Showing Posts For Lillium.6481:

Quick note on Ep4 bundled updates

in Guild Wars 2 Discussion

Posted by: Lillium.6481

Lillium.6481

I think the better choice would have been to leave it intact but complicate it and decrease how many times a day the event occurs. By inserting a 1 or 2 hour lull between the end of one meta and the start of the next they could have decreased how many times a day the event occurs and give players a chance to do other things on the map without tripping over meta challenges. To complicating it they could have raised the maze in the maze room and maybe put pocket raptors or some other creatures in the chest areas with a fairly quick respawn rate to slow people down when opening chests because beating the timer is part of the fun of the event.

I also think they should change it so that the various chest sizes require 1, 2 or 3 keys to open. This would created a challenge to keep enough keys and aurillium to open chests on ML and force players to participate in other events around the map to get them.

All of this would hurt people who are going through the maps with a more normal intended play – That is, completing the meta, looting their one instance, maybe doing some non-meta events for aurillium.
Putting monsters in the treasure area is … A horrible idea. That would result in essentially what’s in Bitterfrost where people usually run/stealth away and leave whoever gets screwed (caught in a chill attack aimed at someone else) to deal with it. And possibly die if they get unlucky enough.
Both of these things severely alienate newer or solo players from the game. They get frustrated, they leave. That’s not good for Anet for keeping population.

Outfits & Dye Request

in Guild Wars 2 Discussion

Posted by: Lillium.6481

Lillium.6481

I’m sure someone has suggested this before, somewhere, but I tend to avoid these forums and such a post was not in the first few pages… Thus!

I would super really love to see dyes on outfits saved per outfit (on each character, ofc) rather than simply having one dye set that applies to whatever outfit you toggle on.

There are literally hundreds of dye colors in this game. I assume anyone who has been playing for some time has, like me, built up a sizable collection of such dyes, and not through putting much effort into it. So at least for me, when I go to dye anything I spend a decent amount of effort picking perfect shades for every single dye slot for that particular armor piece/outfit. And then come back later to spend a bit more time trying out different shades until it is perfect. I mean, even if I make something all black (which I don’t), there are literally half a dozen shades of black! And several near-blacks that sometimes come off better. This dye system and selection is definitely my favorite of any MMO.
For outfits, this causes a problem, because I’ve carefully dyed whatever my character is wearing, and those specific colors never work well for other outfits. I do not want to change that outfit! I’ll lose the perfect choices I’d painted on it when I put something else on. (And subsequently redyed, because hoooo my that accessory color does not work on those shoes!) Which leads me to be hesitant to buying any extra outfits. Sure, I like that spiffy shiny new thing, but will I use it? Nope. Because each character has one outfit that’s stapled to their backside and not changing, because the dye is perfect, unless I want to no longer use that current outfit at all. I imagine this problem is much worse for anyone who plays a small number of characters, instead of a large collection of alts.

I keep hearing people say that outfits are much more of what’s being made for the game, and I don’t want to miss out on them. This is Fashion Wars 2 after all, and I love collecting up different clothes! But I also don’t want to build up a large collection that I feel like I can’t use most of it.

We Do Not Like Scarlet Briar

in Fractured

Posted by: Lillium.6481

Lillium.6481

You know that line in the beginning of Dr Horrible after he reads a letter from Johnny Snow?
“Okay. Dude. You are not my nemesis.”
http://www.youtube.com/watch?v=Of9kHpCv1ts (2:50 if you’re not familiar!)

That’s how I feel about Scarlet. And have, since she appeared.
She’s so absurd and poorly written (aside from a few funny lines) that I can’t even take her seriously as a villain.

There’s probably some big buildup to an “awesome ultimate boss battle” with Scarlet. Not only do I not care, but I don’t want the battle. (And I really don’t want it to show up later in my fractals, as I will admittedly try very hard to skip whatever content has the Scarlet boss fight.)
Possibly the worst part of the impending boss battle with Scarlet: It should have been avoidable. We’ve seen her close up enough times now that we really could have just shanked the weed (particularly if you’re a thief!) and been done with it many times over. Her “boss fight” could have already looked like a theatrical assassination of Julius Caesar, and been much better for it.
I honestly think that it would be good for this game if Scarlet simply fell off a cliff somewhere, died, and was never heard from again. No boss battle with a hated (for all the wrong reasons) character. No continued dragging out of a disliked storyline.
Please, let us fight more Dragons and real threats to Tyria.

Challenge: Dev LiveStream of Dredge Level 41

in Fractured

Posted by: Lillium.6481

Lillium.6481

+1 to this request.
Particularly if the devs either pug, or better, set up one party member to be under geared. Not sorely undergeared, just 5-10 AR too low (because you often get people with a little less AR).
Bonus points if they don’t use ascended or legendary weapons in the party at all.

Too Much Temporary Content Can Only Harm GW2

in Guild Wars 2 Discussion

Posted by: Lillium.6481

Lillium.6481

I know this post is old, but anet is still barreling in the same direction of “More Temporary Content” with their game. (And I didn’t find a newer relevant post.)
I haven’t been playing this game much for the past 6ish months, because the temporary content is so bad that I can’t stand to play a game that I want to love. Worse than that, when I do pop in to say hi to friends, enjoy a GW2 dungeon, or run around the lovely world of Tyria, no one that I talk to enjoys or even likes the new living story. No one looks forward to any of the new living story – Even with the fractal updates, most people seemed to look forward to badly needed fractal updates, only to groan at the return of x or y hated living story content, and to rage at having to do a story mode before you can jump back into fractals.

I want to love this game. But every time a new living story announcement hits my email inbox, I feel like I shouldn’t even bother logging in. Every time I do log in its a few days or a couple weeks before I can’t stand what this once-promising game has done to itself.
GW2 still has potential. It can still do great things. But it won’t be able to while putting so much effort into “new” content that will only last 2-4 weeks (Isn’t that longer than it takes to develop the new content? Much less anything good.), and ignoring the need for new permanent content. Or bug fixes on existing content.

Nightmare Wallet for Alt-players Gold

in Guild Wars 2 Discussion

Posted by: Lillium.6481

Lillium.6481

For the above reasons, some (possibly many, but at least me and alt-players I know) alt-players use gold on a per-character basis.

  • Some require each of their characters to “earn” their own gold for whatever you want to buy for them (be it armor, weapons, or costumes). Particularly for those who play many alts, and are working towards goals with two or more of them simultaneously.
  • Some track how much they play a character, and how profitable that character’s usual activities are to them by how much gold they’ve earned with them.
    Some who want characters to fund their own needs (like armor, etc – and yes, this is desirable to some of us!), will lend gold between their own characters the same way you might lend gold to a friend. Then pay back the character the gold came from before that character is allowed to purchase other things (like armor skins, gems, dye, minis, etc)
  • For role players, specific wealth levels are sometimes kept on a character to reinforce that character’s role. Such as, I have (in other games, but not this one actually) characters that are supposed to be poor, thus their gold is dumped into a bank (or sent to another character), to reinforce the IC illusion of “this character has little wealth”.
  • For role players, individual character wealth (and its growth) is sometimes used IC. Specifically for characters who are not simply “rich”. (Ex. Noble characters are often simply rich, and thus ignore actual gold. Merchant or Adventurer characters will sometimes use actual gold to describe business as going well/poorly.)
  • When you play many characters, you require more gold – to get each set up properly (armor, weapons, etc). So while you may have 100g, you need to use it to build up 3, 4, 5, etc characters. Compare to the person who only plays, and thus needs to build up, one character. When you see 100g sitting all together you feel like you’ve got some cash! … And are more apt to blow it on something silly. When you see 2-30g here and there, you know where you really stand: Sadly poor. And blowing a sizable portion of your total wealth on something becomes much more intentional, when you have to actually move the wealth into one place to even spend on something pricey.
  • Yes, I really did just say above that 120g on 2 characters (which you play equally, and neither is created for the sole benefit of advancing the other) is less than 100g on one character.
  • Since crafting updates were announced to be coming later this year, I am extremely concerned about tracking cost for leveling each one. Leveling a craft over a few days or weeks is much easier to track the cost of if it only effects one character’s gold. Additionally, if this is going to cost me a substantial sum of gold (I’d rather count on that and be surprised than the other way around), that’s easier to stomach if I see a few characters’ low wealth become no wealth, than when I see a couple hundred gold become half or less of what it was.

I realize that gold being in the wallet and thus tracked by account and not at all by character will not be changed back. Even if it was changed back, the damage is already done (since I assume the gold would be chucked into the bank and every character would have 0g0s0kittenil the bank gold was redistributed) unless alt-players start tracking their individual characters’ wealth by hand (and remembered to write it down before or as the gold was added to the wallet).
But that doesn’t mean that this isn’t a terrible change, and inconsiderate to those who want to manage or track their wealth while actively playing more than one character.

Nightmare Wallet for Alt-players Gold

in Guild Wars 2 Discussion

Posted by: Lillium.6481

Lillium.6481

I’ve read the other “nightmare wallet” thread, and this is a different complaint!
So please don’t shuffle this thing in that direction.

I play many alts in this game – I have one character for every class, 6 of them are 80, and the other two are not far behind.
I actively play all of my alts in this game, as I do in every game that doesn’t overbearingly punish you for more than one character.
I never create alts simply to advance a main character. While in most games (but not this one) I choose a main character to advance more than the others (this is required in games with raiding endgame), I will still advance each of my alts as far as I can until being blocked from doing so (typically alts are severely stunted or entirely blocked when raid content is reached). In GW (1 and 2), there are NO such blocks against alts (the worst GW2 has is fractal lvl being by character). Thus I have no main in GW2, and unless I decide I dislike a class (like my poor Ranger), every character is treated as if they were a main for the purposes of progression.
No one plays my account but me. No one else even has my password.

I greatly appreciate the wallet for streamlining my dungeon tokens, badges, relics, commendations, laurels, gems, (glory, I guess, but I don’t use it) and – Dude my Karma’s acct bound? That’s truly amazing.

However, gold is different than every other one of these currencies, for one very important reason: It is not an account-bound resource. It exists to be traded between players, and to purchase “convenience” or “luxury” items.
It is also the sole currency by which all players measure their in game wealth. (Some may use other currencies personally, but those people will still use gold too.)

(uhg small character limit. cont.)

Gw2 doesnt promote playing with Alt Toons

in Guild Wars 2 Discussion

Posted by: Lillium.6481

Lillium.6481

I’m not entirely sure what the OP’s complaint about soulbound items is… (Nor do I care, nor will I check this thread again)

However, in reply to the topic;
This is the most alt-supporting MMORPG that I’ve even seen, and I’ve been around the block with non-moba MMOs. Also, I have a severe case of Alt-itis; I never have (and play) less than 3 characters in any given game. (In this game I have 8 characters, and actively play 6 of them.)
Most of them soulbind basically all the gear (from crappy starter things all the way to endgame). Most of them have a gear progression that’s slow, and/or requires a lot of other people to get anywhere with (raiding). Most of them do not allow you to move non-gold currencies between characters. Most of them have achievements (or anything else you can earn in the game) by character, so even choosing to (gods forbid) change your main causes you to just give up years of work and progress.
In Final Fantasy 11 and 14 you only get one character slot, and have to pay extra per month to have more. (Though, to be fair one character gets all the classes, so alts are more like TES alts: Re-experiencing things for fun, rather than actually playing all the content.)
Even in GW1, I played multiple characters (and swapped my main more than once) so it took me years to get my first GWAMM.

Soulbound armor in GW2 is not a problem when its all so easy to get. All my 80’s but one have exotic lvl 80 armor, and half of those have two sets. I have multiple characters with a full set of ascended jewelry, with infusions (minus backpack, holyoverpriced), and have the currency for more.
I would never expect an MMO to have unbound armor (or even acct bound armor) like say … Dungeon Defenders or Diablo.

Now if the complaint was about things in the gem shop, I agree.
I was actually grabbing my wallet to buy some gems for the unlimited pickaxe when it first showed up, and just barely saw complaints in time in guild chat that it soulbinds to a character on equipping. That was a complete killer for me, as I have no main in this game, and play multiple characters every day that I log in. I did not buy gems, or the pickaxe, and didn’t even look at the garbage they brought out for axes and sickles.
I haven’t picked up any of the armor skins so far, in large part because they’re one time use. (Other factors being I don’t like the whole look of the outfit, usually only a couple pieces, and they’re really overpriced even if you liked and planned on using the whole outfit.)
I don’t mind the costume pieces as bad, because even though you only get one of them, and they’re generally overpriced (the entire gem shop is), they are acct bound after equipping, not soulbound.

Feedback on recent content

in Guild Wars 2 Discussion

Posted by: Lillium.6481

Lillium.6481

Where are the dragons? Where are the gods(besides chillin’ in abandoned Orr). Wheres the REAL combat, the REAL content?

I’ve been asking this for months.

Since its an opinion thread; I have hated like every Southsun related update. Its not intentional, but I tend to wander off and play any other game every time a Southsun related update comes around. (I mean, silly flash/browser stuff beats out running around Southsun for me.)

All this aetherblade stuff is … interestingActually, the more I see the aetherblades the harder they get to keep choking down. They're fairly terrible at this point. But it has nothing to do with the game’s story. Like, okay, one dragon down. But guys? We’ve still got several more, two of which are kind of on our doorstep… (Jormag & Kralkatorik)
It’s great the the people of Tyria can do more than fret about ‘_dude, we’re all going to die, killthedragons!!_’ but, um. I’m pretty sure at this point that a lot of Tyria doesn’t take the threat seriously or even care about the dragons?

I haven’t hated all the content updates, of course. I actually had a lot of fun with SAB, and I’m looking forward to more SAB. The holidays, while all a little too similar, were tons of fun, and I’d be happy to see those holiday events come back with the second year of the game.

Pristine Fractal Relic - Wallet

in Bugs: Game, Forum, Website

Posted by: Lillium.6481

Lillium.6481

those should be in the wallet, so should skill points, …

Skill points should not be in the wallet, despite the convenience to endgame play. Skill points are used in early game to unlock your skills, and with them in the wallet you would be able to immediately unlock all of a new character’s skills (minus the elites, but immediately at lvl 30) with skill points obtained from other characters. (Assuming you’ve played other characters enough to do so. Idk about you, but I have.)
Pretty sure earning skill points per character needs to stay per character. Its one of those “character growth” things that you work on as you lvl.

Edit: Now, if they wanted to chuck all your lvl 80 characters’ skill points into the wallet? That would be fabulous, and not spoiling anything early game.

Mandatory Legendary

in Crafting

Posted by: Lillium.6481

Lillium.6481

PS Dont want right now since I dont like the skins of them.

I’m exactly right there. There’s not a single Legendary skin that I like and can use. I mean, the gswords are pretty cool, but I don’t use one and I’m not about to swap mains just so I can.

An Ascended implementation that pleases everone

in Suggestions

Posted by: Lillium.6481

Lillium.6481

Most of this sounds really solid, and incredibly better than what they’ve shown so far.
One of my bigger concerns is that crafted gear always falls very far to the wayside when higher tiers come along, and it is just as true here as everywhere else so far. Requiring exotic gear to turn into ascended gear wouldn’t be a perfect solution to crafters, but it would be better than the shaft currently being delt. Doing that would be a much better solution than allowing crafting of even more expensive gear – materials for exotics are already quite a bit. You can’t have the required materials for a new tier be small, but requiring “enough” typically means some absurd amount that is unobtainable for all but the most dedicated.

(edited by Lillium.6481)

Dye Title?/Achievement

in Suggestions

Posted by: Lillium.6481

Lillium.6481

Dye related achievements would be awesomely epic. They could be tiered like others so you get a pat on the back for having 1, 10, 50, 100, etc dye colors unlocked on a single character. (I personally have a severe case of altitis, so I’d appreciate if it counted unique colors across your account. But I also realize the practicality of doing this on a single character instead.)
A separate achievement (and title!) would be really cool for each rarity (fine, masterwork, rare) would be cool too. Though the rare achievement would need to count more like 1, 2, 5, 10, 20, etc as those are a lot less common to come by.

For counting in the possibility of future colors being added (though we are already given a huge and amazing selection), the “max” for the achievement (and thus when you get the title) wouldn’t need to be the actual total number of dyes. It could be awarded at like 200 fine dyes or 20 rare dyes, or something.
(I’m spitballing at numbers, I could be way off. I don’t remember offhand how many there are of each type. But general idea is there.)

If titles (and achievement points) are not a happening thing, a non-rewarding achievement would be nice just to help track what you have.

Eight Needed Game Improvements

in Suggestions

Posted by: Lillium.6481

Lillium.6481

2. Teleporting Fees. This has been discussed to death but this needs to be removed entirely. Go create another cosmetic gold sink. These fees just take away from what the spirit of what Guild Wars is and should be. Let people play where they want when they want unpenalized.

Just wanted to add support for this!
When waypoints were initially introduced they were heralded as a cheap way to literally be anywhere on the map that you want to be right away (as long as you’ve been there before). And as long as you’re about lvl 10 or under they are. But after that point the price begins to rise at a rapid rate to unaffordable levels. It was said that mounts and other forms of transportation would be unnecessary because of this “cheap” way to be anywhere.
Instead, we have a vast world that you can’t afford to go see. You’re trapped to a city and can only afford to leave it when you’re going to a dungeon or Orr where you’ll make the money back.

My hope for the game - opinions and suggestions (Long)

in Suggestions

Posted by: Lillium.6481

Lillium.6481

Please remove the waypoint cost. Every armor in the game already feels like an Obsidian armor in terms of acquirement rate. (At least to a casual player.) There are enough gold sinks in the game, please give us back the option to explore this beautiful world. You can keep the insane costs of armor, that is ok. (The only reason my 55 has 10g is because I never bough anything and did not level any crafting, oh joy ).

Just wanted to add support for this suggestion! (And much for the same reasons.)

Adaptive Waypoint travel cost.

in Suggestions

Posted by: Lillium.6481

Lillium.6481

I made a similar set of waypoint cost reduction suggestions here:
https://forum-en.gw2archive.eu/forum/game/suggestions/QoL-Waypoint-Suggestions/first#post487879

The spirit of all waypoint-cost-reduction quests is the same though; using waypoints is only a cost effective means of transportation when you are going a very long distance and are likely to die on the way anyways.

QoL Waypoint Suggestions

in Suggestions

Posted by: Lillium.6481

Lillium.6481

Bump to this!
Since the HotM button is now mysteriously “missing”, thus removing our free ports, waypoint costs are in desperate need of re-evaluation.

Suggestion - Tone down the mail suppression

in Suggestions

Posted by: Lillium.6481

Lillium.6481

While I do want some kind of prevention against spammers and gold sellers, the current suppression is a bit much.
My guild likes to do give-away events, and it will literally take us half the event to send out little ambiance/attendance prizes to everybody that’s there at the start of the event.

The real problem here is that the mail system completely replaces a trade that requires being in proximity with your trade partner (which would usually limit how fast gold sellers can send off their gold).
A related problem; you really have to trust anyone who you’re buying something from not over the TP, because there’s not even a CoD on the mail. (Usually this is armor/weapon crafting services, because its usually cheaper to buy parts than finished product.)

Basic -> Fine Transmutation Stone from Mystic Forge

in Suggestions

Posted by: Lillium.6481

Lillium.6481

The title basically says it. I would like a Mystic Forge recipe that converts Basic Transmutation Stones to Fine Transmutation stones.
The recipe:

  • Should not require Mystic Forge Stones or anything else from the gem store (aside from the Basic trans stones).
  • Should not use rare ingredients like Globs of Ecto, Glacial Lodestones, Destroyer Slivers, etc.
  • Could use higher end dust (Incandescent or Crystalline). Or lower end dust, whatever.
  • Could use skill points (philosopher’s stones or a crystal). I would prefer that they not, but it would not be unreasonable.
  • Should not make purchasing Basic Trans Stones more profitable than purchasing Fine Trans stones. A rate of something like 12 Basic stones to 1 Fine stone would be perfectly fine.

The reasoning here is basically that you obtain tons of Basic Transmutation Stones through regular play, but very few (if any at all) Fine Transmutation Stones. Transmuting your gear that is <lvl 80 isn’t very worthwhile unless you absolutely can’t stand a particular model, and you’re going to replace most leveling gear in a few levels anyways. Basic trans stones tend to sit around in large numbers collecting dust.
But once you reach 80 most people find themselves desiring a specific look combined with specific stats, and you will keep that gear potentially forever! (Until you want a different set of stats.) Fine trans stones are highly desired and irritating to obtain!

Guild Tax

in Suggestions

Posted by: Lillium.6481

Lillium.6481

To date ANet has not added a single thing in game which requires upkeep. I can’t see them moving away from that for guild halls. Maybe the initial purchase would cost gold, but I can’t see it costing upkeep.

I’m expecting more decorative things to cost gold. I don’t really expect upkeep at all. Like, its pretty much a given that purchasing the hall, expanding the size, filling it out with NPCs, etc will cost influence. But when you want to furnish a room and hang art in it, etc, that doesn’t sound like an influence-appropriate expense. Hence gold (and a need for guild funds).

Guild Tax

in Suggestions

Posted by: Lillium.6481

Lillium.6481

I would support a guild tax as long as it is added to your guild bank to be used however the guild officers/leaders deem appropriate (and not just on WvW crap), is only active to your currently represented guild, and requires that the guild have at least a guild stash so the money may be deposited directly into the guild bank.

Taxing has been done in many games, and is always a huge boon to the guilds of the game. There are two main ways to handle it;
1. The guild leaders (or other ranks set to handle it) can control the % of dropped coin that goes to the guild bank. Rewarded coin from heart/zone completion, merching, events, etc is unaffected. They can usually tax from 0-50%. If they tax too high and/or you want to keep all your meager dropped coin, simply unrep or leave.
2. A flat % is purchased for the guild (something small like 2-10%) and all dropped coin that guild members earn generates that % more coin that is deposited directly into the guild bank. So you’re not loosing any coin, your members are all generating more coin (the extra just goes to the gbank). Reward coin (from events, heart/zone completion, dungeons, etc) is still not counted for this.

Without a tax, members tend to not donate to their guild(s), particularly those who see themselves as ‘poor’. Costs for things like siege weaponry, upgrading keeps, and commander that are clearly designed to be a group effort, but instead fall to bankrupting guild leaders/officers personal funds.
I expect guild halls (when they come) to cost both influence and gold, and the gold end to be similarly designed with group funding expectations. So any form of taxing will likely benefit any guild who wants a guild hall in the future as well.

QoL Waypoint Suggestions

in Suggestions

Posted by: Lillium.6481

Lillium.6481

Yea, this does kindof go with the (so far unanswered) complaints that waypoints cost too much. I walk everywhere so that I have money to craft, make armor/weapons, upgrade bag space, etc. GW1 was perfect in allowing you to freely port to any outpost. While free wouldn’t work in GW2, reasonable reductions should be made to restore that feeling from GW1 that you could be anywhere you needed to be.
I remember an argument somewhere against mounts that the waypoint system was superior and made mounts unnecessary. Well, not at the current wp prices!

1. Porting to cities should always be free.
HotM -> LA -> any city (including Ebonhawke). Its really just a matter of saving us some load screens. Personally, all my characters live in LA when I’m not actively doing something with them, and I suspect by the place’s population I’m not the only person that does that. It may help clean up some of the congestion of the area.
It would be handy if you could also port to the Order headquarters for free (Vigil/Priory/Whispers).
The exception to this is that you should not be able to port for free to a city while downed (unless you are in a city).

2. Waypointing after death from Falling Damage should cost less.
You were tired, distracted, afk, etc. You ran off a cliff. Oops. You wanted to feel like you were flying. You misjudged what should have been a safe jump.
But its not really a combat death, now is it? You didn’t take on too many mobs or try to toe-to-toe that champion. So why are you penalized as if you did? It shouldn’t cost as much.
This would make jumping puzzles (which reward laughably bad) much more palatable at high levels.

3. Cost of travel between zones should scale with the effective level of the zone you’re traveling to.
That probably sounds a bit confusing. What I mean is, I’m going to Orr from LA (at lvl 80) and it costs say 3.5s? That’s pretty stiff, but I will at least make the money back if I play there just a little bit. Now I’m going to port to Brisban from the Grove (still at lvl 80), it costs say 2s. That is a far steeper fare. Why? Because Brisban is going to give me low level loot that sells for 10-50c. Yes, there is scaling so I can get lvl 80 drops, but they are very infrequent. Additionally, the xp (and karma and gold drops) do not scale to level very well. Currently, travel scales off of your level and distance. I will have to do significantly more in Brisban to earn back the cost of porting there.
Instead, travel should scale off of the level that you will be scaled to at that waypoint. So going to Orr should cost as if I’m lvl 75-80. But going to, say, Brisban should only cost as if I’m lvl 15-25. Distance can still be a factor, but it should be factored as the level you’re scaled to instead of your actual level (or whichever is lower in the case of leveling characters.
The level you’re currently scaled to should not be a factor, or everyone will go to starter zones and get scaled to lvl 4 before porting, which would be exploitable (and defeat the spirit of all these suggestions).

4. Waypoint travel within the same zone (while not downed) should be drastically reduced.
Remember when you were lvl 4 and you ported across the zone to get to a dynamic event? Wasn’t that nice? Remember around lvl 20 or so when you realized you couldn’t do that anymore (even though the events were spread much more thinly) because you were paying more than you earned? Yea, that was not a nice feeling.
Distance should still be a factor here, but 1s+ to port to a waypoint that’s right next to you is so absurd its comical. It should still cost to port within the same zone, yes, but it should be so small that you can afford to do it a dozen times without thinking about “well, It’d be nice to be there now, but I really need to upgrade my armor…”
Currently, waypoint travel looks like its ‘cost of character lvl’+’distance’. If porting within the same zone and alive the only factor were distance, at the current rates it would be much more fair.

Racial Skins for Necro minions and Engineer Turrets

in Suggestions

Posted by: Lillium.6481

Lillium.6481

I wouldn’t want these to actually be different skills, just reskins of existing models, but I’d shell out ~$5 for my Charr to make charr-appropriate turrets (you know, big clunky iron behemoths, not something he could squish in one paw).
If they were really cool, I’d shell out another ~$5 for my asuran to make racially appropriate necro minions. I’m not sure how you’d make asuran minions (they’re really pretty good as is), but Anet has creative people.
Now, I know my boyfriend would shell out ~$5 for some glyphic-like turrets for his asuran engineer.

@MadDemon; The necro minions are constructs more than summons, if the necro class is still like it was in GW1. They take flesh and bone from something dead and magically reassemble it into a shambling mass with no soul, memory, will, etc. Much more humane than raising up a whole body.

Cash Shop items

in Suggestions

Posted by: Lillium.6481

Lillium.6481

Every item suggested here is pay to win. No thank you.

The entire concept of the gems shop is that it is supposed to never have pay to win. Ever. Adding pay to win to this game’s cash shop will make it no better than the hundreds of “free” to play Korean garbage games, and it will (deservedly so) collapse.
Anet isn’t that soulless, they love their creation and want us to love it too.
So again: No thank you.

Housing?

in Suggestions

Posted by: Lillium.6481

Lillium.6481

This is probably jumping back to the original post a bit much, but…
I actually support instanced housing. When I go to my house, I want to go to /my/ house. Not my moderate but nice house and the five huge monstrosities next to me built by people that just want to show off wealth. Or, I want to visit my moderate but nice house, and not a slum of claimed plots with barely a hovel.
Also, if houses are not instanced, they’ll have to cost some sort of rent/maintenance fee in gold to make sure that inactive players aren’t claiming spots all over the world. I do not want that. I want to buy my house things and keep them.

Instanced neighborhoods wouldn’t be too bad. They would actually be pretty awesome if they do something like create a neighborhood (or village or town…) of all your guild member’s houses around your guild hall. You would still need to be able to enter houses individually (since people are in multiple guilds, if you leave your guild, etc), but the exterior models could all be grabbed and displayed together.

I would really appreciate NPCs that can be set to “live” in your house. Family members, pets, and (in the case of human nobles!) servants. There would need to be 2-5 preset models of each type of NPC (like 3 versions of Grandmother, 5 children (per race!), 2 cats, 3 maids, etc), and they would need to be selectable/purchasable individually (it wouldn’t do to have Mom wandering around the house if she’s dead). Making them renamable once set to be in the house would be fantastic, but not needed. Being able to set them to wander certain rooms and not others would be handy (I don’t want the whole household in my personal bedroom!).

As much as I would love to have a plant house for my Sylvari, a Divinity style mansion for my noble human, an LA style home for my streetrat human, and a nice steading for my norn, I actually wouldn’t mind if houses were account based instead of character based. Prices for anything that wants to cost more than about 50s would be more affordable to those who actually play their alts instead of using them for mules (me!), and it would cut down on server-side needed things, allowing Anet to let us make better houses.

Last note: Please do not make houses cost gems! Having some /decorative/ furnishings for gems is fine, but 95% of the housing features should be based on gold and accomplishment (like a Zhaitan trophy mounted on your wall for completing the story, or a jack-o-lantern lamp for attending halloween).

Tier 0 cultural armor

in Suggestions

Posted by: Lillium.6481

Lillium.6481

This would be a huge amount of work, but I support more culturally appropriate starter clothing as well.

I actually think the current starter clothing is 110% appropriate to humans; which makes it inappropriate for every other race. Most of the more “generic” clothing (dropped, white vendor, all crafted heavy, most crafted medium) is very appropriate to humans, but very inappropriate for every other race.
Norn should have armor that is like their NPCs; very heavy furs and cloths, but actually leaving a lot of the body exposed. (Aside, the Norn cultural armor is hands down my favorite.)
Sylvari need more plant armor. Nothing looks more wrong than a Sylvari wearing chain mail, and the medium armor isn’t much better. Light armor you can at least get a really cheap winged set and transmute it onto all your gear – but you shouldn’t have to to not look absurd. I would actually rather see something like the cook’s outfit in the gem shop, where most armor simply calls up a reskinned version when worn by a Sylvari. Its not the model or styles that are inappropriate on any armor: it is the material the armors are made of.

Asurans and Charr aren’t nearly as bad, since their body models already force slightly modified versions of each armor. I actually think that the human-based generic models look (amusingly) the least wrong on the Charr. The biggest problem with these two is all the hats that remove their ears/horns respectively.
Asurans do at least need to have the female models of all bare-chested armors modified. They are the sort to cover every bit of skin in the first place, and the females feel particularly wrong with bare-chested armor that was intended for human males.

Some guild improvements

in Suggestions

Posted by: Lillium.6481

Lillium.6481

It won’t let me quote, but huge +1 to all requests from Shanaeri Rynale! That kind of information would make managing large guilds (and small ones) much easier!

Guild Improvements

in Suggestions

Posted by: Lillium.6481

Lillium.6481

I would greatly appreciate an Officer Chat feature for guilds. I frequently find myself needing to discuss things with multiple other Officers that are not the business of our entire 300+ guild.

Patch made DR worse, Explanation?

in Bugs: Game, Forum, Website

Posted by: Lillium.6481

Lillium.6481

I know this is going to sound extremely self-centered, but… Oh well. its how I feel. So here goes;

Please remove the DR. I don’t care about bots. I don’t care about people abusing some ridiculously farmable thing. I care that when I go to legitimately play the game, I get punished for setting aside a large chunk of time in my week to enjoy a game that I’ve looked forward to for years and (now that its here) love, because somewhere out there somebody else is being more self-centered than I am.
High levels are already punishing enough with excessively overpriced WP’s, high repair costs (because you have nice armor to survive that high level content), and hordes of mobs to ensure that you’re going to pay one or the other (and probably both). Repeatedly if you don’t ride the event zerg.
So please, don’t make them even more punishing with DR because someone is a bigger self-centered jerk than the average legitimate player.

Not receiving correct level of loot in zones while down-leveled. Bug?

in Bugs: Game, Forum, Website

Posted by: Lillium.6481

Lillium.6481

Not to bump an old thread but … I have yet to receive a single item that is my level while in a lower level zone. A couple people in my guild have gotten trash their level, but for the most part nothing is properly scaling up. Not karma, not gold, not gear, not experience.

Please make looted jewelry salvagable

in Suggestions

Posted by: Lillium.6481

Lillium.6481

I realize this may not be a bug, but I’m going to put it here anyways because 1. there’s not a general gear section (this is specifically dropped, not crafted), and 2. I’m still hoping this is unintentional.

Currently, jewelry (specifically rings) can not be salvaged if it was looted as a drop or rewarded for map completion. While this doesn’t really matter at low levels, at high levels it is exceedingly disappointing, particularly for map completion when you intend to either sell (for a healthy amount) or salvage your rewards in order to obtain ectos (for obvious reasons).
Across 3 characters, approximately 1/3 of my high level map completion rewards (that should have been salvageable for ecto) have contained rings instead of armor or weapons. As if that isn’t bad enough, I have had my jeweler maxed since my first 80, and thus have much better jewelry than these rewards (correct & higher stats).
Thus, please make looted jewelry salvageable.

I (bitterly) understand if jewelry can not be made salvageable, but if not please remove jewelry as a reward from map completion. It is not usable, nor is it transmutable for an amazing skin onto usable items.

DR in WvW

in WvW

Posted by: Lillium.6481

Lillium.6481

The DR system is pretty heavy handed all over. Since this is about WvW, I’ll keep my complaints about it in PvE (which I care about more) for PvE threads.

For me, this makes the already low appeal of WvW lower. To get into EB (unless we’re getting sacked badly by the opposition) I’ve typically had 1-2hr+ que times (yes, that’s a plus meaning waiting over 2hrs). Compared to whatever else I’m doing, WvW already rewards very low. I really don’t appreciate that if I can get a team that’s actually getting things done (a feat!), within short order the (already low) rewards are reduced.
So yes, please reduce or remove the DR in WvW.

I do at least understand why glory isn’t reduced; Its rewards are more of a pat on the back for having fun than something that actually makes you perform better.

Ships of the Line STILL Bugged!!

in Personal Story

Posted by: Lillium.6481

Lillium.6481

Trying to do this tonight after the updates, and Zott still won’t trigger to raise Elli (nor can I do it).

Edit: I did finally get her up, but I had to revive her with signet of mercy and then revive the other NPCs in the water. It was really wonkey, but at least I got past it?

(edited by Lillium.6481)

Underwater needs boosting hard.

in Guardian

Posted by: Lillium.6481

Lillium.6481

Guardian I found myself actively avoiding the water while leveling, because I got punted around like a soon-to-be flat soccer ball.
Elementalist is actually fun underwater (you know you like making a lightning cage!), and Thief I’ve found myself having amphibious fights when near the water to take advantage of some of the underwater skills.
By comparison, Guardian’s lacking here.

very slim character models

in Suggestions

Posted by: Lillium.6481

Lillium.6481

Make your children roll Norn, they have very large bodies with much more natural proportions. In all, the Norn actually look better than the Humans anyways. (Better hair styles, faces, proportions, etc.)

Or better yet, make them roll Asurans and Charr that have completely different body structures and no sexual body characteristics. In the case of the Charr, the larger bodies look substantially better, because the thinner ones look malnourished.

If anything for the Sylvari, I would prefer more twigly bodies than less. They’re plants. Big, thick, muscly, and/or fatty plants dont make any sense at all.
The humans have bigger problems than over-sexualized or super-thin bodies. If Anet’s fixing humans, then body models can get in line behind flavorless hair and prepubescent faces.

Why do Jewelers get hosed at 400?

in Crafting

Posted by: Lillium.6481

Lillium.6481

As another JC, I concur with the unfair requirement of ectos for RARES.

Market completely aside (I reached 400 before the trading post was up), ecto are incredibly more difficult to obtain than fine crafting materials (the blue stuff). Ecto take salvaging infrequent and expensive items with an expensive kit, and you have a chance to get 1-3. Or you may get none at all. For a new 80, obtaining enough to level jeweler even from 387 (the point where you can no longer discover greens for xp) to 400 is a nigh impossible task.

The only rationalization I can see for the inequality of jewelry costs is that Anet wanted to impress upon players how much more important weapons and armor are to your effectiveness than your jewelry. Armor actually gives an armor value, you need it to stay alive. Weapons have a damage value, its necessary to deal damage and kill things. Jewelry only provide more stats. Stats are important! But a much smaller contribution, and not as immediately needed.