Showing Posts Upvoted By Westdragon.8945:

Shared Inventory Slot [Merged]

in Guild Wars 2 Discussion

Posted by: kjetilsaak.6975

kjetilsaak.6975

To day most (all) of us got a free Shared Inventory Slot and that is great

but it annoys me that I cant move it to where I like it to be.
atm it is the first slot in my inventory but I really want to move in to the end.
but some may want to move it to the middle idk how most people set up their Inventorys, but if it was possible to move it in between bag slots,
or just move it somehow it had been AWESOME.

share some other ideas if you have some.

Revenant Feedbacks [merged]

in Revenant

Posted by: rapthorne.7345

rapthorne.7345

Currently, every weapon feels very solidly stuck exclusively to a specific legend, which is incredibly restrictive and doesn’t feel very good to play.

I’d suggest One of two options to remedy this:

1. Implementing a system akin to the elementalist where each weapon has a different skillset based on your currently active legend. It would make being unable to weapon swap feel much less restrictive and give the revenant a better feel.

Currently legend swapping is borderline pointless due to each weapon only being designed to work with one specific legend, and being unable to swap weapons out of combat means that legend swapping in combat will only serve to alter your utility skills (usually a bad thing without adjusting your build accordingly first).

2. Allowing weapon swap on legend swap (ie, having a weapon in the secondary weapon slot that got swapped to when swapping legends, and vice-versa). This I feel would be the more practical and easy to implement solution, requiring the least development time while still making legend swapping in combat feel much better than it currently does.

Resident smug Englishman on the NA servers, just because.

(edited by rapthorne.7345)

Revenant Feedbacks [merged]

in Revenant

Posted by: Ausfer.1853

Ausfer.1853

After playing with the revenant, I feel like there’s a severe lack of variety in the available weapon skills. Engineers and Elementalists cannot weapon swap, but they have weapon kits, and elemental alignments that change what their 1-5 skills do. That more than makes up for their inability to swap weapons.

The revenant does not have any such mechanic.

Being able to switch utility skill sets does not make up for this huge shortcoming. Many of the skills are party support skills, not damage dealers, and ones like Ventari’s skills cannot deal damage at all!

The revenant also has a very, very small amount of available weapons, which makes the issue even worse.

In my opinion, both of these issues need to change because they make the revenant feel extremely limited in playstyle. If I want to play a condi revenant, I basically have to go axe/mace, which means I have NO ranged weapon attacks … and to me that is inexcusable. I need to be able to switch to a ranged weapon in times that melee is not preferable.

Likewise, if I am in a position where I must switch to ranged attacks with the hammer (which I must do out of combat), I now cannot deal condition damage with any weapon skill. I can swap to Demon Stance, but that merely grants me: 1 ability that gives confusion, and 1 that gives torment. And both only have a range of 600. That’s it. This is ridiculous, no other class has such few options.

TL;DR The ability to swap between 2 sets of utility skills does not make up for the incredibly limiting weapon options.

(edited by Ausfer.1853)

#OccupySAB2014

in Guild Wars 2 Discussion

Posted by: cannonfodder.7219

cannonfodder.7219

Such sadness over the loss of SAB.. we went to jump off of Ratasum in a leap of faith..

Attachments:

#OccupySAB2014

in Guild Wars 2 Discussion

Posted by: ntx.2976

ntx.2976

You love Super Adventure Box, so do I.
Come show your support by gathering around moto and his Super Adventure Box at [Magustan Court Waypoint] in Rata Sum

Attachments:

SBI

#OccupySAB2014

in Guild Wars 2 Discussion

Posted by: effybuttonmoon.4607

effybuttonmoon.4607

We made our own SAB box in JAIL \o/

Attachments:

Suggestion: Female/male armour toggle

in Guild Wars 2 Discussion

Posted by: HarlequinWild.4359

HarlequinWild.4359

Just the armour skin.

Suggestion: Female/male armour toggle

in Guild Wars 2 Discussion

Posted by: HarlequinWild.4359

HarlequinWild.4359

Toggle for female armour to use male armour look

I’m a member of a GW2 Girls facebook group, and one issue that comes up pretty regularly is the female armour. Fairly frequently a piece of armour that looks powerful and kitten on a male character will look sexy/girlish and often exposing on a female. Several of the women in the group who like to play female characters prefer sexy, but the majority of them enjoy playing a more practically dressed character.

It is already possible to play a completely unsexualised female humanoid but requires hunting around for skins and armour sets, particularly for light armoured classes. The default light armour at character creation is a miniskirt, garter and crop-top, which can be offputting for a new player.

Guild Wars 2 is already incredibly welcoming to female players; the charr and asura are brilliant, and the female NPCs are whole people with their own motives. It’s this incredibly positive experience I’ve had that makes me hungry for more.

I think a great solution to this issue would be to have a toggle (maybe on the bottom right of the armour piece, like the show/hide toggle) that allows you to switch between the default ‘female’ armour, and the ‘male’ armour. This could be added gradually, focusing on the armour sets with the biggest differences between male and female.

Alternatively/ in addition a similar toggle on character creation might help a new female player feel more welcome and catered for.

While this isn’t part of my suggestion it would be nice to eventually see such a toggle on the male humanoids too, so that they can wear the cute girl skirts too if they want. That would be crazy-progressive.

Edit: To be clear I mean showing the skin of the male armour on the female frame.

Edit: To narrow the suggestion down the toggle should (initially) only be available to females of the following species:

  • Sylvari
  • Norn
  • Human

And applied to the following armour (initially):

  • Light starter armour
  • Tier 3 racial armour (where large differences exist between male and female)

The toggle option when hovered over could be called ‘Alternate design’ and be a simple checkbox

See attached image for an idea of how it could look (it was hacked together in kitten in like five minutes so isn’t perfect, but shows the legs of the light male human armour, and the torso of the light female human armour, plus checkboxes).

Edit: A good suggestion from Starfish about showing how different the male and female light armour sets are:

…Some people still seem confused as to what the issue is here, so perhaps put a line-up of all the skins from the light starter to show the difference.

Defualt Male: http://gw2armorgallery.com/armour/human/human-light-stand-start-male.jpg
Default Female: http://gw2armorgallery.com/armour/human/human-light-stand-start-female.jpg
New Female after editing: https://dviw3bl0enbyw.cloudfront.net/uploads/forum_attachment/file/144945/alternateDesign.png

Attachments:

(edited by HarlequinWild.4359)

Save our spawns!<3 GW2community

in Guild Wars 2 Discussion

Posted by: Noobix.3958

Noobix.3958

GW2Community proposes a few things. Laid out below are our proposals in order of descending preference :

1. Decrease the cost of activating a world event
We feel this is the most elegant solution to our problem of being tied to the one Natural Spawn in primetime. The current cost of activating these events is too high for smaller guilds. It is a barrier to entry that discourages them from even trying as the cost of failure is too high. NíP is currently a no representation required guild but holds a large part of the player-base that makes up the ‘community’ of GW2Community. Even with our pooled resources from all the guilds in our community , we are feeling it is going to be unsustainable to pop these events when we want to. A return on the merit and influence investment could also be given for successful completions of these Guild procced events based on the difficulty of the event. For example, Wurm gives %150 of the Merit and influence investment back, Tequatl gives %80 back and Karka gives %50 back.

2. Two fixed ‘primetime’ spawns per night
This doesn’t have to be on all the ‘Mega-Organised’ events but will help with the Three-Headed Wurm at least. This will enable newer WorldBoss guilds and communities an extra chance at the Three-headed Wurm and will allow them to gain real-world experience at killing it at a faster rate. It will also appease established communities as even we don’t complete this hard content with %100 success-rate. However, popping our own event because we failed the initial spawn may be a reasonable ‘cost of failure’.

Ideal spawn times that fit better into the primetime spawn schedule for GW2community would go thusly. Two opportunities for each boss during primetime, with slots for future events and 2 hour ‘stagger’ between the same events.

First round of spawns <— These are only workable if we have a second round of spawns, 2 hours later.
Future MegaBoss #1 ( 3x harder than Wurm please) @ 18:00 CEST
Three Headed Wurm @ 19:00 CEST
Tequatl @ 20:00 CEST
Karka Queen @ 21:00 CEST
Future MegaBoss #2 @ 22:00 CEST

Second round of spawns <—- The ‘primetime’ spawns
Future MegaBoss #1 ( 3x harder than Wurm please) @ 20:00 CEST
Three Headed Wurm @ 21:00 CEST
Tequatl @ 22:00 CEST
Karka Queen @ 23:00 CEST
Future MegaBoss #2 @ 00:00 CEST


3. Logically separate ‘Mega-Organised’ events from the other World Boss events in the table schedule
The current table schedule is too restrictive and there are no good slots to put in future ‘Mega-Organised’ Events. We shouldn’t try to put them there just to ‘fit them in’ and allow them to have their own little unique slot in the table. They should spawn regardless of what else might be going on in Tyria and could even overlap each other. A 2 hour ‘stagger’ of events seems reasonable.

4. Advance the current megaboss spawn-times by 1 hour
This will push them more firmly into ‘primetime’ for a greater number of our players. For people in the UK, BST (British Summer Time) is currently in effect but with the current spawn schedule, our ‘primetime’ Wurm Spawn will be 18:00 GMT in winter. Most over-worked Brits are not even home from work by this point. If we are to keep the singular primetime spawn, we need to make the spawns later to fall into primetime. These are our ideal spawns for this solution.

Future MegaBoss #1 ( 3x harder than Wurm please) @ 20:00 CEST
Three Headed Wurm @ 21:00 CEST
Tequatl @ 22:00 CEST
Karka Queen @ 23:00 CEST
Future MegaBoss #2 @ 00:00 CEST

BONUS: Have Tequatl and Karka come after the Three-headed Wurm.
This is a personal preference for GW2community but was always the natural progression of our World Boss killing. Have other communities always done this too?

We are obviously only just one community and our wants and needs are going to differ from others. Some requests here could be considered ‘selfish’ but that is the point. We want our gaming to be convenient for us and not tied down to a ‘schedule’. Or at least, we want to be able to spawn these events with a sustainable cost to our guild Influence and Merit income.

What are your opinions and thoughts on the new system? How does this affect your community or guild? How do these times affect your own play schedule as an individual player? We have also made a strawpoll which you can visit here to tell us what you think of our proposals.

We would also like to echo the feeling of TxS and their community. We empathize with their own concerns regarding the new spawn schedule and restrictions fully.

(edited by Noobix.3958)

Save our spawns!<3 GW2community

in Guild Wars 2 Discussion

Posted by: Noobix.3958

Noobix.3958

Hey there! My name is Mkkoll, I am from the EU and I am here to represent the wonderful GW2Community, [NíP], [EVE] and [Wums], the first community to kill the Three-Headed Wurm.

With the new fixed WorldBoss spawn system in place, many in GW2Community are finding the current ‘Natural Spawn’ times quite inconvenient. GW2Community regularly attempted a Three-headed Wurm kill at both 21:00 CEST and 23:00 CEST if the first one failed. We would then move onto Tequatl at the next spawn and finally Karka Queen. This was convenient and efficient as far as organisation for our commanders. Events with most organisation and concentration required first down to least organisation. People could really focus all their energy and efforts on the Wurm then slowly wind down on the easier events, Tequatl and Karka Queen.I will detail the problems further below and give our suggestions of what can be done to make these bosses workable again.

The problem we are noticing now is that the ‘primetime’ Wurm event is too early for a lot of the people in our community and Tequatl and karka Queen are simply too early all together. Most of us don’t even consider 19:00 CEST Tequatl true primetime. People need time to get home from work/school, cook, eat, clean say Hi to their significant other then settle into their night of World Boss slaying.To summarize, the overall problems are the inconvenient spawn times for the EU servers that will be exacerbated for UK players in the winter and the extremely expensive prices for the guild summoning option.

The Guild World Event Unlock: We realise that the new Guild World Events Unlock was intended to address communities and groups that found the fixed Natural Spawns inconvenient. But we feel the current cost of the unlock is simply too high. If we were to continue to try and do Wurm->Tequatl->karka Queen at our previous times every night we would require 30,000 influence and 60 merits. If we were to be more reasonable and ignored Karka queen and Tequatl, proccing the Wurm is still 20 Merits and 10k Influence every night. This is a high cost for established, high-representation guilds, never mind new guilds. We simply don’t feel a new World-boss focused guild could amass enough influence and merits quickly enough to get enough attempts at the Wurm to improve at it. GW2Community took weeks and multiple fails a night to finally start nailing the Three-headed Wurm consistently. How is a new World Boss-focused guild to get the experience with one fixed ‘primetime’ spawn per night? This is not to mention that GW2Community often attempts the Wurm on multiple overflows and we simply couldn’t proc the Wurm multiple times every night at the current rate we attempt it.

How GW2Community works as a Wurm and Tequatl slaying community and our anticipated problems with the Guild World Event unlock:

GW2Community is a group of guilds that come together to defeat the Wurm and Tequatl. We all share a Teamspeak but in-game we represent many different guilds and we have many regular players that show up to these events who don’t represent any of the ‘main’ community guilds at all. Despite our large numbers, we do not gain influence in the same rapid manner full-representation guilds do as we don’t require full-representation. WorldBoss guilds usually have a singular focus and that is to take down the hardest content in the game. Most members have other guilds as their main guilds to do other things like guild missions and WvW etc where they can earn reliable influence and merits. Our guilds, which were specifically created for events like this, will not be able to spawn these bosses as frequently as we’d like. Our communities’ guilds also cannot force our players to do Guild Missions as that was never our initial focus.
If a guild is to spawn the bosses every time they want to do an attempt, then with the current maximum 120 merits you can gain a week from doing the highest tier of guild missions, they will only be able to spawn a boss 6 times a week. Since we attempt to do the Triple Trouble Wurm, Tequatl and Karka Queen every night, we are not going to be able to maintain the high merit and influence cost required to spawn these events at our most convenient time.

(edited by Noobix.3958)

More Serious Content

in Living World

Posted by: Orlando.8192

Orlando.8192

When I am talking about this, I am not referring to the fact that we have had multiple festival style living world events, but instead that we have yet to get anywhere with the primary premise of the game;

When we were presented with GW2 at the outset, there were an abundance of dragons, Zhaitan, Kralkatorrik, Jormag, The Deep Sea Dragon, Primordius, and there was also quite a bit of tantalizing information set out that would allow us to actually deal with these dragons eventually; the Tengu are reclusive in their Dominion of the Winds, with the potential that one day they might come out and seek their homelands in Cantha, necessitating the battle with the deep sea dragon. It is known that The Order of Whispers has secret ways past Kralkatorrik into Elona, yet if the Pact wants to truly get there in any numbers, we are going to probably have to defeat that dragon as well. Similar reasons can be made for all the dragons, yet after Zhaitan, we have basically been doing nothing to combat them.

What I would like to see are more events that focus on addressing these huge objectives, allowing us to work towards long term objectives with these known foes. Dragons are the primary premise of the game really, and it would be nice to see some progression in those areas. If not in the realm of dragons, there are still other loose ends that would be nice to tie up; the outbreak of underworld minions is most likely another return of Dhuum, there are the Sylvari from another tree who have their own whole culture elsewhere, and so many other things around in the world to be cleaned up before we start trying to move on and add new random enemies like the Aetherblades or the Watchknights, and random content like the Bazaar of the Four Winds (though I have no problem with the content of these things, they were fun enough, just off-topic).