Planes, ships, massive tanks etc. Armored, repairable, health level, weapon cool downs, limited ammunition, multi-player gun/rocket/laser mounts, provides shelter, small battles can occur from enemies that can try to over take the vessels; high damage against bosses, structures and walls.
Be able to summon pet(s) for others to use. Others who use the pet would gain pet skills to use in addition to the pet itself.
Ranger is able to have more than one pet active.
Pets are able to merge to become a new pet.
Pets can charge up to gain a new skill and increase stats.
Pet invisibility.
Pet portals.
Area of affect pet heal.
Trade position with pet.
(edited by Zahld.4956)
Build swapping with cool down like weapon swapping.
Minor elite specialization – A fourth specialization that gives two major and two minor traits and some skills from another profession.
Be able to switch to another character when out of combat and not have to log out.
Add a simple guild message board to the guild section of the game where players can post messages for other guild members to see after being offline. Group discussions for the guilds would be easier this way too.
Message of the day serves a different purpose by the way.
Have a physical copy that can be delivered…
Maybe one last minute add-on.. yeah or at least for the next expansion to be included.
Yes that would be good.
What would the players really want added that isn’t already in the expansion? More skills to play with would get my vote.
Okay, maybe more and involving versions of it.
Maybe in a vehicle world in the likes of super adventure box…
Add low level crafting of certain items to be a part of quests/missions etc. And add quests/missions that help level up different crafts. And so on.
By buying items from the cash shop or from the website, of which, a part of the proceeds would go to a particular cause.
Add charity and fundraiser contributions that players can contribute to. Proceeds could even give players exclusive access to certain events and maybe a number of any other things..
If no mechanic is added then no counter-balance is need I guess, but having a second mechanic would help if any future elite spec adds a mechanic instead of replacing it.
Maybe more underwater puzzles, searching, DE’s with less combat and less combat in general. Some trenches, caves, lakes, sunken treasure, lave seepage, lost cities, seahorse mounts, more sea fauna and flora etc.
Add a second core profession mechanic to each profession to balance each out with the new profession mechanic added with the elite specializations so that core professions don’t feel to under-powered. When not using a elite specialization, this secondary profession mechanic would be available instead of the one from the elite specialization.
More for each profession.
Selectable dodge animations.
Make material collecting tool slots (axe, pick and sickle) account bound so that there isn’t multiple tool sets scattered across different characters, freeing up precious slots for other things. These slots would be shared across all characters in other words.
Also add more tool slots to accommodate for all available tiers of tools or set of tool skins to the tool equipping slots location.
Add secondary armor set slots that can be swapped back and forth when out of combat like weapons. (Dye and wardrobe slots might need a second set too.)
Add secondary swappable accessory slots too.
A specialization that gives weapons a pool of skills to choose from (to use in weapon skills 1-5) while utility side skills are in static sets with one slot available for use with a choice from existing 6-0 skills. Either a heal, utility or elite skill could be chosen to be used in place of the skills in the utility skills side set.
Utility side skill sets would be equipped like weapons and be swap-able with cool down times like weapons.
This elite spec trades utility skill building with weapon skills building and also allows the use of one of utility skill from existing ones.
All professions could use a form of this elite spec to add weapons building option to their builds.
Can’t undo question thing for some reason..
Basic masteries – easy to get, more available, basic mechanics, for practice.
Advance masteries – higher requirements to get, advance mechanics, few available, better rewards when used.
Possibly intermediate and more expanded.
(edited by Zahld.4956)
to add more uncertainty but maybe in practice it might be more problematic than needs to be.
less clicking if there were select boxes. oiled leather packs says “if possible, junk items will fill this bag before other empty spaces” instead of being a sell all of its content when junk is sold kind of bag. but marking items might be easier though.
saves the typing if it’s auto. and its quick.
add an option to wiki search and item when right mouse clicking it to make item research easier. just a QoL suggestion.
Give ascended armor a double option skin?
I’m …trying … to reduce gold-to-gem conversion rate or at least stabilize it more
You haven’t successfully explained why that’s important to do. It would be far, far easier (and fitting) for ANet to adjust the things driving the higher rates if ANet agrees that the rate is an issue (although I doubt that they do).
Many current drivers of the high rate are obvious:
- More gold in the economy means people are willing to pay higher rates, since no one willingly spends more RL cash on a game than they feel they need to.
- More new, cool stuff in the gem shop means more people are willing to trade gems, whether from RL cash or converted gold.
- Frequently refreshing of the list of items in the gem shop generates more demand, too. People buy stuff while they can and when it returns, after waiting for it for so long.
- Server linking and changes to WvW also causes people to convert gold. This has happened with just about every major WvW update, including ‘Seasons’, as there are many guilds willing to move, for a variety of reasons.
- Changes to BL chests pretty much always cause a demand spike.
- There’s probably some amount of previously-big spenders who got out of the habit, for a variety of reasons.
ANet could choose to return to the good old days of 2014|2015 and make fewer changes to the gem shop. They could reduce the cost of moving servers (and balance it by putting more restrictions on it). They could increase gold sinks in the game or decrease the faucets (although that’s mostly more difficult than it sounds). They could stop doing things that accidentally sabotage their greatest achievements.
With the exception of changing in-game gold sinks/faucets, those are all things that are easier and faster to implement (not to mention easier to explain) than any convoluted volume-based update to the gold:gem exchange.
But it’s all moot because before you can convince ANet that they should do any of these things, you have to convince them that the high rate is an actual problem — it’s just our perception that 35g:100 gems is bad.
It could be prices are just matching the inflation of gold currently and it’s demand. Things just seem kind of exorbitant compared to what can be had for how much gold is needed to get an item in the store for an average (casual) player. It could be just me. I could be wrong.
To help reduce general gold-to-gem-conversion inflation add a small percentage tax fee to conversions if a player exceeds a certain high total amount in conversions within a week. This would reduce conversions from high volume converters to help deflate prices for other players.
What do players think about this tax fee for conversions?
So you want to hurt the people who fund the game so you can exchange gold to gems at better rates?
I’m not trying to hurt game finders but rather reduce gold-to-gem conversion rate or at least stabilize it more through increased taxes or some sort of gold sink for high velocity/volume traders who may spike rates destabilize the rates for others.
The source or solution may be else where though.
My proposal was just a suggestion to a possible solution.
Maybe other sources of gem acquisition (direct gem acquisition through gameplay or item trading) may combat gem price inflation but then again that might inflate the gem quantities available…
I mean increase it to something like 30% and higher if they reach different volumes of exchanges within a stretch of time.
Decreasing gem to gold taxes would inflate available gold and further decrease it’s value. Not to mention increasing sources of gold (from rewards or whatever) deflates it’s value overall in the game in general.
Op wants a better new f2p player experience. What could provide that for a person? Maybe a more informative do not enter sign? Or making more parts of the game more quickly and easily accessable to be demo’d?
Most people don’t have walls of text to complain for no reasonable reason, keep that in mind.
Thanks. Increased tax then
To help reduce general gold-to-gem-conversion inflation add a small percentage tax fee to conversions if a player exceeds a certain high total amount in conversions within a week. This would reduce conversions from high volume converters to help deflate prices for other players.
What do players think about this tax fee for conversions?
Have a junk bag that sells all items in it when selling junk items to venders.
A zone where creatures are mixed level without numbers to identify their level but only creature type. Players would also not be level adjusted. Some creatures would also have levels exceeding 80 to increase difficulty for level 80 players.
Another zone could have all players’ levels normalized from level 80 and reduced in increments of 10 to increase difficulty as zones increase in difficulty and all while creature levels are varied or randomized- increasing challenge from minute to minute of play. RNjesus will determine their luck.
it helps players make the most use out of each illusion before they get shattered.
show the life bar status of the illusions for the mesmer on the dots that show how many are active.
makes it easier to see their remaining health.
move the inventory options outside of the submenu into the main window as icons with mouse-over descriptions.
Second skill sets for weapons.
elite weapon skills bar – all skills become weapon skills
elite utility skills bar – all skills become utility skills
Have a skill boost gauge bar that, when filled up, can be used to boost the strength or effects of any of the 1 – 9 skills on the skills bar. There could also be multiple levels on the bar that adds more enhancements as they are reached. Different actions could fill different resulting effects or enhancements of this bar. This boost bars energy could also be transferred into an object that others can use at a reduced strength. Multiple objects could also be made.
with wvw bosses (with unique good drops), better drops for larger group battles (rewards for different group sizes, better rewards for small vs large group battles), surprise portals, improved environmental weapons, random weather damage and boons, commander air freeze strikes over large areas, and dragon strikes.
have three core specializations and an elite specialization to be used at once. the core specializations would be strong (trait strength) while the elite specs would be weak but would add new skills, mechanics and weapon usage etc.
Dragon mounts that can only fly down to a certain elevation and can only be and dismounted in certain areas. Used for aerial combat and scenic viewing.
Grappling/rope swing mastery that allows for traversing through difficult terrain through a grappling hook gun that hooks to points that can be grappled and swung to (in a quick- easy to use- actiony way). Grappling gun could be used to retrieve things from afar too.
Storyline/mission instances that require large groups of 50-100+. These large instances would allow players to complete parts of their stories. (complete with story cut-scenes). Have single-player, 5-player, and 50+ versions of and instance to accommodate for different party sizes. Each version of the instance would have their own rewards and accomplishments. Include hearts in these instances. Dynamic events would branch out the story to different paths. The story journal would have grey’d or blanked out story branch paths to show other few possible paths which would also have different rewards.
Add some persistent areas with hearts and dynamic events to SAB.
A three-dimensional map.