Showing Posts For Nullrick.1958:
I realize for whatever reasons, people will think ill of this but I would still like a dev’s idea on the “character boost” feature WoW has developed and if the same function would ever be applied to GW2.
I expect users to attempt to speak for the devs and state cases against the idea of having such a feature though why would you try to speak for someone else in the first place?
As for why I would absolutely love for this to become a feature in GW2, I have one level 80. It’s a thief. And while other characters for each of the classes I’ve only been able to get them to levels 30-40. This is due to me having already leveled my 80 through all the zones. I’ve seen all that and now I’m told I must do it again if I want another level 80. And honestly I couldn’t care less about the personal story that unravels with my progression despite all the hard work the devs had put into it. If there’s any story I’m interested in it’ll be the one I build between my character and other user-played characters and not the personal story which has basically been predetermined. I’m long past the point where I can care about revisiting the same instanced regions with the same characters and story.
Now, for those who think I’m bashing here, I’m not. I can’t tell you how much I think of this wonderful game as well as it’s world and all the ambient assets within it, characters or surroundings. It just seems that GW2 (being the first MMO where I’ve gone the longest without a sense of grinding) needs a character boosting feature to stop the feeling I now have of grinding.
This feature is where I see the definitive cure for the feeling of grinding in any MMO coming from. Thoughts?
If the expansion had to do with Elona, Cantha or anywhere else that wasn’t some jungle where people are going t be gliding about everywhere inside of – I’d have already pre-ordered the expansion by now.
I wasn’t sure where to put this. I’m technically looking for lore I guess.
But yes. I’m just trying to find out the reasoning for there being Asura technology inside the house that overlooks the dock with the ship.
South-west side of town.
So there’s a section to horde all your outfits you bought from the gem store.
How about a tab for CUSTOM outfits that you create with the skins you collect in your wardrobe?
First, start a play off with maybe 3 or 5 slots for custom outfits. Each slot would have the usual meta-slots for head, chest, gloves, etc.
Or maybe just make this feature exclusive to the gem store altogether.
In order to make these custom outfits, you’d have to spend a transmutation charge to place a skin in each meta-slot. And likewise if you wish to change a particular meta-slot’s skin.
The player, if need be, could then purchase more custom outfit slots for maybe 400 or 500 gems. Maybe less, seeing as how these custom outfits don’t really have the same useful utility as say a character slot or an additional crafting upgrade.
Also, it’d be rather nice if items that were already transmutated could just be added to custom outfits without using additional charges.
I’m guessing a system that could realize if an item didn’t belong to it’s thumbnail, and vise versa would be fairly easy.
These custom outfits, when activated, would automatically replace your current armor with the custom outfit’s skins.
This feature would basically have the same interface as the regular (gem store) outfits tab. But after selecting (single click) a custom outfit’s slot, its meta-slots would open up.
After spending charges for applying skins to the meta-slots in question, you’d simply double click to apply the custom skin to your current clothes. Then double click to remove the custom outfit until you decide to wear it, or another custom outfit, again.
The suggestions thread is now closed. I wanted to voice this suggestion however.
(edited by Nullrick.1958)
Certain tonics tonics that change the player’s exterior (clothing) are not available to be placed in the outfit slot in our wardrobe interfaces.
And I’m not talking about the tonics that change the player’s physical form like Quaggan, Krait, etc. tonics. Only the tonics that change the clothing such as but not limited to;
Endless leather hoodie, ornate clothing, silk brocade, casual clothing, khaki clothing and other such reasonable clothing tonics.
So far, the only outfits available to be placed in this slot are available only from the gem store which require actual money to obtain said gems. Which I am absolutely sure ArenaNet wasn’t aware of the mistake they made and upon reading this would most assuredly change this shortcoming.
When we had these clothes as town clothes, we could change the colour scheme of them just as we would with our regular armor sets.
Please, ArenaNet. This has to be an absolutely honest mistake. Surely you wouldn’t butcher and then limit such customization to a price tag.
I’d prefer XP for crafting anything instead of gaining a crafting level. Makes sense to me at least.
You don’t want to take the progression away from an aspect of the game. That’s basically the premise of any game. Whether it be an MMO or an FPS.
What I’m talking about is making more viable options of progression.
The more (viable) options there are, the better. Especially in the case of leveling where the formula for which has been used more than the AK-47. Maybe an over-dramatization, but whoever understands it gets my point.
(edited by Nullrick.1958)
I know very well that they didn’t simply remove the XP from crafting.
Like I stated in my first post, they dramatically nerfed the amount of XP one receives from crafting.
What I’m saying is they need to either boost the gained XP from crafting to contend with the XP earned through questing.
Either do that, or remove it altogether. Because as it is, it makes no sense to earn such small amounts.
At least make the gained XP in crafting increase gradually as you progress.
Why on earth would they take this route to leveling away? It makes no sense whatsoever. They took an option away from a gaming aspect where options are always better; Leveling.
Hmm. So the only reason for people to craft is to level up to level 80?
Well then why gain any amount of XP from it at all? If not to gain levels? No, it may not be the primary goal of crafting, but at least there’s an option for those who CAN afford doing it. At least there’d be an option for people who are just tired of the obligatory grind required to hit max level by questing. Plus I’d think it’d also be more of an incentive to pick up a craft.
(edited by Nullrick.1958)
Why do we still get XP from crafting if we can’t effectively hit max level from doing it? XP from ANYTHING game wise implies you can level from it due to that being the only reason XP is involved in anything.
I’m willing to dish out a fairly large amount of gold for crafting materials, so there’s your gold-sink as an obligatory MMO trade off to level out the time/resources for players, ArenaNet.
I’ve already hit 80 from doing quests/group objectives. And therefor my eyes have bled once already. I would at least like the CHOICE of the manner in which my eyes bleed a second time. Though I’m quite certain that leveling via crafting will yield considerably less ocular bleeding.
The shortened version of this is make leveling via crafting viable so there’s an actual reason for the XP you gain. I.e give more XP for crafting so it contends with XP earned while doing quests.
Do this or get rid of crafting XP altogether. It’s almost like you’re taunting me with that ridiculously small amount of XP after I craft something and therefor are forcing us to play in your particular fashion in a game that’s supposed to be fairly open to multiple approaches for just about every aspect of play style.
People will still go outside of their crafting stations to participate in guild events, dungeons, “exploration” and even role playing events in a lot of cases if that’s what you’re worried about NOT happening.
So what gives? Please give a good reason to disallow EFFECTIVELY hitting max level in a way that at least rivals the amount of XP obtained via questing.