Top 5 things to fix
1. LFG
2. Boss Design (both dungeon and world boss, though I have liked the recent dungeons)
3. Guild quality of life features
4. Armor Variety
5. Targeting
Edit: Changed my mind Targeting > TP UI
Tyr Sylvison – Warrior
Illyiah – Revenant
Well it looks like LFG is finally coming so thats a good start.
Most everything on my list is expecting a update this year.
My number 1 would be LFG…. But that is coming on the 17th of things not expecting a update.
2. Targeting
….
….
3. More on the GPU then the CPU.
4. trading post
(edited by anzenketh.3759)
trading post polishing
Targeting.
Pets (can be stowed until released by the ranger).
Camera (when jumping)
Armor and clipping
Real content
1. Targeting. Although (for all those that aren’t aware) at least you don’t have to join party anymore to target. You can now solo target in the same way as you do when in a party. Although not mentioned, that was added in the last patch, which is a great start, but targeting still needs more work imo.
2. Definitely camera, it’s horrendous especially in tricky JP’s which i find hard as it is, camera makes them next to impossible for me.
3. TP search. specifically finding appropriate armor by type ie; Light, Med. Heavy. There are others but those are the most important imo.
4. Crafting category breakdown by tiers where each tier only lists relevant materials and recipes for that tier. I open my crafting panel noways and close it. it’s just one huge list all lumped together.
I would also like to see better description of recipes so when you look at an inscription for eg or any crafting component for that matter, it indicates character lvl range that can use the gear crafted from those items.
5. There’s more, but my No. 5 is the pet control. Although there’s been some improvements, ability for Ranger to hide their pet and have it stay hidden is really well overdue.
I would also like to see my flesh golem not die when my ankles dip into water (most frustrating aspect of being an MM necro) then have to wait for CD. Game is full of little dips like that in the world and very often unavoidable to cross, this really needs to be addressed. I never understood why flesh golem could not be made to go underwater. My necro has 1 elite skill for u/water, which as a minion master, I never, ever use at it kills off all my minions! Give us something useful plz, or at least give our flesh golem ability to swim.
Thank you.
1. Reward/Effort across the board. Even with the recent update, mindlessly zerging champions still rewards you better than anything else in the game. Also, failing an invasion gives you better rewards than succeeding it.
2.NPC AI. They don’t dodge, they don’t even move sometimes, making every escort mission a lesson in frustration and making them corpse deco for the floor in everything else.
3.Separating PvP and PvE. Conditions like confusion need to work differently in PvE and PvP, because they just don’t work in one or the other.
4.Class/Weapon balancing. In PvE at least, necros/engis are just terrible, they get outclassed by other classes in whatever function you might need them to do and thus have no place in parties. Weapons are not balanced either, as certain sets of weapons are just better than other sets in every way possible on some classes.
5.PvE zerking metagame. In PvE, the best choice of stats for everything out there is basically berserker, this needs a fix.
1. Targeting. Although (for all those that aren’t aware) at least you don’t have to join party anymore to target. You can now solo target in the same way as you do when in a party. Although not mentioned, that was added in the last patch, which is a great start, but targeting still needs more work imo.
2. Definitely camera, it’s horrendous especially in tricky JP’s which i find hard as it is, camera makes them next to impossible for me.
3. TP search. specifically finding appropriate armor by type ie; Light, Med. Heavy. There are others but those are the most important imo.
4. Crafting category breakdown by tiers where each tier only lists relevant materials and recipes for that tier. I open my crafting panel noways and close it. it’s just one huge list all lumped together.
I would also like to see better description of recipes so when you look at an inscription for eg or any crafting component for that matter, it indicates character lvl range that can use the gear crafted from those items.5. There’s more, but my No. 5 is the pet control. Although there’s been some improvements, ability for Ranger to hide their pet and have it stay hidden is really well overdue.
I would also like to see my flesh golem not die when my ankles dip into water (most frustrating aspect of being an MM necro) then have to wait for CD. Game is full of little dips like that in the world and very often unavoidable to cross, this really needs to be addressed. I never understood why flesh golem could not be made to go underwater. My necro has 1 elite skill for u/water, which as a minion master, I never, ever use at it kills off all my minions! Give us something useful plz, or at least give our flesh golem ability to swim.Thank you.
Gotta pretty much agree with everything on your list 1+2 same as mine 3+4 in dire need of overhaul, especially the crafting option to only show items at a certain level, with the addition of ascended, the list now is stupidly long.
Easy fix LONG overdue. TP bids that are still at 1 copper. Seriously is it that hard to refund and eliminate all the bids that are below the vendor price since the TP says you can’t sell below vendor.
1 targeting or mouse toggle option, i’m hitting all the moa, and i want to stop before tyrian greenpeace kill me
2 trousers on male armors of every kind (just remove those ugly butt capes and there you are with awesome trousers already)
3 a meaning to a confusion/condition build in pve (i tried both confusion/condition builds vs berserker or even celestial and guess what won?)
4 less achievement on events (especially the one where you have to click multiple times on multiple objects on different map… 1 time should be enough 10 is already a waste of time especially for a clicking)
5 camera view
Join the Rainbow Pride
1: Camera/Field of View (jp as a norn are sometimes hell)
2: Clipping Issues (Greatsword+Backpack = bad idea)
3: bugs like Charr footprints in the snow
4: lock to target option – never loose your target because of a small obstacle
5: change the region Ruins of Orr – its just depressing and boring (same landscape and same mobs – everywhere
2: Targeting
I have to join a party to target lock and closest target is just a complete joke – the merest hint of an obstacle between you and the closest target and the game defaults to selecting the nearest available moa.
I have targeted enemies in Guild Wars 2 and ended up attacking an enemy in Tera.
1. Guilds
2. TP Search
3. Reward-to-Effort Ratio
4. LFG (Finally coming, hope it includes “within-guild-LFG”)
5. Helmets/Hair
They really need to begin managing condition damage by player as opposed to stacks on a mob. All the games I’ve played have eventually gotten there, but GW2 seems stuck in an unworkable paradigm.
I agree with the first 3 points.
I have targeted enemies in Guild Wars 2 and ended up attacking an enemy in Tera.
LMAO
-ArenaNet
Its somewhat comforting to see that so many other players have mentioned targeting and camera as priority issues and find these as frustrating as I do – Also nice to see that target lock was introduced in the last patch.
3. More on the GPU then the CPU.
It doesn’t work like that.
1. Integrated lore delivery- Something akin to a journal that has information about zones, bosses, story, armor and items. (would also include the living story as it unfolds)
2. MORE ARMOR
3. MORE SKILLS
4. Better rewards – armor and weapons as rewards are useless because there are so many that they are dirt cheap on the trade post. unique weapon skins are a good start
5. I agree with some others on the camera – you cant go out or in enough
I totally forgot – PANTS PLEASE NO MORE DRESSES!
4. Crafting category breakdown by tiers where each tier only lists relevant materials and recipes for that tier. I open my crafting panel noways and close it. it’s just one huge list all lumped together.
What are you looking for here? You can already do this. Click the down arrow by the search bar for a slew of options to filter the list – by gear grade, craft level, whether you have the mats, and so on. You can do this on your crafting window via hero panel or at crafting stations too.
Unless I’m reading what you want wrong and want something else.
3. More on the GPU then the CPU.
It doesn’t work like that.
I’ll admit I don’t know much about computers, but I’m pretty sure that Anet specifically developed this game to be more optimized through CPUs rather than GPUs, hopefully making it more accessible to more people, specifically people who don’t have high-end graphics cards. However, this essentially limits your framerate and graphics unless you have both a very good CPU and very good GPU…but that’s from my understanding, correct me if I’m wrong.
I have a Radeon HD 7950 that plays max graphics (besides AA…usually go with 2-4x) 50-60+fps…but for some reason GW2 runs at 20-35fps at max settings, which is kinda disappointing….I believe it’s because of their CPU-focused engine.
4. Crafting category breakdown by tiers where each tier only lists relevant materials and recipes for that tier. I open my crafting panel noways and close it. it’s just one huge list all lumped together.
What are you looking for here? You can already do this. Click the down arrow by the search bar for a slew of options to filter the list – by gear grade, craft level, whether you have the mats, and so on. You can do this on your crafting window via hero panel or at crafting stations too.
Unless I’m reading what you want wrong and want something else.
What I’m looking for is basically this: there are now 7 tiers of crafting i would like to see each tier split as a heading then the list of all recepies/mats/components required for that tier contained under that heading. Quite simple really imo, just needs a better organisation. I know there’s the search thing but its useless as it only lists, master, fine etc and as that gear all overlaps in lvls makes it hard to find what u wanna craft say for lvl 50 or 60.
Each tier should indicate lvl range according to materials required to craft it. I know this could cause issues as u can have lvl 80, fine, master rare and all of the above, but we know that a lvl 40 can’t wear lvl 50 armor for eg: and there should be some indication which tier and recipes gives lvl 40 armor so i don’t have to search the entire list for it. And if you haven’t discovered lvl 40 armor recipe, you’re end up scratching ur head.
Here’s an example of what we have. All materials to be refined are lumped under one heading instead of under relevant tier of crafting. All inscriptions are lumped under one heading instead of relevant tier of crafting. All the components are lumped under one heading instead of relevant tier of crafting. So i have no idea what mats are required to craft lvl 40 armor. i have to go blindly and try to figure it out. This is especially messy and confusing when you haven’t crafted for a while on a maxed lvl crafter. the list is ridiculously huge and hard to decipher, particularly when the entire list goes grey and there’s nothing to differentiate one item from another, other than jumble of names.
4. Crafting category breakdown by tiers where each tier only lists relevant materials and recipes for that tier. I open my crafting panel noways and close it. it’s just one huge list all lumped together.
What are you looking for here? You can already do this. Click the down arrow by the search bar for a slew of options to filter the list – by gear grade, craft level, whether you have the mats, and so on. You can do this on your crafting window via hero panel or at crafting stations too.
Unless I’m reading what you want wrong and want something else.What I’m looking for is basically this: there are now 7 tiers of crafting i would like to see each tier split as a heading then the list of all recepies/mats/components required for that tier contained under that heading. Quite simple really imo, just needs a better organisation. I know there’s the search thing but its useless as it only lists, master, fine etc and as that gear all overlaps in lvls makes it hard to find what u wanna craft say for lvl 50 or 60.
Each tier should indicate lvl range according to materials required to craft it. I know this could cause issues as u can have lvl 80, fine, master rare and all of the above, but we know that a lvl 40 can’t wear lvl 50 armor for eg: and there should be some indication which tier and recipes gives lvl 40 armor so i don’t have to search the entire list for it. And if you haven’t discovered lvl 40 armor recipe, you’re end up scratching ur head.
Here’s an example of what we have. All materials to be refined are lumped under one heading instead of under relevant tier of crafting. All inscriptions are lumped under one heading instead of relevant tier of crafting. All the components are lumped under one heading instead of relevant tier of crafting. So i have no idea what mats are required to craft lvl 40 armor. i have to go blindly and try to figure it out. This is especially messy and confusing when you haven’t crafted for a while on a maxed lvl crafter. the list is ridiculously huge and hard to decipher, particularly when the entire list goes grey and there’s nothing to differentiate one item from another, other than jumble of names.
An even simpler solution would be to hide the endless lists of refinements and inscriptions, group items on a drop down by level and allow you to craft directly from there.
eg, you want to craft a lvl 80 beserker greatsword – you click on it and so long as all the raw materials for making the dowels, inscriptions, hilt and blade are available – the station crafts these automatically and combines them into the final item in one click.
3.Separating PvP and PvE. Conditions like confusion need to work differently in PvE and PvP, because they just don’t work in one or the other.
Confusion in PVE is actually twice the strength of PVP confusion. But it seems mob designers are not aware of this, as seen with the recent clockwork mob that piles on confusion every chance it gets.
The difference is supposedly because mobs in PVE hit less often than characters do, and so having the same damage would make it worthless against mobs. But right now it also makes any mob that stacks it painfully dangerous past 2-3 (4-6 in PVP terms).
IMO, they could simply make mobs hit more often. This would also make retaliation more effective, and put more pressure on chain-evaders.
1. IT/server staff
2. game support staff
3. forum moderators
4, sales/promotion department
5. game dev psychologists (e.g fun vs RMT draw/addiction)
Actually now that the loot issue has been fixed it seems. (at least for me it has) my new list of priorities would be:
- Condition damage and stacking in PVE.
- Size of AOE fields in PVE (noticeably the size of the bombs on engineers even with the trait is still smaller than any other class even the traps on other classes are bigger)
- new permanent DE’s and permanent metas for the open world monthly.
- more dailies per account or more ways of getting laurels
- material availability for ascended gear pre-level 80 so that alts and new players alike can gather these materials before reaching max = less of a grind.
Ranger pet removal.
Real content i hate living story thac about me not this shallow junk that we getting now
1. Targeting. I can’t tell you how many times I have to re-target enemies because they un-targeted themselves.
2. TP UI. Please, for the love of all that is good, put some search filters.
3. Class balances – actual, meaningful, class balances.
4. Decrease. the price. of the. freaking. precursors. Why? Because I have no luck in my life at all, and probably never will get a precursor by looting one.
5. Fix crafting to the point where it is profitable instead of you losing money when you craft.
3. More on the GPU then the CPU.
It doesn’t work like that.
All I can say about this that my CPU never approaches 20% usage. I have an AMD FX-8350 (they call it an 8 core but it is really a quad dual core). Anyway, the highest usage I have ever seen (and I monitor it always) is one core at 65% (Core 3 if I remember right) while the all the other cores were at about 10-15%. They really need to utilize all the cores available before they start off loading to the GPU, perhaps then the GPU can display graphics rather than sputtering around trying to run the game itself (which is what appears to be happening right now).
4: Hair loss
In a game where cosmetic items are promoted as a badge of achievement, the headgear making you bald issue should have been sorted out long ago.
This so dam much QQ.
The top five issues with Guild Wars 2 that need to be corrected (as I see it) with the current client:
1. Performance – If your computer meets the recommended specifications the game should run at 60FPS with no issues (if all required drivers and the OS are up to date). That does not happen. As I see it the performance issues that are still in game use to mean that the game would still be in beta.
2. Targeting – At the very least explain to us how the game prioritizes targets. Auto target should pick the closest foe, if there is no foe then an available neutral target closest to the player. What actually happens seems to depend on where you are, sometimes using the next target picks a mob way off in the distance sometimes it picks the one that is beating on you. Either way, the next time you try to target, it will not do the same thing.
3. Rewards for combat – I still can’t understand how soloing a Veteran Risen Giant can end up with not a single drop, that’s right nothing.
4. Home Instance – Other than the only farming spot for quartz crystals, does this area serve any function? The answer to that question is a single word: no. What happened to all of the features that were promised?
5. Guild Halls – A year has pasted and we still don’t have them nor do we have any clue what these promised guild halls would do for us.
I really think the best fix for the first item would be to offer a 64bit multi-core processor optimized client. All of the other issues could be fixed in the current client if and only if (please don’t laugh) fixing issues becomes a priority with ArenaNet.
1. fix gameplay/balance (conditions, more need for cc and support)
2. more quality content/story over quantity, less health sponges and vertical progression
3. trait and stat swapping anywhere outside of combat without having to carry two bags of gear
4. camera/targeting/performance
5. more spvp modes, more pvp/pve skill splits
One can dream :/
2. Targeting – At the very least explain to us how the game prioritizes targets. Auto target should pick the closest foe, if there is no foe then an available neutral target closest to the player. What actually happens seems to depend on where you are, sometimes using the next target picks a mob way off in the distance sometimes it picks the one that is beating on you. Either way, the next time you try to target, it will not do the same thing.
Best i can tell the system uses a line down the center (pointing the camera straight up or down seems to have no impact) of your screen to pick a target. If it is within 1200 range and closest to that center line it will be picked, even if something else is closer to your character but further off to the side.
But on top of that it takes line of sight into consideration. So if the center of the mob is behind just enough cover, a mob further from the mentioned line will get picked.
To further complicate things, attacks go off even when nothing is in range of the camera aiming. But those happen in whatever direction the character is pointing. And whatever that attack hits will become your target.
In all honesty they should just have given us permanent camera controls and a crosshair for picking targets. Right now the game behaves like a odd merge of a third person shooter and a RPG.