Showing Posts For Yaya.5984:

What Good is Teleporting?

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Posted by: Yaya.5984

Yaya.5984

I click it every time it’s off cooldown while mapping, simply because it gets me where I am going, faster.

CDI- Guilds- Logistics and QOL

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Posted by: Yaya.5984

Yaya.5984

Ok time for a third topic.

Guild Halls.

I see this subject come up a lot in this thread and while we can talk about other aspects of Guild Halls at some point, let’s try another exercise.

What are the 3 top QOL features you think Guild Halls could provide that maybe couldn’t exist otherwise? Try not to list features that are beyond QOL, but I won’t hold it against you because its hard to do.

I’m out for the day hiking at Mt. Rainier but will try and return with my own top three later this weekend.

Guild Halls should provide at least the standard things they’ve provided in other MMOs
1) centralized location for crafting/trading/training/deployment
2) allow guilds customizable aesthetics and design to display logos and colors
3) add a collectible market and economy component for utility

I think a stagnant mansion/keep in an instanced zone, outside one of the major cities, is a played out and boring way to do guild halls or player housing, and would add little to the game.
I think the idea needs a more active component, to allow guild members to feel like an organized force, with enhanced group mobility and connectivity. Guild halls could bring benefit to all aspects of play.
I think the guild would be better off with an airship. Possibly with siege machinery and parachute shock troopers, to engage in a land to air wvw or pve battle. Or maybe a giant dredge tunneler, or a Charr heli-fortress etc etc. the guild could arrive in style in any of the cultural methods.
Maybe it’s just a pipedream, and it’s adding content not just QoL- but I think it would be fun.

CDI- Guilds- Logistics and QOL

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Posted by: Yaya.5984

Yaya.5984

I agree with everything you are saying. I am simply stating that persistence is fun (-:

Chris

That sounds great to me, as long as the individual guilds can retain their original identity – for example, the small family guild I mention would be against an overly formal alliance because it would potentially expose the children in that guild to a large number of strangers (which is understandable).

With all of what’s been said in mind, Yaya’s suggestion regarding shared or saved progression – that advances a larger alliance (with unique perks and unlockables) – seems like a really great idea.

The tricks would be implementing that progression without using a system that puts one guild above the other – and implementing a system that allows for multiple alliances between divergent guilds (basically, my guild would possibly want to be in three unique alliances with the three guilds I mention above – based on the activities we share with each).

Of course, to make things even harder, the system would need to be simple to understand and implement.

Of course it would (-:

Problems are the fuel of evolution though, so I am all in!

Chris

My thinking was simply -adding to the existing “community” tab under the achievement panel, and the guild perks. Unlocking more titles, skins, and tonics would be reward enough, in addition to increased bonuses/buffs through alliances. There could also be ap’s earned by random on the spot alliances, and/or long term dedicated alliances. But neither guild gains any edge over the other they don’t earn anyway.
An alliance will only be created for mutual gain, so these cosmetics and are just icing on the cake.

P.S Chris you are great, thanks for trying to repair things!

(edited by Yaya.5984)

CDI- Guilds- Logistics and QOL

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Posted by: Yaya.5984

Yaya.5984

I like Blaeys idea. I don’t think the experiences the allied guilds share should be lost though. If guild x joins guild y for a dungeon, then joins guild z for some WvW, then re-allies with guild x for another dungeon the next day-all 3 guilds gain merit and achievement points. Perhaps there can be tiers to the alliance, and the more times guilds ally with other specific guilds, and the more diversity in events they share- the higher the shared guild buffs and bonuses become.

(edited by Yaya.5984)

Brainstorm: Key Discussion Points

in Guild Wars 2 Discussion

Posted by: Yaya.5984

Yaya.5984

There are some really strong ideas here, and some very passionate feedback.
I’ve only been playing for a less than a year, and this is my first post on these forums.
I have played other MMOs, and I feel like this issue facing Anet right now, is a common issue in the lifespan of all MMOs. How does a development company balance the trolls and the white knights, and end up with a better product, and a happier community with increased longevity in the market? I’ve played other games, which faced these types of growing pains.
To the OP-
The Dev Tracker should be what we visit to see what a Dev is saying about any given issue in the game. Perhaps it could be reconfigured to sort by topic or chronologically, and have links to pertinent discussions going on in the other subforums (which I feel there are too many of already.) If the intent is more for user reference and cataloging, not discussion of the issues/suggestions, I think you have what you need already.
To address all the issues of players wanting to know whether there will be expac someday, or new this or new that, a 6 month road map doesn’t really take too much imagination to be vague yet enticing enough to not spill any beans, but you still need to give players what they want, not what you want. Or they will go play other games, and not look back. A new MMO is a blank slate for us all.
I think it would be smart to do a forum poll of some sort, asking players what they want developer time to focus on in 2015. Pick the top 3 or whatever, and then show us how you are going to give it to us. It would go a long way to repairing the damage of non-communication.
This isn’t about keeping or not keeping any single development promise, it’s about Anet’s integrity.
- there’s my 2 cents.