointed out, there’s only some much time to fix things. That’s just logic. So some things got fixed, some things are on the list of things to fix.

When the game first started we couldn’t craft from the bank, we could only craft from inventory. They fixed that. We still can’t mystic forge from the bank though. That has yet to be fixed.

And things that should be easy in a program this big and complex often aren’t. Changes made in one place, which might look like easy changes can (and do) affect other systems.

I’m not saying it shouldn’t be done. It’s a good list. And I’m sure over the course of time many of these changes will appear. But they’ll gradually filter into the game. Most people would rather get to fight the next dragon.

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Posted by: cmud.5689

cmud.5689

I did not believed there is actually a list of 125 items
Anyway, good job – here are some mine.

→ abillity to open multiple bags / consume items rather than 1 click only.
→ abillity to chose the size of the stack size and amount of stacks when seperating a stack of items rather than cutting it in half all the time. (I am looking at you janky runes and sigils getting thrown into the MF, etc.)

banished from time and space

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Posted by: technonewt.2907

technonewt.2907

A lot of really great ideas, I especially like: 2, 4, 12, 13, 18, 19, 24, 27, 28, 32, 43, 50, 51, 57, 60, 67, 71 intriguing, 73 never thought of that but good idea, 82, 92 I think they said would be implemented soon in the April patch, 108, 111.

Frankly I’m surprised some of these were never implemented from the beginning, since they are features in every other mmo I’ve ever played. especially the sort armor on AH by type (heavy, light, medium) instead of going through them all. Also the revive thing has begun to become very annoying. Certain pick up items should have different priority over rezzing. I’ve died many times in the Solid Ocean Fractal because I needed to pick up a crystal and not rez the dead person beside me -.- And I don’t know how many times Brahams dialogue box comes up instead of the mining option in the Molten Furnace Fractal.

UI features…I know Anet said they wanted to maintain a style to it so I’m meh on that point, though I would like to see a bit more customizable movement options like in GW1. #24, seen many threads for that one, don’t think it’s every going to happen…same with #27, though I think that is a serious issue since this is a game that relies on seeing what the enemy is doing/going to do and being able to respond to it.

43 would be really convenient. I swap weapons a lot when I’m not in combat and trying to find the weapon I need amidst all the loot, gear sometimes takes more time than it should. #57, I’m glad to see Balthazar vendor had a buy 10 of feature instead of one. so now i just need to click 150 times instead of 300 times when buying obsidian shards…-.-

Agree that many of these aren’t really necessary but convenient. Still would be nice to see some implemented.

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Posted by: Lishtenbird.2814

Lishtenbird.2814

Most people would rather get to fight the next dragon in a brand new outfit from wardrobe.

FTFY

Probably I’m just sick and tired of many companies releasing raw products and than making random marketing-based changes which make me groan under them (I’m looking at you, Microsoft with Windows, Google with Android and hundreds of modern apps and sites).

Yes, they’re fixing stuff. Like the 30 mesmer bugs – though it doesn’t negate the fact that a trait which didn’t work at all for more than half a year should’ve been fixed at release. But some people understand that once the new dragon slayer achievement points are received, they’re stuck with the same nuisances as before.

Probably some of these things will even see light in the upcoming patch, but some of official previews were met as random, repetitive or irrelevant… While some changes – like a change to Portal usability for mesmers – were never mentioned even though that’s a feature considered cool by mesmers. So probably, maybe that’s again a problem of communication, where developers cater to mostly casual players?

-> abillity to open multiple bags / consume items rather than 1 click only.
-> abillity to chose the size of the stack size and amount of stacks when seperating a stack of items rather than cutting it in half all the time. (I am looking at you janky runes and sigils getting thrown into the MF, etc.)

1) Already in list.
2) I think it’s an overkill. The MF part for treating stacks as separate items is already in the list.

20 level 80s and counting.

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Posted by: Naz.2607

Naz.2607

1, 2, 6, 8, 9, 10, zomg 11 plz, 12, 13, 14, 16, 18, 20, 24, 27, 29, 31, 32, 33, 34, 38, 39, 41, 43, 44, 45, 48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 62, 63, 64, 65, 67, 68, 69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79, 80, 81, 82, 83, 84, 85, 86, 87, 88, 89, 91, 92, 93, 94, 95, 96, 97, 98, 99, 100, 101, 102, 106, 107, 109, 110, 111, 112, 114, 116, 117, 118, 119, 121, 122, 123, 126, 127, 128
Awesome list OP, ty for taking the time!

Naz ©

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Posted by: Lightyears.8624

Lightyears.8624

Only read the first dozen or so until I realized you just want the game to use the mouse and keyboard correctly for you.

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Posted by: Malchior.5042

Malchior.5042

Would you like to develop these features?

Good luck, see you in a few years.

Laundry lists like these serve no purpose.

Malchior Devenholm | Proud member of Zealots of Shiverpeak [ZoS] | Northern Shiverpeaks

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Posted by: Lishtenbird.2814

Lishtenbird.2814

Only read the first dozen or so until I realized you just want the game to use the mouse and keyboard correctly for you.

You should probably read the whole book before you decide that the rest 90% of it is the same.

Would you like to develop these features?

If ANet hired me? Yeah, sure, ’cause working-on-a-game is more fun than working-and-then-game.

20 level 80s and counting.

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Posted by: moronwmachinegun.3815

moronwmachinegun.3815

Automatically “take all” when leaving a Trading Post NPC, or at a minimum – when you purchase an item directly from a TP NPC, drop that item right into inventory. I still purchase things and forget to grab them before going back to the crafting station.

Quaggan is not a bad calf. Quaggan is a good little calf.

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Posted by: Kupper.8074

Kupper.8074

Have the ability to restack salvage kits if they equal less than 25. Or heck…. make then stacks to 250.

JQ – The ‘veggie’ Knight
Berserker = Skilled http://i.imgur.com/g1rkIub.jpg
Never forget – http://i.imgur.com/Oxra9sj.jpg

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Posted by: IndigoSundown.5419

IndigoSundown.5419

Many of the OP’s suggestions look like good additions to me. That said, my pet peeve with the game is the lack of option #27. That one’s a deal-breaker for me.

Golf clap for Lishtenbird.

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Posted by: Lishtenbird.2814

Lishtenbird.2814

Added 130, 131.

20 level 80s and counting.

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Posted by: Kraag Deadsoul.2789

Kraag Deadsoul.2789

52. Do not display “Use [F]” for siege when it is already used by another player.

The exception is the owner of the siege weapon can still see the “Use [F]” and take back control from another operator.

67. Trait templates – 2 free slots (WvW/PvE, PvE/dungeons), extendable through gemstore. “No ETA on templates” is official.

This thread speaks to this in more detail. Is your suggestion to have 2 free trait template slots per character or per account?

93. “Command templates” for commanders: set of pre-editable chat commands which can be keybound to numpad keys and then instantly “said” in events like Marionette, Assault Knights, Holo, Tequatl, Wurm, and possibly WvW (typing takes a lot of time, especially for people who do not use Latin keyboard layout by default, and after several iterations it discourages commanders from providing intel to newcomers).

I like this. There’s also a Commander Abilities thread discussing turning these into audio commands.

94. Tuning of “suppressed due to excessive messaging” mechanism; addition of a “Quick-report for chat spam” system which raises spam-index of a player if reported by several players.

As a commander, I hate the “suppressed due to excessive messaging” mechanism; but I also see it’s necessity in preventing trolls from spam bombing the /m and /t chat channels. The compromise I propose is the creation of a new chat channel for all commanders (/c) on the map in which commanders actively flagged on are exempt from text chat suppression.

This way a troll would still be prevented from spam bombing the /m or /t channels while giving the commanders the flexibility to text chat without suppression. Of course, it isn’t a real solution as it simply relocates the problem from the /m and /t channels to the /c channel.

For those who would suggest the squad channel (/d) already accomplishes this, it isn’t really a viable solution since so few players seem to understand how squads work. What’s more is, players only see the chat of the commander who’s squad they’ve joined. They won’t see the chat of any other commanders; which defeats the purpose.

No easy solution for this one, I guess.

132 (new). In WvW, move the NPCs standing under the supply depots of towers and keeps away from the supply crates. Too often the “Greet [F]” trigger blocks the “Take Supply [F]” trigger.

To the ArenaNet apologists, this list would not take years to implement if they simply put the will behind it to make it happen. Quit defending poor decision making, inefficient resource allocation, and half-finished implementation. The argument that the “code is so complex, OhMerGawd there’s too many levels of dependency, blah, blah, blah” doesn’t wash.

Any programmer worth their salt knows their code and develops and documents in such a way that they’re aware of the interdependencies such that they shouldn’t be breaking anything whenever they introduce something new or make an edit here or an edit there (or thoroughly test it in advance of release in case they did break something). Anything less than that and all I can do is shake my head and bite my tongue at the risk of being infracted for calling out the state of the game’s code.

There’s stuff I programmed 10 years ago that I can see in my mind’s eye right now without even having to open the file where I can tell you that if a change was made to X portion of the code, then that would cause a conflict in Y portion of the code, and we’d have to do Z to correct it. I don’t expect programmers to do more than that, but I also don’t expect anything less, either. If I can do it, they should be able to, as well; that’s part of what they’re being paid to do.

So many souls, so little time. ~ Kraag Deadsoul

(edited by Kraag Deadsoul.2789)

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Posted by: Stand The Wall.6987

Stand The Wall.6987

yesyesyesyesyesyesyesyes +1000000

Ability to favorite certain items on the TP for quick viewing.

Team Deathmatch for PvP – Raise the AoE cap for WvW – More unique events for PvE

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Posted by: Iason Evan.3806

Iason Evan.3806

I +1’ed every single one of your numbered posts. Kudos to you for pointing out what should happen in terms of QoL changes.

Leader of The Guernsey Milking Coalition [MiLk] Sanctum of Rall

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Posted by: rgraze.5169

rgraze.5169

The crafting option you mention would be great. I always end up looking back and forth trying to craft the needed materials to make an item.

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Posted by: Zorby.8236

Zorby.8236

My body…is ready.

~This is the internet, my (or your) opinion doesn’t matter~

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Posted by: charter.4095

charter.4095

Great list
15 char

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Posted by: Sneek.6504

Sneek.6504

This is an out of game -suggestion, but here goes: Actually listing all the changes (except fixing exploits) in the patch notes to avoid unpleasant surprises e.g. alphard in arah p2, troll in hotw p1, several risen skill changes.

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Posted by: Kasei.8726

Kasei.8726

I don’t always +1 posts, but when I do, I make sure it’s a good one.

Slow Clap
Golf Clap
poetic snapping…

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Posted by: Purple Miku.7032

Purple Miku.7032

All of my YES. So many things on this list I’ve either complained about or wondered why we haven’t been given yet…. and quite a few that I hadn’t even thought of before.

http://i.imgur.com/g5dxd7G.jpg

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Posted by: Zepidel.5349

Zepidel.5349

Maybe after Wildstar flops ncsoft will stop funneling the cash shop money there an re invest it into GW2 so the dev team can get something done.

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Posted by: Purple Miku.7032

Purple Miku.7032

Maybe after Wildstar flops ncsoft will stop funneling the cash shop money there an re invest it into GW2 so the dev team can get something done.

If only.

They’ll probably just try to do the same thing with another game. :/

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Posted by: Zepidel.5349

Zepidel.5349

Maybe after Wildstar flops ncsoft will stop funneling the cash shop money there an re invest it into GW2 so the dev team can get something done.

If only.

They’ll probably just try to do the same thing with another game. :/

Aside from the living story it really does feel like the games been put into maintenance mode since fractals release almost 2 years ago.

Which means people leave for extended periods of time and come back to check out new content… that has all but passed away thanks to how the living story is handled.

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Posted by: IIvIIozzie.9250

IIvIIozzie.9250

Great effort, greater list. This would make for an amazing feature pack two. Wink Wink Nudge Nudge

Would you like to develop these features?

Good luck, see you in a few years.

Laundry lists like these serve no purpose.

Go jump off your leap. Lists like these serve an obvious purpose, they point out flaws in the game and include improvements that are being requested to fix said flaws. Forums are designed for discussion, we’re all very sorry you don’t want to see discussion on improving the game.

(edited by IIvIIozzie.9250)

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Posted by: Mungrul.9358

Mungrul.9358

You forgot duels and mounts.

I KID!

Excellent list, and I can tell you’re approaching it from a developer’s point of view.
May I suggest the addition of a crosshair/reticle for your suggested freelook toggle?
Third-party mods that risk tagging the user as a hacker are already doing this, so it would be wise to accommodate this in-game.

Some other random spitballs:

A user-definable key for a 180° turn.

A toggle to show or hide the titles of other players.

When walking, a character should not be able to step off of ledges (like Minecraft’s crouch behaviour). With that in mind, make it so that players can choose between the behaviour of the walk button, so it can be hold or toggle.

Tearaway chat tabs to allow for multiple floating chat windows all showing different channels.

New paper-doll inventory slots for minipets and food. Minipets placed in these slots should automatically show in-world without the need to double-click them in the inventory, and food stacks placed in these slots should be automatically consumed until the stack runs out.

Oh, and my current favourite. Completely scalable and moveable UI elements like in GW1. While I can understand the desire of the developers to have the user interface constrained by them so it appears “tidy”, a player should be able to tailor the UI to completely suit their needs.
If that means obscuring their viewport into the world with health bars, buffs, debuffs, inventory windows, maps and quest trackers in seemingly random positions and sizes, so be it. It should be the user’s choice, not the developer’s. It is, after all, a user interface.

Dang, one more:
Sort out the scaling of text when switching to compact UI mode!
This is particularly noticeable when opening the BLTC window, where text looks like it is defaulting to badly scaled bitmap fonts instead of smoothly scaling Truetype/Opentype typefaces.

Please note that due to restrictions placed on my account, I am only allowed 1 post per hour.
Therefore I may take some time replying to you.

(edited by Mungrul.9358)

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Posted by: Nage.1520

Nage.1520

You forgot duels and mounts.

I KID!

Excellent list, and I can tell you’re approaching it from a developer’s point of view.
May I suggest the addition of a crosshair/reticle for your suggested freelook toggle?
Third-party mods that risk tagging the user as a hacker are already doing this, so it would be wise to accommodate this in-game.

Some other random spitballs:

A user-definable key for a 180° turn.

A toggle to show or hide the titles of other players.

When walking, a character should not be able to step off of ledges (like Minecraft’s crouch behaviour). With that in mind, make it so that players can choose between the behaviour of the walk button, so it can be hold or toggle.

Tearaway chat tabs to allow for multiple floating chat windows all showing different channels.

New paper-doll inventory slots for minipets and food. Minipets placed in these slots should automatically show in-world without the need to double-click them in the inventory, and food stacks placed in these slots should be automatically consumed until the stack runs out.

Oh, and my current favourite. Completely scalable and moveable UI elements like in GW1. While I can understand the desire of the developers to have the user interface constrained by them so it appears “tidy”, a player should be able to tailor the UI to completely suit their needs.
If that means obscuring their viewport into the world with health bars, buffs, debuffs, inventory windows, maps and quest trackers in seemingly random positions and sizes, so be it. It should be the user’s choice, not the developer’s. It is, after all, a user interface.

Dang, one more:
Sort out the scaling of text when switching to compact UI mode!
This is particularly noticeable when opening the BLTC window, where text looks like it is defaulting to badly scaled bitmap fonts instead of smoothly scaling Truetype/Opentype typefaces.

There’s already a user-definable key to do a 180. It’s called “About Face” you an access it from the Options/Control Options section of the Options menu.

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Posted by: Mungrul.9358

Mungrul.9358

There’s already a user-definable key to do a 180. It’s called “About Face” you an access it from the Options/Control Options section of the Options menu.

Ah, cool. I figured some of mine may have already made it into the game, but I haven’t played since November and don’t intend to again any time soon, so had no way of knowing.

Please note that due to restrictions placed on my account, I am only allowed 1 post per hour.
Therefore I may take some time replying to you.

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Posted by: Biohazard.7523

Biohazard.7523

I hope ArenaNet will read this post, they are always asking for feedback. And here it is…

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Posted by: Seras.5702

Seras.5702

Wow, I wasn’t expecting 125 items actually being on the list.
And then when I saw there are 125, I wasn’t expecting them to be good, quality ideas.

Kudos to OP for this list. I think that a lot of these are really needed QoL improvements, some would just be cool, and some are stretches (independent shoulder armor hiding, really?). But many of these changes I’d be cool with.

I’d like to see a red post just generally letting us know if these are the kinds of changes that they’re currently looking into or if it’s something that a future CDI would be good for. If so, start it by pasting this OP into it.

Flixx Gatebuster, Orwynn Lightgrave, Seras Snapdragon
[TTBH] [HATE], Yak’s Bend(NA)

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Posted by: vladracul.6798

vladracul.6798

There is a lot of great things there that really should be implemented ASAP, but you know, if you weren’t a mouse-kind-of player you would have at least 1/3 less of the headache caused by these 125 issues.
I know a lot of people who play using mouse but I really don’t think this game is made to be played like that, that’s why you see tooltips when you cross the cursor over skills and that’s why skills follow a 1,2,3 order, coz you can easily play only with one hand using the right numerical tab of keys or both hands using the central numerical tab – while you can also move.
I never understand how people can drag the mouse from skill 2 to 0, lets say, not feeling they are wasting time rolling a piece of hardware. Is physically clumsy in my opinion while you waste absolutely no time to press keys with your fingers, like playing piano or a guitar – except for the own time skills take to trigger.
I understand many people prefer use this or that in detriment of the other but uh, really, is also a matter of being skilled with your hands to play this game, and using the mouse to activate skills, move, target and set aoes sounds like my mother typing a 1000 characters letter with two fingers during the whole morning. You can’t demand the newspaper editor to print it with larger letters coz you can’t see well, you have to adapt and wear glasses.
But surely, is something Anet should consider to improve ’coz many people have found a way to play well with the mouse.