Showing Posts For IntoRoleplaying.2105:

Color coding in the crafting menu

in Suggestions

Posted by: IntoRoleplaying.2105

IntoRoleplaying.2105

Does anyone else find the crafting menu of professions at lv400 to be annoying or slightly difficult to navigate due to the masses of mono chromatic text? It’s not like this is a serious issue that should be addressed, but I feel that a small amount of color coding could make the crafting menu a bit more user friendly.

Just use the same colors that previously signified effectiveness of recipes, except instead of effectiveness, each color represents a tier of crafting material. From lowest to highest the color order could go,
grey-white-blue-green-yellow -orange .

All recipes of a single crafting tier would fall under their respective color, in tailor for example, all jute recipes would be marked as grey. This would also only apply once a player has reached 400.

Any thoughts?

(edited by IntoRoleplaying.2105)

Merging guilds and guild waypoints

in Suggestions

Posted by: IntoRoleplaying.2105

IntoRoleplaying.2105

These are two separate ideas, comments or suggestions to improve them would be very helpful, as these are very rough ides XD

Guild merging
Bet this has already come up, but it would be nice if there was merge guild feature in the game. The merge guild feature could be grouping mechanic of its own, creating an " Order" system that can unite up to 10 guilds as long as the total player roster does not exceed 1000 members. Or two guilds could simply combine into one, deciding on a common name. In the second idea, the two guilds would share any influence upgrades either guild had unlocked, ie. if one guild had unlocked storage, and the other had unlocked guild armor, the new guild would have both features. I feel a feature like this would help smaller guilds increase member pools, as the majority of guildless players would choose a mainstream guild over a newly created one, and foster a more connected community.

Guild waypoints

These would be craft able using influence, and come in a few different types. The first type would be the most basic, usable in your home world, and lasting 2-3 days. They can be set up anywhere on the explorable map, including towns, and provided free warping service to members of the said guild. Up to 4-5 can be active at a time, and become inactive when there is combat within 900 meters of the waypoint. The second is a long term one that lasts for a week. And the third and final is a five minute waypoint that can only be placed in WvW. The WvW guild waypoint becomes inactive if there is combat within 1500-2000 meters of the waypoint, and CAN be destroyed be opposing world players.

Soo those are just two ideas I had, comments are always appreciated :p

(edited by IntoRoleplaying.2105)

New condition mechanic

in Suggestions

Posted by: IntoRoleplaying.2105

IntoRoleplaying.2105

Hello all,

I have had an idea for new condition a while now, and decided to finally post it on the forums. Keep in mind this is a very rough mechanic, that could use a lot of polishing, but the base idea seems fairly strait forward. Drum roll.

Friendly fire

I got the idea while observing the migration of a Zerg in WvW, everyone knows how annoying zeros can be, so I began trying to think of an additional mechanic to counter massive groupings of players. What I came up with was something closer to confusion, but without removing the condition of confusion.

The condition itself works by creating a grey area for attacks, on a specific player. While under the effects of friendly fire, attack and condition skills ( including aoe) will also hit friendly characters, in addition, boon and healing skill will also effect the enemy. This becomes tricky though with skills that buff allies and debuff enemies, in those cases, for the duration of friendly fire, those skills would either only apply buffs, or only apply conditions. While those skills could both randomly apply conditions and boons, it would be best to simplify things.

Friendly fire, would most likely stack on duration, although a system of effectiveness of crossfire attacks might make more sense. Having the extreme of 25 stacks be 100% effectiveness on healing foes/hurting allies, and 1 stack be 33%.

Well this was my anti Zerg / new condition suggestion,

thanks for reading!

(edited by IntoRoleplaying.2105)