Showing Posts Upvoted By ObsidianSaint.1079:

List of 150+ QoL Features

in Guild Wars 2 Discussion

Posted by: Redhame.5946

Redhame.5946

Here’s a feature I want for mega servers: world chat. World chat is a channel that only members of my home world can access.

We’re not a tier 1 server with constant WvW queues. If we need reinforcements, I can bounce to LA (or some other hub) and call for help. When mega servers replace world specific instances, if I try this, lots of players from different worlds will hear me. Some of them will not be involved in the WvW match, and see my call as spam. Others will be our opponents. If they hear my call for help, it could make things worse. We need a way to call upon members of just our own worlds.

Extra bonus: it will help maintain the sense of community from role playing servers.

(edited by Redhame.5946)

List of 150+ QoL Features

in Guild Wars 2 Discussion

Posted by: Lishtenbird.2814

Lishtenbird.2814

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)

List of 150+ QoL Features

in Guild Wars 2 Discussion

Posted by: Lishtenbird.2814

Lishtenbird.2814

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)

List of 150+ QoL Features

in Guild Wars 2 Discussion

Posted by: Lishtenbird.2814

Lishtenbird.2814

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.

(edited by Lishtenbird.2814)

List of 150+ QoL Features

in Guild Wars 2 Discussion

Posted by: Lishtenbird.2814

Lishtenbird.2814

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.

(edited by Lishtenbird.2814)

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.

(edited by Lishtenbird.2814)

Why is zerging so encouraged in this game?

in Guild Wars 2 Discussion

Posted by: TheDaiBish.9735

TheDaiBish.9735

Zergs are simply a by-product of:

Non-existent and non-enforced encounter mechanics.

Simple as that.

Fixed for you


I think the main problem with the open-world events is the fact that the events don’t really accommodate larger groups as it scales up in terms of the mechanics of the fight.

Look at the Shatterer: No matter how many people arrive, mechanics such as the healing crystals and imprisoning players doesn’t really scale up, meaning the majority of players can ignore the mechanics of the fight without the success being really affected.

Now, if each of these boss fight had its own scaling formula that caused the scaling to make the fight equally challenging on all levels (and not simple ‘more adds and more health’), you’d find less of a problem, because the mechanics couldn’t be ignored by 50% of the players there.

So taking the Shatterer as an example again:

  • For every 5 players, an additional healing crystal spawns in a random place in the area of the event.
  • For every 10 players, the Shatterer will also do an AoE imprisonment aimed at the largest congregation of players.

Another change I’d personally make is, as well as scaling mechanics, don’t simply have one mechanic happen at a time.

For example, when you’re breaking the healing crystals, nothing else is going on. Now, imagine at certain intervals that two mechanics happened at once. For example, the Shatterer does his healing crystals, and as an additional effect, the next mechanic immediately after / any mechanics done while the healing crystals are in effect are boosted. Imprisonment crystals also emit a Static Field, for example.

Life is a journey.
Time is a river.
The door is ajar.

Permastealth still after april's giftpack?

in WvW

Posted by: daydream.2938

daydream.2938

Idk what it is with permastealth, I wvw all the time and don’t find it an issue. I think people don’t know how to deal with theifs maybe, and that gives them issues.
This strikes me as a l2p issue. Thiefs can be annoying, sure, but when it comes to being powerful in wvwvw, warriors, eles, necros, are way stronger.

The problem is not how to deal vs a thief, the problem is the thief has ABSOLUTE control over the fight end and start. If a good thief is losing they just perma stealth, reset everything and try again. If you kill the thief is a bad thief. You CANT kill a good thief, the victory comes when the thief run away permanently.

Most common situation in wvw is 3 or more players trying to kill a perma stealth/high mobility thief. The thief win? no. The ppl win? no. Is only a waste of time for everyone. And a funny moment for a trolling thief backstabbing and running away every time.

I 1on1 duel with thiefs all the time, win 80% of them. When I solo roam on my engie im often not facing other people with dueling experience and I win 90% +. Sure, sometimes the thief escapes and runs away, but meh.

And in big fights, thiefs matter way less than aoes like eles, or necros.
,

both weapon-sets visible

in Suggestions

Posted by: Raddock.7842

Raddock.7842

I think it would be great if it would be possible to see all equipped weapons at all time. All it would take would be alternative carrying-positions for weapons. For example if the first weapon is 2H and your secondarys are 1H there is no problem in showing both. If your second is 2H too, you could wear the two weapons crossed over your back.
If both, your primary and your secondary weapons are 1H, you could wear one set on your hips and the other on your back (wearing 1H weapons on your back is a mayor request anyway). I know it’s really just a cosmetically thing but i also think it’s not quite that hard to realise.

No More New Currencies for New Rewards

in Suggestions

Posted by: Avecess.8513

Avecess.8513

Anet please listen to this man (or woman).
The OP is being coherent and logical, and is completely right.

No More New Currencies for New Rewards

in Suggestions

Posted by: Vorch.2985

Vorch.2985

When the game launched, there were 5 major currencies:

  • Gold
  • Gems
  • Karma
  • Dungeon Tokens
  • Badges of Honor

As of now, the amount of currencies has nearly doubled with the addition of:

  • Laurels
  • Commendations
  • Fractal Relics
  • Pristine Fractal Relics

I did not include Influence and Merits in this because those are earned on a per guild rather than per person basis. I also did not include sPvP currencies.

At launch, players could effectively earn the majority of the currencies with a playstyle that included 1 or 2 of the major game systems (open world PvE, WvW, Dungeons).

The consequence of all these currencies is that they all now have exclusive rewards.

  • I can not earn ascended amulets or other laurel vendor gear with by playing though dungeons, WvW, or fractals. I must do dailies to gain awards that are exclusive to dailies; therefore, I must add dailies to my playstyle.
  • I can not earn ascended earrings(accessories) by doing WvW, fractals, dungeons, or PvE. I now must add Guild Missions to my playstyle OR sacrifice a month worth of dailies + monthly + 50ecto to afford one earring.
  • I can not earn ascended rings by playing dungeons, WvW, or open world PvE. I must either add fractals and dailies to my playstyle .
  • I can not earn ascended back pieces by playing dungeons, WvW, Guild Missions, Dailies, or open world PvE. I must add fractals to my playstyle.

So, as of right now, I must do the following to gear 1 character:

  • Guild Missions
  • Fractals
  • Dailies/Monthlies
  • Dungeons/Crafting for exotic armor

God help you if you prefer playing WvW…
Oh, and by the way, I have 8 characters…


I humbly submit that you do not add any more currencies. You are not extending the goal post anymore; you are adding multiple goal posts in every kitten direction. As soon as I run one way, there’s a goal post in a COMPLETELY different direction. I consider myself “hardcore”, but this is getting extremely tiring.

To be clear, I am NOT saying that you should not add more content.

What I’d like is for rewards for new content to be tied to existing currencies.

I suggest that you:

Add all ascended gear types to

  • Guild Merits
  • Dungeons (i.e. require 3-4 gifts to make an accessory)
  • WvW
  • Fractals (edit)
  • Karma (edit)
  • CRAFTING

And for the sake of Lyssa, use NEW SKINS AS INCENTIVES INSTEAD OF STATISTICAL INCREASES. I can tell you right now those using medium armor classes really could use some options.

Skins and titles are what kept people playing in GW1; new long term goal posts every month are what’s driving wedges in the game now.

Here’s what people thought of GW1 when it first came out: http://tinyurl.com/bntcvyc
“A release is 7 days or less away or has just happened within the last 7 days…
These are the only two states you’ll find the world of Tyria.”

(edited by Vorch.2985)

Give PvErs a reason to Spvp

in Suggestions

Posted by: eisberg.2379

eisberg.2379

I think the most common reasons why PvEers don’t PvP is because they dislike PvP. And those who don’t dislike it probably already play it.

And this suggestion could only work for the armours that drop in the game, no cultural, no order and no dungeon armour

Yup, Im a PvEr who doesn’t PvP because I do not like to PvP. Rewards will not make me want to do PvP. You will find that for a lot of PvErs, no amount of rewards will ever get us to to something that we find no fun in.

Trading Post Armor Type Filter

in Suggestions

Posted by: Jdayl.8601

Jdayl.8601

I would love to see an addition to the filters on the Black Lion Trading Company to include the ability to search for only heavy, medium or light armor, or the ability to select items that are “usable by this character”

New profession "Wizard/Arcanist"

in Suggestions

Posted by: cesmode.4257

cesmode.4257

Not to put down a suggestion thread because these threads prop up the game, but how is this different than an elementalist?

Karma is as abundant as air, and as useless as the Kardashians.